This commit is contained in:
YamaArashi 2015-07-19 17:52:26 -07:00
parent e607199397
commit 1d86932cc9
29 changed files with 225 additions and 174 deletions

View file

@ -6296,7 +6296,7 @@ LoadEnemyMonData: ; 3eb01 (f:6b01)
predef WriteMonMoves ; get moves based on current level
.loadMovePPs
ld hl, wEnemyMonMoves
ld de, wEnemyMonSpecial + 1
ld de, wEnemyMonPP - 1
predef LoadMovePPs
ld hl, W_MONHBASESTATS
ld de, wEnemyMonBaseStats
@ -6957,7 +6957,7 @@ InitBattle_Common: ; 3efeb (f:6feb)
ld [wLetterPrintingDelayFlags], a
pop af
ld [wMapPalOffset], a
ld a, [wd0d4]
ld a, [wSavedTilesetType]
ld [hTilesetType], a
scf
ret

View file

@ -1,6 +1,6 @@
InitBattleVariables: ; 525af (14:65af)
ld a, [hTilesetType]
ld [wd0d4], a
ld [wSavedTilesetType], a
xor a
ld [wActionResultOrTookBattleTurn], a
ld [wBattleResult], a

View file

@ -78,7 +78,7 @@ SafariZoneGameOver: ; 1e9b0 (7:69b0)
ld [H_DOWNARROWBLINKCNT2], a
call DisplayTextID
xor a
ld [wd528], a
ld [wPlayerMovingDirection], a
ld a, SAFARI_ZONE_ENTRANCE
ld [H_DOWNARROWBLINKCNT1], a
ld a, $3

View file

@ -591,14 +591,14 @@ ItemUseSurfboard: ; d9b4 (3:59b4)
jp LoadWalkingPlayerSpriteGraphics
; uses a simulated button press to make the player move forward
.makePlayerMoveForward
ld a,[wd52a] ; direction the player is going
bit 3,a
ld a,[wPlayerDirection] ; direction the player is going
bit PLAYER_DIR_BIT_UP,a
ld b,D_UP
jr nz,.storeSimulatedButtonPress
bit 2,a
bit PLAYER_DIR_BIT_DOWN,a
ld b,D_DOWN
jr nz,.storeSimulatedButtonPress
bit 1,a
bit PLAYER_DIR_BIT_LEFT,a
ld b,D_LEFT
jr nz,.storeSimulatedButtonPress
ld b,D_RIGHT

View file

@ -107,8 +107,8 @@ MainMenu: ; 5af2 (1:5af2)
.pressedA
call GBPalWhiteOutWithDelay3
call ClearScreen
ld a,4
ld [wd52a],a
ld a,PLAYER_DIR_DOWN
ld [wPlayerDirection],a
ld c,10
call DelayFrames
ld a,[wNumHoFTeams]

View file

@ -25,24 +25,24 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
ld a, [wWalkCounter]
and a
jr nz, .moving
ld a, [wd528]
ld a, [wPlayerMovingDirection]
; check if down
bit 2, a
bit PLAYER_DIR_BIT_DOWN, a
jr z, .checkIfUp
xor a ; ld a, SPRITE_FACING_DOWN
jr .next
.checkIfUp
bit 3, a
bit PLAYER_DIR_BIT_UP, a
jr z, .checkIfLeft
ld a, SPRITE_FACING_UP
jr .next
.checkIfLeft
bit 1, a
bit PLAYER_DIR_BIT_LEFT, a
jr z, .checkIfRight
ld a, SPRITE_FACING_LEFT
jr .next
.checkIfRight
bit 0, a
bit PLAYER_DIR_BIT_RIGHT, a
jr z, .notMoving
ld a, SPRITE_FACING_RIGHT
jr .next
@ -405,23 +405,23 @@ InitializeSpriteFacingDirection: ; 507f (1:507f)
bit 5, a
jr nz, notYetMoving
res 7, [hl]
ld a, [wd52a]
bit 3, a
ld a, [wPlayerDirection]
bit PLAYER_DIR_BIT_UP, a
jr z, .notFacingDown
ld c, $0 ; make sprite face down
ld c, SPRITE_FACING_DOWN
jr .facingDirectionDetermined
.notFacingDown
bit 2, a
bit PLAYER_DIR_BIT_DOWN, a
jr z, .notFacingUp
ld c, $4 ; make sprite face up
ld c, SPRITE_FACING_UP
jr .facingDirectionDetermined
.notFacingUp
bit 1, a
bit PLAYER_DIR_BIT_LEFT, a
jr z, .notFacingRight
ld c, $c ; make sprite face right
ld c, SPRITE_FACING_RIGHT
jr .facingDirectionDetermined
.notFacingRight
ld c, $8 ; make sprite face left
ld c, SPRITE_FACING_LEFT
.facingDirectionDetermined
ld a, [H_CURRENTSPRITEOFFSET]
add $9