Sync coordinate macros with pokecrystal

This commit is contained in:
Rangi 2020-07-07 11:30:10 -04:00
parent 45ed05decf
commit 13129459f1
75 changed files with 675 additions and 661 deletions

View file

@ -682,7 +682,7 @@ DoBallTossSpecialEffects:
cp 1
ret nz
.moveGhostMarowakLeft
coord hl, 17, 0
hlcoord 17, 0
ld de, 20
lb bc, 7, 7
.loop
@ -781,7 +781,7 @@ DoExplodeSpecialEffects:
cp 1 ; is it the end of the subanimation?
jr nz, FlashScreenEveryFourFrameBlocks
; if it's the end of the subanimation, make the attacking pokemon disappear
coord hl, 1, 5
hlcoord 1, 5
jp AnimationHideMonPic ; make pokemon disappear
; flashes the screen when subanimation counter is 1 modulo 4
@ -1135,12 +1135,12 @@ AnimationSlideMonUp:
ld c, 7
ldh a, [hWhoseTurn]
and a
coord hl, 1, 6
coord de, 1, 5
hlcoord 1, 6
decoord 1, 5
ld a, $30
jr z, .next
coord hl, 12, 1
coord de, 12, 0
hlcoord 12, 1
decoord 12, 0
ld a, $ff
.next
ld [wSlideMonUpBottomRowLeftTile], a
@ -1203,9 +1203,9 @@ _AnimationSlideMonUp:
; Fill in the bottom row of the mon pic with the next row's tile IDs.
ldh a, [hWhoseTurn]
and a
coord hl, 1, 11
hlcoord 1, 11
jr z, .next
coord hl, 12, 6
hlcoord 12, 6
.next
ld a, [wSlideMonUpBottomRowLeftTile]
inc a
@ -1372,11 +1372,11 @@ AnimationShakeBackAndForth:
; The mon's sprite disappears after this animation.
ldh a, [hWhoseTurn]
and a
coord hl, 0, 5
coord de, 2, 5
hlcoord 0, 5
decoord 2, 5
jr z, .next
coord hl, 11, 0
coord de, 13, 0
hlcoord 11, 0
decoord 13, 0
.next
xor a
@ -1420,9 +1420,9 @@ AnimationMoveMonHorizontally:
call AnimationHideMonPic
ldh a, [hWhoseTurn]
and a
coord hl, 2, 5
hlcoord 2, 5
jr z, .next
coord hl, 11, 0
hlcoord 11, 0
.next
xor a
push hl
@ -1533,12 +1533,12 @@ AnimationSquishMonPic:
ldh a, [hWhoseTurn]
and a
jr z, .playerTurn
coord hl, 16, 0
coord de, 14, 0
hlcoord 16, 0
decoord 14, 0
jr .next
.playerTurn
coord hl, 5, 5
coord de, 3, 5
hlcoord 5, 5
decoord 3, 5
.next
push de
xor a ; left
@ -1746,10 +1746,10 @@ _AnimationSlideMonOff:
ldh a, [hWhoseTurn]
and a
jr z, .playerTurn
coord hl, 12, 0
hlcoord 12, 0
jr .next
.playerTurn
coord hl, 0, 5
hlcoord 0, 5
.next
ld d, 8 ; d's value is unused
.slideLoop ; iterates once for each time the pic slides by one tile
@ -1996,7 +1996,7 @@ ChangeMonPic:
xor a
ld [wSpriteFlipped], a
call GetMonHeader
coord hl, 12, 0
hlcoord 12, 0
call LoadFrontSpriteByMonIndex
jr .done
.playerTurn
@ -2064,7 +2064,7 @@ ClearMonPicFromTileMap:
push bc
ld e, a
ld d, 0
coord hl, 0, 0
hlcoord 0, 0
add hl, de
lb bc, 7, 7
call ClearScreenArea
@ -2086,7 +2086,7 @@ GetMonSpriteTileMapPointerFromRowCount:
.enemyTurn
ld a, 12
.next
coord hl, 0, 0
hlcoord 0, 0
ld e, a
ld d, 0
add hl, de