mirror of
https://github.com/pret/pokered.git
synced 2024-10-22 22:55:31 +00:00
Use a SPRITE_SET_LENGTH constant
This commit is contained in:
parent
d2be79adf1
commit
c299cf1067
3 changed files with 8 additions and 6 deletions
|
@ -36,3 +36,6 @@ DEF NUM_SPLIT_SETS EQU const_value - FIRST_SPLIT_SET
|
|||
; split directions
|
||||
DEF EAST_WEST EQU 1
|
||||
DEF NORTH_SOUTH EQU 2
|
||||
|
||||
; each sprite set has 9 walking sprites and 2 still sprites
|
||||
DEF SPRITE_SET_LENGTH EQU 9 + 2
|
||||
|
|
|
@ -63,8 +63,7 @@ SplitMapSpriteSets:
|
|||
assert_table_length NUM_SPLIT_SETS
|
||||
|
||||
SpriteSets:
|
||||
; each sprite set has 9 walking sprites and 2 still sprites
|
||||
table_width 9 + 2, SpriteSets
|
||||
table_width SPRITE_SET_LENGTH, SpriteSets
|
||||
|
||||
; SPRITESET_PALLET_VIRIDIAN
|
||||
db SPRITE_BLUE
|
||||
|
|
|
@ -283,7 +283,7 @@ InitOutsideMapSprites:
|
|||
sla a
|
||||
sla a
|
||||
add c
|
||||
add b ; a = (spriteSetID - 1) * 11
|
||||
add b ; a = (spriteSetID - 1) * SPRITE_SET_LENGTH
|
||||
ld de, SpriteSets
|
||||
; add a to de to get offset of sprite set
|
||||
add e
|
||||
|
@ -309,7 +309,7 @@ InitOutsideMapSprites:
|
|||
inc de
|
||||
inc bc
|
||||
ld a, l
|
||||
cp $bd ; reached 11th sprite slot?
|
||||
cp 11 * SPRITESTATEDATA2_LENGTH + SPRITESTATEDATA2_PICTUREID ; reached 11th sprite slot?
|
||||
jr nz, .loadSpriteSetLoop
|
||||
ld b, 4 ; 4 remaining sprite slots
|
||||
.zeroRemainingSlotsLoop ; loop to zero the picture ID's of the remaining sprite slots
|
||||
|
@ -322,13 +322,13 @@ InitOutsideMapSprites:
|
|||
jr nz, .zeroRemainingSlotsLoop
|
||||
ld a, [wNumSprites]
|
||||
push af ; save number of sprites
|
||||
ld a, 11 ; 11 sprites in sprite set
|
||||
ld a, SPRITE_SET_LENGTH ; 11 sprites in sprite set
|
||||
ld [wNumSprites], a
|
||||
call LoadMapSpriteTilePatterns
|
||||
pop af
|
||||
ld [wNumSprites], a ; restore number of sprites
|
||||
ld hl, wSprite01StateData2ImageBaseOffset
|
||||
ld b, $0f
|
||||
ld b, NUM_SPRITESTATEDATA_STRUCTS - 1
|
||||
; The VRAM tile pattern slots that LoadMapSpriteTilePatterns set are in the
|
||||
; order of the map's sprite set, not the order of the actual sprites loaded
|
||||
; for the current map. So, they are not needed and are zeroed by this loop.
|
||||
|
|
Loading…
Reference in a new issue