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https://github.com/pret/pokered.git
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commented movement stuff
This commit is contained in:
parent
994c2cbf28
commit
7b676f5851
7 changed files with 206 additions and 163 deletions
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@ -12,7 +12,7 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
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; the maximum number for map tiles
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.checkIfTextBoxInFrontOfSprite
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aCoord 8, 9
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ld [$ff93], a
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ld [hTilePlayerStandingOn], a
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cp $60
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jr c, .lowerLeftTileIsMapTile
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.disableSprite
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@ -21,52 +21,54 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
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ret
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.lowerLeftTileIsMapTile
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call DetectCollisionBetweenSprites
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ld h, $c1
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ld h, wSpriteStateData1 / $100
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ld a, [wWalkCounter]
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and a
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jr nz, .asm_4e90
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jr nz, .moving
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ld a, [wd528]
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; check if down
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bit 2, a
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jr z, .notDown
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jr z, .checkIfUp
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xor a ; ld a, SPRITE_FACING_DOWN
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jr .done
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.notDown
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jr .next
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.checkIfUp
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bit 3, a
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jr z, .notUp
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jr z, .checkIfLeft
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ld a, SPRITE_FACING_UP
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jr .done
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.notUp
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jr .next
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.checkIfLeft
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bit 1, a
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jr z, .notLeft
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jr z, .checkIfRight
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ld a, SPRITE_FACING_LEFT
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jr .done
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.notLeft
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jr .next
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.checkIfRight
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bit 0, a
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jr z, .notRight
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jr z, .notMoving
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ld a, SPRITE_FACING_RIGHT
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jr .done
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.notRight
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jr .next
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.notMoving
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; zero the animation counters
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xor a
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ld [wSpriteStateData1 + 7], a
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ld [wSpriteStateData1 + 8], a
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jr .asm_4eab
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.done
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ld [wSpriteStateData1 + 9], a
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jr .calcImageIndex
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.next
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ld [wSpriteStateData1 + 9], a ; facing direction
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ld a, [wFontLoaded]
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bit 0, a
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jr nz, .notRight
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.asm_4e90
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jr nz, .notMoving
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.moving
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ld a, [wd736]
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bit 7, a
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jr nz, .asm_4eb6
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bit 7, a ; is the player sprite spinning due to a spin tile?
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jr nz, .skipSpriteAnim
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ld a, [H_CURRENTSPRITEOFFSET]
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add $7
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ld l, a
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ld a, [hl]
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inc a
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ld [hl], a
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cp $4
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jr nz, .asm_4eab
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cp 4
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jr nz, .calcImageIndex
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xor a
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ld [hl], a
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inc hl
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@ -74,28 +76,32 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
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inc a
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and $3
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ld [hl], a
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.asm_4eab
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.calcImageIndex
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ld a, [wSpriteStateData1 + 8]
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ld b, a
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ld a, [wSpriteStateData1 + 9]
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add b
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ld [wSpriteStateData1 + 2], a
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.asm_4eb6
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ld a, [$ff93]
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.skipSpriteAnim
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; If the player is standing on a grass tile, make the player's sprite have
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; lower priority than the background so that it's partially obscured by the
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; grass. Only the lower half of the sprite is permitted to have the priority
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; bit set by later logic.
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ld a, [hTilePlayerStandingOn]
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ld c, a
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ld a, [W_GRASSTILE]
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cp c
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ld a, $0
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jr nz, .asm_4ec3
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jr nz, .next2
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ld a, $80
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.asm_4ec3
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.next2
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ld [wSpriteStateData2 + $07], a
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ret
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Func_4ec7: ; 4ec7 (1:4ec7)
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UnusedReadSpriteDataFunction: ; 4ec7 (1:4ec7)
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push bc
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push af
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ld a, [$ffda]
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ld a, [H_CURRENTSPRITEOFFSET]
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ld c, a
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pop af
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add c
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@ -103,7 +109,7 @@ Func_4ec7: ; 4ec7 (1:4ec7)
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pop bc
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ret
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Func_4ed1: ; 4ed1 (1:4ed1)
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UpdateNPCSprite: ; 4ed1 (1:4ed1)
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ld a, [H_CURRENTSPRITEOFFSET]
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swap a
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dec a
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@ -148,40 +154,43 @@ Func_4ed1: ; 4ed1 (1:4ed1)
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ld l, a
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ld a, [hl] ; c2x6: movement byte 1
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inc a
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jr z, .asm_4f59 ; value $FF
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jr z, .randomMovement ; value $FF
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inc a
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jr z, .asm_4f59 ; value $FE
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jr z, .randomMovement ; value $FE
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; scripted movement
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dec a
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ld [hl], a ; (temporarily) increment movement byte 1
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ld [hl], a ; increment movement byte 1 (movement data index)
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dec a
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push hl
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ld hl, wcf0f
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dec [hl] ; decrement wcf0f
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pop hl
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ld de, wcc5b
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call LoadDEPlusA ; a = [wcc5b + movement byte 1]
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ld de, wNPCMovementDirections
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call LoadDEPlusA ; a = [wNPCMovementDirections + movement byte 1]
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cp $e0
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jp z, ChangeFacingDirection
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cp $ff
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jr nz, .asm_4f4b
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ld [hl], a ; reset movement byte 1 to initial value
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jr nz, .next
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; reached end of wNPCMovementDirections list
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ld [hl], a ; store $ff in movement byte 1, disabling scripted movement
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ld hl, wd730
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res 0, [hl]
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xor a
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ld [wSimulatedJoypadStatesIndex], a
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ld [wWastedByteCD3A], a
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ret
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.asm_4f4b
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.next
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cp $fe
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jr nz, .asm_4f5f
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jr nz, .determineDirection
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; current NPC movement data is $fe. this seems buggy
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ld [hl], $1 ; set movement byte 1 to $1
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ld de, wcc5b
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call LoadDEPlusA ; a = [wcc5b + $fe] (?)
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jr .asm_4f5f
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.asm_4f59
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ld de, wNPCMovementDirections
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call LoadDEPlusA ; a = [wNPCMovementDirections + $fe] (?)
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jr .determineDirection
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.randomMovement
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call getTileSpriteStandsOn
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call Random
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.asm_4f5f
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.determineDirection
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ld b, a
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ld a, [wCurSpriteMovement2]
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cp $d0
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@ -199,7 +208,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
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cp $2
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jr z, .moveLeft ; movement byte 2 = $2 only allows left or right
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.moveDown
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ld de, 2*20
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ld de, 2*SCREEN_WIDTH
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add hl, de ; move tile pointer two rows down
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ld de, $100
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@ -212,7 +221,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
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cp $2
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jr z, .moveRight ; movement byte 2 = $2 only allows left or right
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.moveUp
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ld de, -2*20
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ld de, -2*SCREEN_WIDTH
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add hl, de ; move tile pointer two rows up
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ld de, $ff00
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ld bc, $804
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@ -249,7 +258,7 @@ ChangeFacingDirection: ; 4fc8 (1:4fc8)
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; c: new facing direction (0,4,8 or $c)
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; d: Y movement delta (-1, 0 or 1)
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; e: X movement delta (-1, 0 or 1)
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; hl: pointer to tile the sprite would wlak onto
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; hl: pointer to tile the sprite would walk onto
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; set carry on failure, clears carry on success
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TryWalking: ; 4fcb (1:4fcb)
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push hl
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@ -470,7 +479,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
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ld l, a
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ld a, [hl] ; c2x6: movement byte 1
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cp $fe
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jr c, .skipXVisibilityTest ; movement byte 1 < $fe
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jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted)
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ld a, [H_CURRENTSPRITEOFFSET]
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add $4
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ld l, a
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@ -572,10 +581,11 @@ CanWalkOntoTile: ; 516e (1:516e)
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ld l, a
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ld a, [hl] ; c2x6 (movement byte 1)
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cp $fe
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jr nc, .canMove ; values $fe and $ff
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jr nc, .notScripted ; values $fe and $ff
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; always allow walking if the movement is scripted
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and a
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ret
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.canMove
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.notScripted
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ld a, [W_TILESETCOLLISIONPTR]
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ld l, a
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ld a, [W_TILESETCOLLISIONPTR+1]
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@ -713,53 +723,54 @@ LoadDEPlusA: ; 522f (1:522f)
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ld a, [de]
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ret
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Func_5236: ; 5236 (1:5236)
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DoScriptedNPCMovement: ; 5236 (1:5236)
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ld a, [wd730]
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bit 7, a
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ret z
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ld hl, wd72e
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bit 7, [hl]
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set 7, [hl]
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jp z, Func_52a6
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jp z, InitScriptedNPCMovement
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ld hl, wNPCMovementDirections2
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ld a, [wNPCMovementDirections2Index]
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add l
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ld l, a
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jr nc, .asm_5251
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jr nc, .noCarry
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inc h
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.asm_5251
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.noCarry
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ld a, [hl]
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; check if moving up
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cp $40
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jr nz, .asm_525f
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call Func_52b2
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ld c, $4
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ld a, $fe
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jr .asm_5289
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.asm_525f
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jr nz, .checkIfMovingDown
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call GetSpriteScreenYPointer
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ld c, SPRITE_FACING_UP
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ld a, -2
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jr .move
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.checkIfMovingDown
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cp $0
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jr nz, .asm_526c
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call Func_52b2
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ld c, $0
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ld a, $2
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jr .asm_5289
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.asm_526c
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jr nz, .checkIfMovingLeft
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call GetSpriteScreenYPointer
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ld c, SPRITE_FACING_DOWN
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ld a, 2
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jr .move
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.checkIfMovingLeft
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cp $80
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jr nz, .asm_5279
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call Func_52b7
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ld c, $8
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ld a, $fe
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jr .asm_5289
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.asm_5279
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jr nz, .checkIfMovingRight
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call GetSpriteScreenXPointer
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ld c, SPRITE_FACING_LEFT
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ld a, -2
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jr .move
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.checkIfMovingRight
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cp $c0
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jr nz, .asm_5286
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call Func_52b7
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ld c, $c
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ld a, $2
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jr .asm_5289
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.asm_5286
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jr nz, .noMatch
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call GetSpriteScreenXPointer
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ld c, SPRITE_FACING_RIGHT
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ld a, 2
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jr .move
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.noMatch
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cp $ff
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ret
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.asm_5289
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.move
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ld b, a
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ld a, [hl]
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add b
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@ -768,8 +779,8 @@ Func_5236: ; 5236 (1:5236)
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add $9
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ld l, a
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ld a, c
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ld [hl], a
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call Func_52c3
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ld [hl], a ; facing direction
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call AnimScriptedNPCMovement
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ld hl, wcf18
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dec [hl]
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ret nz
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@ -779,22 +790,23 @@ Func_5236: ; 5236 (1:5236)
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inc [hl]
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ret
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Func_52a6: ; 52a6 (1:52a6)
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InitScriptedNPCMovement: ; 52a6 (1:52a6)
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xor a
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ld [wNPCMovementDirections2Index], a
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ld a, $8
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ld [wcf18], a
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jp Func_52c3
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jp AnimScriptedNPCMovement
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Func_52b2: ; 52b2 (1:52b2)
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GetSpriteScreenYPointer: ; 52b2 (1:52b2)
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ld a, $4
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ld b, a
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jr asm_52ba
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jr GetSpriteScreenXYPointerCommon
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Func_52b7: ; 52b7 (1:52b7)
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GetSpriteScreenXPointer: ; 52b7 (1:52b7)
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ld a, $6
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ld b, a
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asm_52ba: ; 52ba (1:52ba)
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GetSpriteScreenXYPointerCommon: ; 52ba (1:52ba)
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ld hl, wSpriteStateData1
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ld a, [H_CURRENTSPRITEOFFSET]
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add l
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@ -802,12 +814,12 @@ asm_52ba: ; 52ba (1:52ba)
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ld l, a
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ret
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Func_52c3: ; 52c3 (1:52c3)
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AnimScriptedNPCMovement: ; 52c3 (1:52c3)
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ld hl, wSpriteStateData2
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ld a, [H_CURRENTSPRITEOFFSET]
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add $e
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ld l, a
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ld a, [hl]
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ld a, [hl] ; VRAM slot
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dec a
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swap a
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ld b, a
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@ -815,47 +827,47 @@ Func_52c3: ; 52c3 (1:52c3)
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ld a, [H_CURRENTSPRITEOFFSET]
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add $9
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ld l, a
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ld a, [hl]
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cp $0
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jr z, .asm_52ea
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cp $4
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jr z, .asm_52ea
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cp $8
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jr z, .asm_52ea
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cp $c
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jr z, .asm_52ea
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ld a, [hl] ; facing direction
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cp SPRITE_FACING_DOWN
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jr z, .anim
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cp SPRITE_FACING_UP
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jr z, .anim
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cp SPRITE_FACING_LEFT
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jr z, .anim
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cp SPRITE_FACING_RIGHT
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jr z, .anim
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ret
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.asm_52ea
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.anim
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add b
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ld b, a
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ld [$ffe9], a
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call Func_5301
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ld [hSpriteVRAMSlotAndFacing], a
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call AdvanceScriptedNPCAnimFrameCounter
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ld hl, wSpriteStateData1
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ld a, [H_CURRENTSPRITEOFFSET]
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add $2
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ld l, a
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ld a, [$ffe9]
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ld a, [hSpriteVRAMSlotAndFacing]
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ld b, a
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ld a, [$ffea]
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ld a, [hSpriteAnimFrameCounter]
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add b
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ld [hl], a
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ret
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Func_5301: ; 5301 (1:5301)
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AdvanceScriptedNPCAnimFrameCounter: ; 5301 (1:5301)
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ld a, [H_CURRENTSPRITEOFFSET]
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add $7
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ld l, a
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ld a, [hl]
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ld a, [hl] ; intra-animation frame counter
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inc a
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ld [hl], a
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cp $4
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cp 4
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ret nz
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xor a
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ld [hl], a
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ld [hl], a ; reset intra-animation frame counter
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inc l
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ld a, [hl]
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ld a, [hl] ; animation frame counter
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inc a
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and $3
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ld [hl], a
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ld [$ffea], a
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ld [hSpriteAnimFrameCounter], a
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ret
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@ -63,7 +63,7 @@ Func_1a44c: ; 1a44c (6:644c)
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call FillMemory
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ld [hl], $ff
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ld a, [wSpriteIndex]
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ld [H_DOWNARROWBLINKCNT2], a
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ld [H_SPRITEINDEX], a
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ld de, wNPCMovementDirections2
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call MoveSprite
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ld a, $1
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@ -4,25 +4,26 @@ PrepareOAMData:
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ld a, [wUpdateSpritesEnabled]
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dec a
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jr z, .asm_4b1e
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jr z, .updateEnabled
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cp 0 - 1
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ret nz
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ld [wUpdateSpritesEnabled], a
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jp HideSprites
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.asm_4b1e
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.updateEnabled
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xor a
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ld [$ff90], a
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.asm_4b21
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ld [$ff8f], a
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ld [hOAMBufferOffset], a
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.spriteLoop
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ld [hSpriteDataOffset2], a
|
||||
|
||||
ld d, wSpriteStateData1 / $100
|
||||
ld a, [$ff8f]
|
||||
ld a, [hSpriteDataOffset2]
|
||||
ld e, a
|
||||
ld a, [de] ; c1x0
|
||||
and a
|
||||
jp z, .asm_4bad
|
||||
jp z, .nextSprite
|
||||
|
||||
inc e
|
||||
inc e
|
||||
|
@ -31,21 +32,25 @@ PrepareOAMData:
|
|||
cp $ff ; off-screen (don't draw)
|
||||
jr nz, .visible
|
||||
|
||||
call Func_4bd1
|
||||
jr .asm_4bad
|
||||
call GetSpriteScreenXY
|
||||
jr .nextSprite
|
||||
|
||||
.visible
|
||||
cp $a0
|
||||
cp $a0 ; is the sprite unchanging like an item ball or boulder?
|
||||
jr c, .usefacing
|
||||
|
||||
; unchanging
|
||||
and $f
|
||||
add $10
|
||||
jr .asm_4b48
|
||||
add $10 ; skip to the second half of the table which doesn't account for facing direction
|
||||
jr .next
|
||||
|
||||
.usefacing
|
||||
and $f
|
||||
.asm_4b48
|
||||
|
||||
.next
|
||||
ld l, a
|
||||
|
||||
; get sprite priority
|
||||
push de
|
||||
inc d
|
||||
ld a, e
|
||||
|
@ -53,15 +58,15 @@ PrepareOAMData:
|
|||
ld e, a
|
||||
ld a, [de] ; c2x7
|
||||
and $80
|
||||
ld [$ff94], a ; temp store sprite priority
|
||||
ld [hSpritePriority], a ; temp store sprite priority
|
||||
pop de
|
||||
|
||||
; read the entry from the table
|
||||
ld h, 0
|
||||
ld bc, SpriteFacingAndAnimationTable
|
||||
add hl, hl
|
||||
add hl, hl
|
||||
add hl, bc
|
||||
|
||||
ld a, [hli]
|
||||
ld c, a
|
||||
ld a, [hli]
|
||||
|
@ -70,24 +75,25 @@ PrepareOAMData:
|
|||
ld h, [hl]
|
||||
ld l, a
|
||||
|
||||
call Func_4bd1
|
||||
call GetSpriteScreenXY
|
||||
|
||||
ld a, [$ff90]
|
||||
ld a, [hOAMBufferOffset]
|
||||
ld e, a
|
||||
ld d, wOAMBuffer / $100
|
||||
.tile
|
||||
ld a, [$ff92] ; temp for sprite Y position
|
||||
|
||||
.tileLoop
|
||||
ld a, [hSpriteScreenY] ; temp for sprite Y position
|
||||
add $10 ; Y=16 is top of screen (Y=0 is invisible)
|
||||
add [hl] ; add Y offset from table
|
||||
ld [de], a ; write new sprite OAM Y position
|
||||
inc hl
|
||||
ld a, [$ff91] ; temp for sprite X position
|
||||
ld a, [hSpriteScreenX] ; temp for sprite X position
|
||||
add $8 ; X=8 is left of screen (X=0 is invisible)
|
||||
add [hl] ; add X offset from table
|
||||
inc e
|
||||
ld [de], a ; write new sprite OAM X position
|
||||
inc e
|
||||
ld a, [bc] ; read pattern number offset (accomodates orientation (offset 0,4 or 8) and animation (offset 0 or $80))
|
||||
ld a, [bc] ; read pattern number offset (accommodates orientation (offset 0,4 or 8) and animation (offset 0 or $80))
|
||||
inc bc
|
||||
push bc
|
||||
ld b, a
|
||||
|
@ -99,46 +105,47 @@ PrepareOAMData:
|
|||
; Sprites $a and $b have one face (and therefore 4 tiles instead of 12).
|
||||
; As a result, sprite $b's tile offset is less than normal.
|
||||
cp $b
|
||||
jr nz, .offset
|
||||
jr nz, .notFourTileSprite
|
||||
ld a, $a * 12 + 4
|
||||
jr .gotoffset
|
||||
jr .next2
|
||||
|
||||
.offset
|
||||
.notFourTileSprite
|
||||
; a *= 12
|
||||
sla a
|
||||
sla a
|
||||
ld c, a
|
||||
sla a
|
||||
add c
|
||||
.gotoffset
|
||||
add b ; which frame
|
||||
|
||||
.next2
|
||||
add b ; add the tile offset from the table (based on frame and facing direction)
|
||||
pop bc
|
||||
ld [de], a ; tile id
|
||||
inc hl
|
||||
inc e
|
||||
ld a, [hl]
|
||||
bit 1, a ; sprite priority
|
||||
jr z, .fg
|
||||
ld a, [$ff94] ; facing priority
|
||||
bit 1, a ; is the tile allowed to set the sprite priority bit?
|
||||
jr z, .skipPriority
|
||||
ld a, [hSpritePriority]
|
||||
or [hl]
|
||||
.fg
|
||||
.skipPriority
|
||||
inc hl
|
||||
ld [de], a
|
||||
inc e
|
||||
bit 0, a ; OAMFLAG_ENDOFDATA
|
||||
jr z, .tile
|
||||
jr z, .tileLoop
|
||||
|
||||
ld a, e
|
||||
ld [$ff90], a
|
||||
ld [hOAMBufferOffset], a
|
||||
|
||||
.asm_4bad
|
||||
ld a, [$ff8f]
|
||||
.nextSprite
|
||||
ld a, [hSpriteDataOffset2]
|
||||
add $10
|
||||
cp $100 % $100
|
||||
jp nz, .asm_4b21
|
||||
jp nz, .spriteLoop
|
||||
|
||||
; Clear unused OAM.
|
||||
ld a, [$ff90]
|
||||
ld a, [hOAMBufferOffset]
|
||||
ld l, a
|
||||
ld h, wOAMBuffer / $100
|
||||
ld de, $4
|
||||
|
@ -159,24 +166,24 @@ PrepareOAMData:
|
|||
add hl, de
|
||||
jr .clear
|
||||
|
||||
Func_4bd1: ; 4bd1 (1:4bd1)
|
||||
GetSpriteScreenXY: ; 4bd1 (1:4bd1)
|
||||
inc e
|
||||
inc e
|
||||
ld a, [de] ; c1x4
|
||||
ld [$ff92], a
|
||||
ld [hSpriteScreenY], a
|
||||
inc e
|
||||
inc e
|
||||
ld a, [de] ; c1x6
|
||||
ld [$ff91], a
|
||||
ld a, $4
|
||||
ld [hSpriteScreenX], a
|
||||
ld a, 4
|
||||
add e
|
||||
ld e, a
|
||||
ld a, [$ff92]
|
||||
add $4
|
||||
ld a, [hSpriteScreenY]
|
||||
add 4
|
||||
and $f0
|
||||
ld [de], a ; c1xa (y)
|
||||
inc e
|
||||
ld a, [$ff91]
|
||||
ld a, [hSpriteScreenX]
|
||||
and $f0
|
||||
ld [de], a ; c1xb (x)
|
||||
ret
|
||||
|
|
6
home.asm
6
home.asm
|
@ -3043,8 +3043,8 @@ CalcDifference:: ; 3633 (0:3633)
|
|||
ret
|
||||
|
||||
MoveSprite:: ; 363a (0:363a)
|
||||
; move the sprite [$FF8C] with the movement pointed to by de
|
||||
; actually only copies the movement data to wcc5b for later
|
||||
; move the sprite [H_SPRITEINDEX] with the movement pointed to by de
|
||||
; actually only copies the movement data to wNPCMovementDirections for later
|
||||
call SetSpriteMovementBytesToFF
|
||||
MoveSprite_:: ; 363d (0:363d)
|
||||
push hl
|
||||
|
@ -3052,7 +3052,7 @@ MoveSprite_:: ; 363d (0:363d)
|
|||
call GetSpriteMovementByte1Pointer
|
||||
xor a
|
||||
ld [hl],a
|
||||
ld hl,wcc5b
|
||||
ld hl,wNPCMovementDirections
|
||||
ld c,0
|
||||
|
||||
.loop
|
||||
|
|
15
hram.asm
15
hram.asm
|
@ -28,6 +28,17 @@ hPartyMonIndex EQU $FF8C
|
|||
|
||||
hHalveItemPrices EQU $FF8E
|
||||
|
||||
hSpriteDataOffset2 EQU $FF8F
|
||||
|
||||
hOAMBufferOffset EQU $FF90
|
||||
|
||||
hSpriteScreenX EQU $FF91
|
||||
hSpriteScreenY EQU $FF92
|
||||
|
||||
hTilePlayerStandingOn EQU $FF93
|
||||
|
||||
hSpritePriority EQU $FF94
|
||||
|
||||
; Multiplcation and division variables are meant
|
||||
; to overlap for back-to-back usage. Big endian.
|
||||
|
||||
|
@ -155,6 +166,10 @@ hTilesetType EQU $FFD7
|
|||
|
||||
H_CURRENTSPRITEOFFSET EQU $FFDA ; multiple of $10
|
||||
|
||||
hSpriteVRAMSlotAndFacing EQU $FFE9
|
||||
|
||||
hSpriteAnimFrameCounter EQU $FFEA
|
||||
|
||||
H_WHOSETURN EQU $FFF3 ; 0 on player’s turn, 1 on enemy’s turn
|
||||
|
||||
; bit 0: draw HP fraction to the right of bar instead of below (for party menu)
|
||||
|
|
4
main.asm
4
main.asm
|
@ -218,9 +218,9 @@ UpdateNonPlayerSprite:
|
|||
ld a, [H_CURRENTSPRITEOFFSET]
|
||||
cp b
|
||||
jr nz, .unequal
|
||||
jp Func_5236
|
||||
jp DoScriptedNPCMovement
|
||||
.unequal
|
||||
jp Func_4ed1
|
||||
jp UpdateNPCSprite
|
||||
|
||||
; This detects if the current sprite (whose offset is at H_CURRENTSPRITEOFFSET)
|
||||
; is going to collide with another sprite by looping over the other sprites.
|
||||
|
|
15
wram.asm
15
wram.asm
|
@ -369,6 +369,8 @@ wBoostExpByExpAll:: ; cc5b
|
|||
wAnimationType:: ; cc5b
|
||||
; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
|
||||
|
||||
wNPCMovementDirections:: ; cc5b
|
||||
|
||||
wcc5b:: ds 1 ; these upcoming values below are miscellaneous storage values
|
||||
wcc5c:: ds 1 ; used in pokedex evaluation as well
|
||||
wcc5d:: ds 1 ; used in pokedex evaluation
|
||||
|
@ -1092,7 +1094,10 @@ wcfc9:: ds 1 ; also used with audio
|
|||
wcfca:: ds 1 ; also used with audio too
|
||||
|
||||
wUpdateSpritesEnabled:: ; cfcb
|
||||
; $01 enables UpdateSprites; anything else disables it
|
||||
; $00 = causes sprites to be hidden and the value to change to $ff
|
||||
; $01 = enabled
|
||||
; $ff = disabled
|
||||
; other values aren't used
|
||||
ds 1
|
||||
|
||||
W_ENEMYMOVENUM:: ; cfcc
|
||||
|
@ -2291,13 +2296,16 @@ wd72c:: ; d72c
|
|||
|
||||
wd72d:: ds 1 ; misc temp flags? (in some scripts, bit 6 and 7 set after a special battle (e.g. gym leaders) has been won)
|
||||
; also used as a start menu flag
|
||||
wd72e:: ds 2 ; more temp misc flags, used with npc movement, main menu and other stuff
|
||||
|
||||
wd72e::
|
||||
; bit 7: set if scripted NPC movement has been initialised
|
||||
ds 2 ; more temp misc flags, used with npc movement, main menu and other stuff
|
||||
|
||||
wd730::
|
||||
; bit 0: NPC sprite being moved by script
|
||||
; bit 5: ignore joypad input
|
||||
; bit 6: print text with no delay between each letter
|
||||
; bit 7: set if joypad states are being simulated in the overworld
|
||||
; bit 7: set if joypad states are being simulated in the overworld or an NPC's movement is being scripted
|
||||
ds 1
|
||||
|
||||
ds 1
|
||||
|
@ -2328,6 +2336,7 @@ wd736:: ; d736
|
|||
; bit 1: the player is currently stepping down from a door
|
||||
; bit 2: standing on a warp
|
||||
; bit 6: jumping down a ledge / fishing animation
|
||||
; bit 7: player sprite spinning due to spin tiles (Rocket hidehout / Viridian Gym)
|
||||
ds 1
|
||||
|
||||
wCompletedInGameTradeFlags:: ; d737
|
||||
|
|
Loading…
Reference in a new issue