commented movement stuff

This commit is contained in:
YamaArashi 2015-07-15 04:27:59 -07:00
parent 994c2cbf28
commit 7b676f5851
7 changed files with 206 additions and 163 deletions

View file

@ -12,7 +12,7 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
; the maximum number for map tiles
.checkIfTextBoxInFrontOfSprite
aCoord 8, 9
ld [$ff93], a
ld [hTilePlayerStandingOn], a
cp $60
jr c, .lowerLeftTileIsMapTile
.disableSprite
@ -21,52 +21,54 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
ret
.lowerLeftTileIsMapTile
call DetectCollisionBetweenSprites
ld h, $c1
ld h, wSpriteStateData1 / $100
ld a, [wWalkCounter]
and a
jr nz, .asm_4e90
jr nz, .moving
ld a, [wd528]
; check if down
bit 2, a
jr z, .notDown
jr z, .checkIfUp
xor a ; ld a, SPRITE_FACING_DOWN
jr .done
.notDown
jr .next
.checkIfUp
bit 3, a
jr z, .notUp
jr z, .checkIfLeft
ld a, SPRITE_FACING_UP
jr .done
.notUp
jr .next
.checkIfLeft
bit 1, a
jr z, .notLeft
jr z, .checkIfRight
ld a, SPRITE_FACING_LEFT
jr .done
.notLeft
jr .next
.checkIfRight
bit 0, a
jr z, .notRight
jr z, .notMoving
ld a, SPRITE_FACING_RIGHT
jr .done
.notRight
jr .next
.notMoving
; zero the animation counters
xor a
ld [wSpriteStateData1 + 7], a
ld [wSpriteStateData1 + 8], a
jr .asm_4eab
.done
ld [wSpriteStateData1 + 9], a
jr .calcImageIndex
.next
ld [wSpriteStateData1 + 9], a ; facing direction
ld a, [wFontLoaded]
bit 0, a
jr nz, .notRight
.asm_4e90
jr nz, .notMoving
.moving
ld a, [wd736]
bit 7, a
jr nz, .asm_4eb6
bit 7, a ; is the player sprite spinning due to a spin tile?
jr nz, .skipSpriteAnim
ld a, [H_CURRENTSPRITEOFFSET]
add $7
ld l, a
ld a, [hl]
inc a
ld [hl], a
cp $4
jr nz, .asm_4eab
cp 4
jr nz, .calcImageIndex
xor a
ld [hl], a
inc hl
@ -74,28 +76,32 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
inc a
and $3
ld [hl], a
.asm_4eab
.calcImageIndex
ld a, [wSpriteStateData1 + 8]
ld b, a
ld a, [wSpriteStateData1 + 9]
add b
ld [wSpriteStateData1 + 2], a
.asm_4eb6
ld a, [$ff93]
.skipSpriteAnim
; If the player is standing on a grass tile, make the player's sprite have
; lower priority than the background so that it's partially obscured by the
; grass. Only the lower half of the sprite is permitted to have the priority
; bit set by later logic.
ld a, [hTilePlayerStandingOn]
ld c, a
ld a, [W_GRASSTILE]
cp c
ld a, $0
jr nz, .asm_4ec3
jr nz, .next2
ld a, $80
.asm_4ec3
.next2
ld [wSpriteStateData2 + $07], a
ret
Func_4ec7: ; 4ec7 (1:4ec7)
UnusedReadSpriteDataFunction: ; 4ec7 (1:4ec7)
push bc
push af
ld a, [$ffda]
ld a, [H_CURRENTSPRITEOFFSET]
ld c, a
pop af
add c
@ -103,7 +109,7 @@ Func_4ec7: ; 4ec7 (1:4ec7)
pop bc
ret
Func_4ed1: ; 4ed1 (1:4ed1)
UpdateNPCSprite: ; 4ed1 (1:4ed1)
ld a, [H_CURRENTSPRITEOFFSET]
swap a
dec a
@ -148,40 +154,43 @@ Func_4ed1: ; 4ed1 (1:4ed1)
ld l, a
ld a, [hl] ; c2x6: movement byte 1
inc a
jr z, .asm_4f59 ; value $FF
jr z, .randomMovement ; value $FF
inc a
jr z, .asm_4f59 ; value $FE
jr z, .randomMovement ; value $FE
; scripted movement
dec a
ld [hl], a ; (temporarily) increment movement byte 1
ld [hl], a ; increment movement byte 1 (movement data index)
dec a
push hl
ld hl, wcf0f
dec [hl] ; decrement wcf0f
pop hl
ld de, wcc5b
call LoadDEPlusA ; a = [wcc5b + movement byte 1]
ld de, wNPCMovementDirections
call LoadDEPlusA ; a = [wNPCMovementDirections + movement byte 1]
cp $e0
jp z, ChangeFacingDirection
cp $ff
jr nz, .asm_4f4b
ld [hl], a ; reset movement byte 1 to initial value
jr nz, .next
; reached end of wNPCMovementDirections list
ld [hl], a ; store $ff in movement byte 1, disabling scripted movement
ld hl, wd730
res 0, [hl]
xor a
ld [wSimulatedJoypadStatesIndex], a
ld [wWastedByteCD3A], a
ret
.asm_4f4b
.next
cp $fe
jr nz, .asm_4f5f
jr nz, .determineDirection
; current NPC movement data is $fe. this seems buggy
ld [hl], $1 ; set movement byte 1 to $1
ld de, wcc5b
call LoadDEPlusA ; a = [wcc5b + $fe] (?)
jr .asm_4f5f
.asm_4f59
ld de, wNPCMovementDirections
call LoadDEPlusA ; a = [wNPCMovementDirections + $fe] (?)
jr .determineDirection
.randomMovement
call getTileSpriteStandsOn
call Random
.asm_4f5f
.determineDirection
ld b, a
ld a, [wCurSpriteMovement2]
cp $d0
@ -199,7 +208,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
cp $2
jr z, .moveLeft ; movement byte 2 = $2 only allows left or right
.moveDown
ld de, 2*20
ld de, 2*SCREEN_WIDTH
add hl, de ; move tile pointer two rows down
ld de, $100
@ -212,7 +221,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
cp $2
jr z, .moveRight ; movement byte 2 = $2 only allows left or right
.moveUp
ld de, -2*20
ld de, -2*SCREEN_WIDTH
add hl, de ; move tile pointer two rows up
ld de, $ff00
ld bc, $804
@ -249,7 +258,7 @@ ChangeFacingDirection: ; 4fc8 (1:4fc8)
; c: new facing direction (0,4,8 or $c)
; d: Y movement delta (-1, 0 or 1)
; e: X movement delta (-1, 0 or 1)
; hl: pointer to tile the sprite would wlak onto
; hl: pointer to tile the sprite would walk onto
; set carry on failure, clears carry on success
TryWalking: ; 4fcb (1:4fcb)
push hl
@ -470,7 +479,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
ld l, a
ld a, [hl] ; c2x6: movement byte 1
cp $fe
jr c, .skipXVisibilityTest ; movement byte 1 < $fe
jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted)
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a
@ -572,10 +581,11 @@ CanWalkOntoTile: ; 516e (1:516e)
ld l, a
ld a, [hl] ; c2x6 (movement byte 1)
cp $fe
jr nc, .canMove ; values $fe and $ff
jr nc, .notScripted ; values $fe and $ff
; always allow walking if the movement is scripted
and a
ret
.canMove
.notScripted
ld a, [W_TILESETCOLLISIONPTR]
ld l, a
ld a, [W_TILESETCOLLISIONPTR+1]
@ -713,53 +723,54 @@ LoadDEPlusA: ; 522f (1:522f)
ld a, [de]
ret
Func_5236: ; 5236 (1:5236)
DoScriptedNPCMovement: ; 5236 (1:5236)
ld a, [wd730]
bit 7, a
ret z
ld hl, wd72e
bit 7, [hl]
set 7, [hl]
jp z, Func_52a6
jp z, InitScriptedNPCMovement
ld hl, wNPCMovementDirections2
ld a, [wNPCMovementDirections2Index]
add l
ld l, a
jr nc, .asm_5251
jr nc, .noCarry
inc h
.asm_5251
.noCarry
ld a, [hl]
; check if moving up
cp $40
jr nz, .asm_525f
call Func_52b2
ld c, $4
ld a, $fe
jr .asm_5289
.asm_525f
jr nz, .checkIfMovingDown
call GetSpriteScreenYPointer
ld c, SPRITE_FACING_UP
ld a, -2
jr .move
.checkIfMovingDown
cp $0
jr nz, .asm_526c
call Func_52b2
ld c, $0
ld a, $2
jr .asm_5289
.asm_526c
jr nz, .checkIfMovingLeft
call GetSpriteScreenYPointer
ld c, SPRITE_FACING_DOWN
ld a, 2
jr .move
.checkIfMovingLeft
cp $80
jr nz, .asm_5279
call Func_52b7
ld c, $8
ld a, $fe
jr .asm_5289
.asm_5279
jr nz, .checkIfMovingRight
call GetSpriteScreenXPointer
ld c, SPRITE_FACING_LEFT
ld a, -2
jr .move
.checkIfMovingRight
cp $c0
jr nz, .asm_5286
call Func_52b7
ld c, $c
ld a, $2
jr .asm_5289
.asm_5286
jr nz, .noMatch
call GetSpriteScreenXPointer
ld c, SPRITE_FACING_RIGHT
ld a, 2
jr .move
.noMatch
cp $ff
ret
.asm_5289
.move
ld b, a
ld a, [hl]
add b
@ -768,8 +779,8 @@ Func_5236: ; 5236 (1:5236)
add $9
ld l, a
ld a, c
ld [hl], a
call Func_52c3
ld [hl], a ; facing direction
call AnimScriptedNPCMovement
ld hl, wcf18
dec [hl]
ret nz
@ -779,22 +790,23 @@ Func_5236: ; 5236 (1:5236)
inc [hl]
ret
Func_52a6: ; 52a6 (1:52a6)
InitScriptedNPCMovement: ; 52a6 (1:52a6)
xor a
ld [wNPCMovementDirections2Index], a
ld a, $8
ld [wcf18], a
jp Func_52c3
jp AnimScriptedNPCMovement
Func_52b2: ; 52b2 (1:52b2)
GetSpriteScreenYPointer: ; 52b2 (1:52b2)
ld a, $4
ld b, a
jr asm_52ba
jr GetSpriteScreenXYPointerCommon
Func_52b7: ; 52b7 (1:52b7)
GetSpriteScreenXPointer: ; 52b7 (1:52b7)
ld a, $6
ld b, a
asm_52ba: ; 52ba (1:52ba)
GetSpriteScreenXYPointerCommon: ; 52ba (1:52ba)
ld hl, wSpriteStateData1
ld a, [H_CURRENTSPRITEOFFSET]
add l
@ -802,12 +814,12 @@ asm_52ba: ; 52ba (1:52ba)
ld l, a
ret
Func_52c3: ; 52c3 (1:52c3)
AnimScriptedNPCMovement: ; 52c3 (1:52c3)
ld hl, wSpriteStateData2
ld a, [H_CURRENTSPRITEOFFSET]
add $e
ld l, a
ld a, [hl]
ld a, [hl] ; VRAM slot
dec a
swap a
ld b, a
@ -815,47 +827,47 @@ Func_52c3: ; 52c3 (1:52c3)
ld a, [H_CURRENTSPRITEOFFSET]
add $9
ld l, a
ld a, [hl]
cp $0
jr z, .asm_52ea
cp $4
jr z, .asm_52ea
cp $8
jr z, .asm_52ea
cp $c
jr z, .asm_52ea
ld a, [hl] ; facing direction
cp SPRITE_FACING_DOWN
jr z, .anim
cp SPRITE_FACING_UP
jr z, .anim
cp SPRITE_FACING_LEFT
jr z, .anim
cp SPRITE_FACING_RIGHT
jr z, .anim
ret
.asm_52ea
.anim
add b
ld b, a
ld [$ffe9], a
call Func_5301
ld [hSpriteVRAMSlotAndFacing], a
call AdvanceScriptedNPCAnimFrameCounter
ld hl, wSpriteStateData1
ld a, [H_CURRENTSPRITEOFFSET]
add $2
ld l, a
ld a, [$ffe9]
ld a, [hSpriteVRAMSlotAndFacing]
ld b, a
ld a, [$ffea]
ld a, [hSpriteAnimFrameCounter]
add b
ld [hl], a
ret
Func_5301: ; 5301 (1:5301)
AdvanceScriptedNPCAnimFrameCounter: ; 5301 (1:5301)
ld a, [H_CURRENTSPRITEOFFSET]
add $7
ld l, a
ld a, [hl]
ld a, [hl] ; intra-animation frame counter
inc a
ld [hl], a
cp $4
cp 4
ret nz
xor a
ld [hl], a
ld [hl], a ; reset intra-animation frame counter
inc l
ld a, [hl]
ld a, [hl] ; animation frame counter
inc a
and $3
ld [hl], a
ld [$ffea], a
ld [hSpriteAnimFrameCounter], a
ret

View file

@ -63,7 +63,7 @@ Func_1a44c: ; 1a44c (6:644c)
call FillMemory
ld [hl], $ff
ld a, [wSpriteIndex]
ld [H_DOWNARROWBLINKCNT2], a
ld [H_SPRITEINDEX], a
ld de, wNPCMovementDirections2
call MoveSprite
ld a, $1

View file

@ -4,25 +4,26 @@ PrepareOAMData:
ld a, [wUpdateSpritesEnabled]
dec a
jr z, .asm_4b1e
jr z, .updateEnabled
cp 0 - 1
ret nz
ld [wUpdateSpritesEnabled], a
jp HideSprites
.asm_4b1e
.updateEnabled
xor a
ld [$ff90], a
.asm_4b21
ld [$ff8f], a
ld [hOAMBufferOffset], a
.spriteLoop
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

View file

@ -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

View file

@ -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 players turn, 1 on enemys turn
; bit 0: draw HP fraction to the right of bar instead of below (for party menu)

View file

@ -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.

View file

@ -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