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Add constants and table macros for the map sprite sets (#392)
Fixes #391
This commit is contained in:
parent
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commit
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5 changed files with 150 additions and 125 deletions
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@ -28,6 +28,7 @@ INCLUDE "constants/map_constants.asm"
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INCLUDE "constants/map_data_constants.asm"
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INCLUDE "constants/map_object_constants.asm"
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INCLUDE "constants/hide_show_constants.asm"
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INCLUDE "constants/sprite_set_constants.asm"
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INCLUDE "constants/credits_constants.asm"
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INCLUDE "constants/audio_constants.asm"
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INCLUDE "constants/music_constants.asm"
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38
constants/sprite_set_constants.asm
Normal file
38
constants/sprite_set_constants.asm
Normal file
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@ -0,0 +1,38 @@
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; sprite set ids
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; indexes for SpriteSets (see data/maps/sprite_sets.asm)
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; values for MapSpriteSets and SplitMapSpriteSets (see data/maps/sprite_sets.asm)
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const_def 1
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const SPRITESET_PALLET_VIRIDIAN ; 01
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const SPRITESET_PEWTER_CERULEAN ; 02
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const SPRITESET_LAVENDER ; 03
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const SPRITESET_VERMILION ; 04
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const SPRITESET_CELADON ; 05
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const SPRITESET_INDIGO ; 06
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const SPRITESET_SAFFRON ; 07
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const SPRITESET_SILENCE_BRIDGE ; 08
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const SPRITESET_CYCLING_ROAD ; 09
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const SPRITESET_FUCHSIA ; 0a
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DEF NUM_SPRITE_SETS EQU const_value - 1
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; split sprite set ids
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; indexes for SplitMapSpriteSets (see data/maps/sprite_sets.asm)
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; values for MapSpriteSets (see data/maps/sprite_sets.asm)
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const_next $f1
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DEF FIRST_SPLIT_SET EQU const_value
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const SPLITSET_ROUTE_2 ; f1
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const SPLITSET_ROUTE_10 ; f2
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const SPLITSET_ROUTE_11 ; f3
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const SPLITSET_ROUTE_12 ; f4
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const SPLITSET_ROUTE_15 ; f5
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const SPLITSET_ROUTE_16 ; f6
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const SPLITSET_ROUTE_18 ; f7
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const SPLITSET_ROUTE_20 ; f8
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const SPLITSET_ROUTE_5 ; f9
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const SPLITSET_ROUTE_6 ; fa
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const SPLITSET_ROUTE_7 ; fb
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const SPLITSET_ROUTE_8 ; fc
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DEF NUM_SPLIT_SETS EQU const_value - FIRST_SPLIT_SET
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; split directions
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DEF EAST_WEST EQU 1
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DEF NORTH_SOUTH EQU 2
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@ -1,73 +1,72 @@
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; Valid sprite IDs for each outdoor map.
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MapSpriteSets:
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table_width 1, MapSpriteSets
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db $01 ; PALLET_TOWN
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db $01 ; VIRIDIAN_CITY
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db $02 ; PEWTER_CITY
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db $02 ; CERULEAN_CITY
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db $03 ; LAVENDER_TOWN
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db $04 ; VERMILION_CITY
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db $05 ; CELADON_CITY
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db $0a ; FUCHSIA_CITY
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db $01 ; CINNABAR_ISLAND
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db $06 ; INDIGO_PLATEAU
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db $07 ; SAFFRON_CITY
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db $01 ; unused map ID
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db $01 ; ROUTE_1
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db $f1 ; ROUTE_2
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db $02 ; ROUTE_3
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db $02 ; ROUTE_4
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db $f9 ; ROUTE_5
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db $fa ; ROUTE_6
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db $fb ; ROUTE_7
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db $fc ; ROUTE_8
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db $02 ; ROUTE_9
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db $f2 ; ROUTE_10
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db $f3 ; ROUTE_11
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db $f4 ; ROUTE_12
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db $08 ; ROUTE_13
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db $08 ; ROUTE_14
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db $f5 ; ROUTE_15
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db $f6 ; ROUTE_16
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db $09 ; ROUTE_17
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db $f7 ; ROUTE_18
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db $0a ; ROUTE_19
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db $f8 ; ROUTE_20
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db $01 ; ROUTE_21
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db $01 ; ROUTE_22
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db $06 ; ROUTE_23
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db $02 ; ROUTE_24
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db $02 ; ROUTE_25
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db SPRITESET_PALLET_VIRIDIAN ; PALLET_TOWN
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db SPRITESET_PALLET_VIRIDIAN ; VIRIDIAN_CITY
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db SPRITESET_PEWTER_CERULEAN ; PEWTER_CITY
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db SPRITESET_PEWTER_CERULEAN ; CERULEAN_CITY
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db SPRITESET_LAVENDER ; LAVENDER_TOWN
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db SPRITESET_VERMILION ; VERMILION_CITY
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db SPRITESET_CELADON ; CELADON_CITY
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db SPRITESET_FUCHSIA ; FUCHSIA_CITY
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db SPRITESET_PALLET_VIRIDIAN ; CINNABAR_ISLAND
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db SPRITESET_INDIGO ; INDIGO_PLATEAU
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db SPRITESET_SAFFRON ; SAFFRON_CITY
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db SPRITESET_PALLET_VIRIDIAN ; UNUSED_MAP_0B
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db SPRITESET_PALLET_VIRIDIAN ; ROUTE_1
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db SPLITSET_ROUTE_2 ; ROUTE_2
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db SPRITESET_PEWTER_CERULEAN ; ROUTE_3
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db SPRITESET_PEWTER_CERULEAN ; ROUTE_4
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db SPLITSET_ROUTE_5 ; ROUTE_5
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db SPLITSET_ROUTE_6 ; ROUTE_6
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db SPLITSET_ROUTE_7 ; ROUTE_7
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db SPLITSET_ROUTE_8 ; ROUTE_8
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db SPRITESET_PEWTER_CERULEAN ; ROUTE_9
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db SPLITSET_ROUTE_10 ; ROUTE_10
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db SPLITSET_ROUTE_11 ; ROUTE_11
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db SPLITSET_ROUTE_12 ; ROUTE_12
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db SPRITESET_SILENCE_BRIDGE ; ROUTE_13
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db SPRITESET_SILENCE_BRIDGE ; ROUTE_14
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db SPLITSET_ROUTE_15 ; ROUTE_15
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db SPLITSET_ROUTE_16 ; ROUTE_16
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db SPRITESET_CYCLING_ROAD ; ROUTE_17
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db SPLITSET_ROUTE_18 ; ROUTE_18
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db SPRITESET_FUCHSIA ; ROUTE_19
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db SPLITSET_ROUTE_20 ; ROUTE_20
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db SPRITESET_PALLET_VIRIDIAN ; ROUTE_21
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db SPRITESET_PALLET_VIRIDIAN ; ROUTE_22
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db SPRITESET_INDIGO ; ROUTE_23
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db SPRITESET_PEWTER_CERULEAN ; ROUTE_24
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db SPRITESET_PEWTER_CERULEAN ; ROUTE_25
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assert_table_length FIRST_INDOOR_MAP
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DEF EAST_WEST EQU 1
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DEF NORTH_SOUTH EQU 2
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; Format:
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; 00: determines whether the map is split EAST_WEST or NORTH_SOUTH
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; 01: coordinate of dividing line
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; 02: sprite set ID if in the West or North side
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; 03: sprite set ID if in the East or South side
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; #1: whether the map is split EAST_WEST or NORTH_SOUTH
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; #2: coordinate of dividing line
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; #3: sprite set ID if on the west or north side
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; #4: sprite set ID if on the east or south side
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SplitMapSpriteSets:
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db NORTH_SOUTH, 37, $02, $01 ; $f1
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db NORTH_SOUTH, 50, $02, $03 ; $f2
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db EAST_WEST, 57, $04, $08 ; $f3
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db NORTH_SOUTH, 21, $03, $08 ; $f4
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db EAST_WEST, 8, $0A, $08 ; $f5
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db EAST_WEST, 24, $09, $05 ; $f6
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db EAST_WEST, 34, $09, $0A ; $f7
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db EAST_WEST, 53, $01, $0A ; $f8
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db NORTH_SOUTH, 33, $02, $07 ; $f9
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db NORTH_SOUTH, 2, $07, $04 ; $fa
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db EAST_WEST, 17, $05, $07 ; $fb
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db EAST_WEST, 3, $07, $03 ; $fc
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table_width 4, SplitMapSpriteSets
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db NORTH_SOUTH, 37, SPRITESET_PEWTER_CERULEAN, SPRITESET_PALLET_VIRIDIAN ; SPLITSET_ROUTE_2
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db NORTH_SOUTH, 50, SPRITESET_PEWTER_CERULEAN, SPRITESET_LAVENDER ; SPLITSET_ROUTE_10
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db EAST_WEST, 57, SPRITESET_VERMILION, SPRITESET_SILENCE_BRIDGE ; SPLITSET_ROUTE_11
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db NORTH_SOUTH, 21, SPRITESET_LAVENDER, SPRITESET_SILENCE_BRIDGE ; SPLITSET_ROUTE_12
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db EAST_WEST, 8, SPRITESET_FUCHSIA, SPRITESET_SILENCE_BRIDGE ; SPLITSET_ROUTE_15
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db EAST_WEST, 24, SPRITESET_CYCLING_ROAD, SPRITESET_CELADON ; SPLITSET_ROUTE_16
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db EAST_WEST, 34, SPRITESET_CYCLING_ROAD, SPRITESET_FUCHSIA ; SPLITSET_ROUTE_18
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db EAST_WEST, 53, SPRITESET_PALLET_VIRIDIAN, SPRITESET_FUCHSIA ; SPLITSET_ROUTE_20
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db NORTH_SOUTH, 33, SPRITESET_PEWTER_CERULEAN, SPRITESET_SAFFRON ; SPLITSET_ROUTE_5
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db NORTH_SOUTH, 2, SPRITESET_SAFFRON, SPRITESET_VERMILION ; SPLITSET_ROUTE_6
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db EAST_WEST, 17, SPRITESET_CELADON, SPRITESET_SAFFRON ; SPLITSET_ROUTE_7
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db EAST_WEST, 3, SPRITESET_SAFFRON, SPRITESET_LAVENDER ; SPLITSET_ROUTE_8
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assert_table_length NUM_SPLIT_SETS
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SpriteSets:
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; each sprite set has 9 walking sprites and 2 still sprites
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table_width 9 + 2, SpriteSets
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; each sprite set has 9 walking sprites and 2 still sprites
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DEF SPRITE_SET_LENGTH EQU 9 + 2
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; sprite set $01
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table_width 1
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; SPRITESET_PALLET_VIRIDIAN
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db SPRITE_BLUE
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db SPRITE_YOUNGSTER
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db SPRITE_GIRL
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@ -79,10 +78,8 @@ DEF SPRITE_SET_LENGTH EQU 9 + 2
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db SPRITE_SWIMMER
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db SPRITE_POKE_BALL
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db SPRITE_GAMBLER_ASLEEP
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assert_table_length SPRITE_SET_LENGTH
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; sprite set $02
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table_width 1
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; SPRITESET_PEWTER_CERULEAN
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db SPRITE_YOUNGSTER
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db SPRITE_ROCKET
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db SPRITE_SUPER_NERD
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@ -94,10 +91,8 @@ DEF SPRITE_SET_LENGTH EQU 9 + 2
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db SPRITE_COOLTRAINER_M
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db SPRITE_POKE_BALL
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db SPRITE_UNUSED_GAMBLER_ASLEEP_2
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assert_table_length SPRITE_SET_LENGTH
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; sprite set $03
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table_width 1
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; SPRITESET_LAVENDER
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db SPRITE_LITTLE_GIRL
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db SPRITE_GIRL
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db SPRITE_SUPER_NERD
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@ -109,10 +104,8 @@ DEF SPRITE_SET_LENGTH EQU 9 + 2
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db SPRITE_GUARD
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db SPRITE_POKE_BALL
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db SPRITE_UNUSED_GAMBLER_ASLEEP_2
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assert_table_length SPRITE_SET_LENGTH
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; sprite set $04
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table_width 1
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; SPRITESET_VERMILION
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db SPRITE_BEAUTY
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db SPRITE_SUPER_NERD
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db SPRITE_YOUNGSTER
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@ -124,10 +117,8 @@ DEF SPRITE_SET_LENGTH EQU 9 + 2
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db SPRITE_COOLTRAINER_M
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db SPRITE_POKE_BALL
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db SPRITE_UNUSED_GAMBLER_ASLEEP_2
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assert_table_length SPRITE_SET_LENGTH
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; sprite set $05
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table_width 1
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; SPRITESET_CELADON
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db SPRITE_LITTLE_GIRL
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db SPRITE_LITTLE_BOY
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db SPRITE_GIRL
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@ -139,10 +130,8 @@ DEF SPRITE_SET_LENGTH EQU 9 + 2
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db SPRITE_ROCKET
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db SPRITE_POKE_BALL
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db SPRITE_SNORLAX
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assert_table_length SPRITE_SET_LENGTH
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; sprite set $06
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table_width 1
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; SPRITESET_INDIGO
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db SPRITE_YOUNGSTER
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db SPRITE_GYM_GUIDE
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db SPRITE_MONSTER
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@ -154,10 +143,8 @@ DEF SPRITE_SET_LENGTH EQU 9 + 2
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db SPRITE_GAMBLER
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db SPRITE_POKE_BALL
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db SPRITE_UNUSED_GAMBLER_ASLEEP_2
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assert_table_length SPRITE_SET_LENGTH
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; sprite set $07
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table_width 1
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; SPRITESET_SAFFRON
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db SPRITE_ROCKET
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db SPRITE_SCIENTIST
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db SPRITE_SILPH_WORKER
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@ -169,10 +156,8 @@ DEF SPRITE_SET_LENGTH EQU 9 + 2
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db SPRITE_MONSTER
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db SPRITE_POKE_BALL
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db SPRITE_UNUSED_GAMBLER_ASLEEP_2
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assert_table_length SPRITE_SET_LENGTH
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; sprite set $08
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table_width 1
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; SPRITESET_SILENCE_BRIDGE
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db SPRITE_BIKER
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db SPRITE_SUPER_NERD
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db SPRITE_MIDDLE_AGED_MAN
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db SPRITE_MONSTER
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db SPRITE_POKE_BALL
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db SPRITE_SNORLAX
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assert_table_length SPRITE_SET_LENGTH
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; sprite set $09
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table_width 1
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; SPRITESET_CYCLING_ROAD
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db SPRITE_BIKER
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db SPRITE_COOLTRAINER_M
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db SPRITE_SILPH_WORKER
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db SPRITE_SUPER_NERD
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db SPRITE_POKE_BALL
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db SPRITE_SNORLAX
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assert_table_length SPRITE_SET_LENGTH
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; sprite set $0a
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table_width 1
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; SPRITESET_FUCHSIA
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db SPRITE_BIRD
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db SPRITE_COOLTRAINER_M
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db SPRITE_FAIRY
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db SPRITE_YOUNGSTER
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db SPRITE_POKE_BALL
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db SPRITE_FOSSIL
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assert_table_length SPRITE_SET_LENGTH
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assert_table_length NUM_SPRITE_SETS
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@ -11,7 +11,7 @@
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InitMapSprites::
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call InitOutsideMapSprites
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ret c ; return if the map is an outside map (already handled by above call)
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; if the map is an inside map (i.e. mapID >= $25)
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; if the map is an inside map (i.e. mapID >= FIRST_INDOOR_MAP)
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ld hl, wSpritePlayerStateData1PictureID
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ld de, wSpritePlayerStateData2PictureID
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; Loop to copy picture IDs from [x#SPRITESTATEDATA1_PICTUREID]
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.copyPictureIDLoop
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ld a, [hl] ; a = [x#SPRITESTATEDATA1_PICTUREID]
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ld [de], a ; [x#SPRITESTATEDATA2_PICTUREID] = a
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ld a, $10
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ld a, SPRITESTATEDATA1_LENGTH
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add e
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ld e, a
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ld a, $10
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ld a, SPRITESTATEDATA1_LENGTH
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add l
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ld l, a
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jr nz, .copyPictureIDLoop
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ret
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.spritesExist
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ld c, a ; c = [wNumSprites]
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ld b, $10 ; number of sprite slots
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ld b, NUM_SPRITESTATEDATA_STRUCTS
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ld hl, wSpritePlayerStateData2PictureID
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xor a
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ldh [hFourTileSpriteCount], a
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ld a, [hli] ; a = [x#SPRITESTATEDATA2_PICTUREID]
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ld [hld], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET] = a
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ld a, l
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add $10
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add SPRITESTATEDATA1_LENGTH
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ld l, a
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dec b
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jr nz, .copyPictureIDLoop
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cp [hl] ; do the picture ID's match?
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jp z, .alreadyLoaded
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ld a, e
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add $10
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add SPRITESTATEDATA1_LENGTH
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ld e, a
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jr .checkIfAlreadyLoadedLoop
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.notAlreadyLoaded
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ld de, wSpritePlayerStateData2ImageBaseOffset
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ld b, $01
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ld b, 1
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; loop to find the highest tile pattern VRAM slot (among the first 10 slots) used by a previous sprite slot
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; this is done in order to find the first free VRAM slot available
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.findNextVRAMSlotLoop
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ld a, e
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add $10
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add SPRITESTATEDATA1_LENGTH
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ld e, a
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ld a, l
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cp e ; reached current slot?
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@ -187,7 +187,7 @@ LoadMapSpriteTilePatterns:
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jr nz, .loadWhileLCDOn
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pop af
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pop hl
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set 3, h ; add $800 to hl
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set 3, h ; add $80 tiles to hl
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push hl
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ld h, d
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ld l, e
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.loadWhileLCDOn
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pop af
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pop hl
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set 3, h ; add $800 to hl
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set 3, h ; add $80 tiles to hl
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ld b, a
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swap c
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call CopyVideoData ; load tile pattern data for sprite when walking
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ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET] = a
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.nextSpriteSlot
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ld a, l
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add $10
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add SPRITESTATEDATA2_LENGTH
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ld l, a
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dec c
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jp nz, .loadTilePatternLoop
|
||||
ld hl, wSpritePlayerStateData2PictureID
|
||||
ld b, $10
|
||||
ld b, NUM_SPRITESTATEDATA_STRUCTS
|
||||
; the pictures IDs stored at [x#SPRITESTATEDATA2_PICTUREID] are no longer needed,
|
||||
; so zero them
|
||||
.zeroStoredPictureIDLoop
|
||||
xor a
|
||||
ld [hl], a ; [x#SPRITESTATEDATA2_PICTUREID]
|
||||
ld a, $10
|
||||
ld a, SPRITESTATEDATA2_LENGTH
|
||||
add l
|
||||
ld l, a
|
||||
dec b
|
||||
|
@ -264,7 +264,7 @@ InitOutsideMapSprites:
|
|||
inc h
|
||||
.noCarry
|
||||
ld a, [hl] ; a = spriteSetID
|
||||
cp $f0 ; does the map have 2 sprite sets?
|
||||
cp FIRST_SPLIT_SET - 1 ; does the map have 2 sprite sets?
|
||||
call nc, GetSplitMapSpriteSetID ; if so, choose the appropriate one
|
||||
ld b, a ; b = spriteSetID
|
||||
ld a, [wFontLoaded]
|
||||
|
@ -300,7 +300,7 @@ InitOutsideMapSprites:
|
|||
; 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
|
||||
ld a, SPRITESTATEDATA2_LENGTH
|
||||
add l
|
||||
ld l, a
|
||||
ld a, [de] ; sprite picture ID from sprite set
|
||||
|
@ -313,7 +313,7 @@ InitOutsideMapSprites:
|
|||
jr nz, .loadSpriteSetLoop
|
||||
ld b, 4 ; 4 remaining sprite slots
|
||||
.zeroRemainingSlotsLoop ; loop to zero the picture ID's of the remaining sprite slots
|
||||
ld a, $10
|
||||
ld a, SPRITESTATEDATA2_LENGTH
|
||||
add l
|
||||
ld l, a
|
||||
xor a
|
||||
|
@ -335,7 +335,7 @@ InitOutsideMapSprites:
|
|||
.zeroVRAMSlotsLoop
|
||||
xor a
|
||||
ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
|
||||
ld a, $10
|
||||
ld a, SPRITESTATEDATA2_LENGTH
|
||||
add l
|
||||
ld l, a
|
||||
dec b
|
||||
|
@ -366,14 +366,14 @@ InitOutsideMapSprites:
|
|||
inc c
|
||||
.skipGettingPictureIndex
|
||||
push hl
|
||||
inc h
|
||||
ld a, $0e
|
||||
inc h ; HIGH(wSpriteStateData2)
|
||||
ld a, SPRITESTATEDATA2_IMAGEBASEOFFSET - SPRITESTATEDATA1_PICTUREID
|
||||
add l
|
||||
ld l, a
|
||||
ld a, c ; a = VRAM slot (zero if sprite slot is not used)
|
||||
ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
|
||||
pop hl
|
||||
ld a, $10
|
||||
ld a, SPRITESTATEDATA1_LENGTH
|
||||
add l
|
||||
ld l, a
|
||||
and a
|
||||
|
@ -384,7 +384,7 @@ InitOutsideMapSprites:
|
|||
; Chooses the correct sprite set ID depending on the player's position within
|
||||
; the map for maps with two sprite sets.
|
||||
GetSplitMapSpriteSetID:
|
||||
cp $f8
|
||||
cp SPLITSET_ROUTE_20
|
||||
jr z, .route20
|
||||
ld hl, SplitMapSpriteSets
|
||||
and $0f
|
||||
|
@ -396,8 +396,8 @@ GetSplitMapSpriteSetID:
|
|||
jr nc, .noCarry
|
||||
inc h
|
||||
.noCarry
|
||||
ld a, [hli] ; determines whether the map is split East/West or North/South
|
||||
cp $01
|
||||
ld a, [hli] ; whether the map is split EAST_WEST or NORTH_SOUTH
|
||||
cp EAST_WEST
|
||||
ld a, [hli] ; position of dividing line
|
||||
ld b, a
|
||||
jr z, .eastWestDivide
|
||||
|
@ -409,35 +409,39 @@ GetSplitMapSpriteSetID:
|
|||
.compareCoord
|
||||
cp b
|
||||
jr c, .loadSpriteSetID
|
||||
; if in the East side or South side
|
||||
; if in the east side or south side
|
||||
inc hl
|
||||
.loadSpriteSetID
|
||||
ld a, [hl]
|
||||
ret
|
||||
; Uses sprite set $01 for West side and $0A for East side.
|
||||
; Uses sprite set SPRITESET_PALLET_VIRIDIAN for west side and SPRITESET_FUCHSIA for east side.
|
||||
; Route 20 is a special case because the two map sections have a more complex
|
||||
; shape instead of the map simply being split horizontally or vertically.
|
||||
.route20
|
||||
ld hl, wXCoord
|
||||
; Use SPRITESET_PALLET_VIRIDIAN if X < 43
|
||||
ld a, [hl]
|
||||
cp $2b
|
||||
ld a, $01
|
||||
cp 43
|
||||
ld a, SPRITESET_PALLET_VIRIDIAN
|
||||
ret c
|
||||
; Use SPRITESET_FUCHSIA if X >= 62.
|
||||
ld a, [hl]
|
||||
cp $3e
|
||||
ld a, $0a
|
||||
cp 62
|
||||
ld a, SPRITESET_FUCHSIA
|
||||
ret nc
|
||||
; If 55 <= X < 62, split Y at 8; else 43 <= X < 55, so split Y at 13
|
||||
ld a, [hl]
|
||||
cp $37
|
||||
ld b, $08
|
||||
cp 55
|
||||
ld b, 8
|
||||
jr nc, .next
|
||||
ld b, $0d
|
||||
ld b, 13
|
||||
.next
|
||||
; Use SPRITESET_FUCHSIA if Y < split; else use SPRITESET_PALLET_VIRIDIAN
|
||||
ld a, [wYCoord]
|
||||
cp b
|
||||
ld a, $0a
|
||||
ld a, SPRITESET_FUCHSIA
|
||||
ret c
|
||||
ld a, $01
|
||||
ld a, SPRITESET_PALLET_VIRIDIAN
|
||||
ret
|
||||
|
||||
INCLUDE "data/maps/sprite_sets.asm"
|
||||
|
|
|
@ -101,7 +101,7 @@ wSpriteStateData1::
|
|||
; - E
|
||||
; - F
|
||||
wSpritePlayerStateData1:: spritestatedata1 wSpritePlayerStateData1 ; player is struct 0
|
||||
; wSprite02StateData1 - wSprite15StateData1
|
||||
; wSprite01StateData1 - wSprite15StateData1
|
||||
FOR n, 1, NUM_SPRITESTATEDATA_STRUCTS
|
||||
wSprite{02d:n}StateData1:: spritestatedata1 wSprite{02d:n}StateData1
|
||||
ENDR
|
||||
|
@ -127,7 +127,7 @@ wSpriteStateData2::
|
|||
; - E: sprite image base offset (in video ram, player always has value 1, used to compute sprite image index)
|
||||
; - F
|
||||
wSpritePlayerStateData2:: spritestatedata2 wSpritePlayerStateData2 ; player is struct 0
|
||||
; wSprite02StateData2 - wSprite15StateData2
|
||||
; wSprite01StateData2 - wSprite15StateData2
|
||||
FOR n, 1, NUM_SPRITESTATEDATA_STRUCTS
|
||||
wSprite{02d:n}StateData2:: spritestatedata2 wSprite{02d:n}StateData2
|
||||
ENDR
|
||||
|
|
Loading…
Reference in a new issue