mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-06 15:45:24 +13:00
Remove c1x*/c2x* comments, use struct offset constants
This commit is contained in:
parent
13129459f1
commit
1e593d8f8c
12 changed files with 304 additions and 247 deletions
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@ -121,20 +121,20 @@ UpdateNPCSprite:
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ld l, a
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ld a, [hl] ; read movement byte 2
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ld [wCurSpriteMovement2], a
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ld h, $c1
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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inc l
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ld a, [hl] ; c1x1
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ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
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and a
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jp z, InitializeSpriteStatus
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call CheckSpriteAvailability
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ret c ; if sprite is invisible, on tile >=MAP_TILESET_SIZE, in grass or player is currently walking
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ld h, $c1
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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inc l
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ld a, [hl] ; c1x1
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ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
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bit 7, a ; is the face player flag set?
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jp nz, MakeNPCFacePlayer
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ld b, a
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@ -143,9 +143,9 @@ UpdateNPCSprite:
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jp nz, notYetMoving
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ld a, b
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cp $2
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jp z, UpdateSpriteMovementDelay ; c1x1 == 2
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jp z, UpdateSpriteMovementDelay ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 2
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cp $3
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jp z, UpdateSpriteInWalkingAnimation ; c1x1 == 3
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jp z, UpdateSpriteInWalkingAnimation ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 3
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ld a, [wWalkCounter]
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and a
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ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
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@ -154,7 +154,7 @@ UpdateNPCSprite:
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ldh a, [hCurrentSpriteOffset]
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add $6
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ld l, a
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ld a, [hl] ; c2x6: movement byte 1
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ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
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inc a
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jr z, .randomMovement ; value $FF
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inc a
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@ -263,18 +263,18 @@ ChangeFacingDirection:
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; set carry on failure, clears carry on success
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TryWalking:
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push hl
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ld h, $c1
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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add $9
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ld l, a
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ld [hl], c ; c1x9 (update facing direction)
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ld [hl], c ; x#SPRITESTATEDATA1_FACINGDIRECTION
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ldh a, [hCurrentSpriteOffset]
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add $3
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ld l, a
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ld [hl], d ; c1x3 (update Y movement delta)
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ld [hl], d ; x#SPRITESTATEDATA1_YSTEPVECTOR
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inc l
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inc l
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ld [hl], e ; c1x5 (update X movement delta)
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ld [hl], e ; x#SPRITESTATEDATA1_XSTEPVECTOR
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pop hl
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push de
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ld c, [hl] ; read tile to walk onto
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@ -285,18 +285,18 @@ TryWalking:
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ldh a, [hCurrentSpriteOffset]
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add $4
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ld l, a
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ld a, [hl] ; c2x4: Y position
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ld a, [hl] ; x#SPRITESTATEDATA2_MAPY
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add d
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ld [hli], a ; update Y position
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ld a, [hl] ; c2x5: X position
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ld a, [hl] ; x#SPRITESTATEDATA2_MAPX
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add e
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ld [hl], a ; update X position
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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ld [hl], $10 ; c2x0=16: walk animation counter
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ld [hl], $10 ; [x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER] = 16
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dec h
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inc l
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ld [hl], $3 ; c1x1: set movement status to walking
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ld [hl], $3 ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
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jp UpdateSpriteImage
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; update the walking animation parameters for a sprite that is currently walking
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@ -304,15 +304,15 @@ UpdateSpriteInWalkingAnimation:
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ldh a, [hCurrentSpriteOffset]
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add $7
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ld l, a
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ld a, [hl] ; c1x7 (counter until next walk animation frame)
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ld a, [hl] ; x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER
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inc a
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ld [hl], a ; c1x7 += 1
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ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER]++
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cp $4
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jr nz, .noNextAnimationFrame
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xor a
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ld [hl], a ; c1x7 = 0
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ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER] = 0
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inc l
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ld a, [hl] ; c1x8 (walk animation frame)
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ld a, [hl] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER
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inc a
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and $3
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ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step)
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@ -320,34 +320,34 @@ UpdateSpriteInWalkingAnimation:
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ldh a, [hCurrentSpriteOffset]
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add $3
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ld l, a
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ld a, [hli] ; c1x3 (movement Y delta)
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ld a, [hli] ; x#SPRITESTATEDATA1_YSTEPVECTOR
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ld b, a
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ld a, [hl] ; c1x4 (screen Y position)
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ld a, [hl] ; x#SPRITESTATEDATA1_YPIXELS
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add b
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ld [hli], a ; update screen Y position
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ld a, [hli] ; c1x5 (movement X delta)
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ld [hli], a ; update [x#SPRITESTATEDATA1_YPIXELS]
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ld a, [hli] ; x#SPRITESTATEDATA1_XSTEPVECTOR
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ld b, a
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ld a, [hl] ; c1x6 (screen X position)
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ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
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add b
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ld [hl], a ; update screen X position
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ld [hl], a ; update [x#SPRITESTATEDATA1_XPIXELS]
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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inc h
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ld a, [hl] ; c2x0 (walk animation counter)
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ld a, [hl] ; x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER
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dec a
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ld [hl], a ; update walk animation counter
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ret nz
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ld a, $6 ; walking finished, update state
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add l
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ld l, a
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ld a, [hl] ; c2x6 (movement byte 1)
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ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
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cp $fe
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jr nc, .initNextMovementCounter ; values $fe and $ff
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ldh a, [hCurrentSpriteOffset]
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inc a
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ld l, a
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dec h
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ld [hl], $1 ; c1x1 = 1 (movement status ready)
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ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 1 (movement status ready)
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ret
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.initNextMovementCounter
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call Random
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@ -356,29 +356,31 @@ UpdateSpriteInWalkingAnimation:
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ld l, a
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ldh a, [hRandomAdd]
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and $7f
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ld [hl], a ; c2x8: set next movement delay to a random value in [0,$7f]
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dec h ; note that value 0 actually makes the delay $100 (bug?)
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ld [hl], a ; x#SPRITESTATEDATA2_MOVEMENTDELAY:
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; set next movement delay to a random value in [0,$7f]
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; note that value 0 actually makes the delay $100 (bug?)
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dec h ; HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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inc a
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ld l, a
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ld [hl], $2 ; c1x1 = 2 (movement status)
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ld [hl], $2 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 2 (movement status)
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inc l
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inc l
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xor a
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ld b, [hl] ; c1x3 (movement Y delta)
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ld [hli], a ; reset movement Y delta
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ld b, [hl] ; x#SPRITESTATEDATA1_YSTEPVECTOR
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ld [hli], a ; [x#SPRITESTATEDATA1_YSTEPVECTOR] = 0
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inc l
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ld c, [hl] ; c1x5 (movement X delta)
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ld [hl], a ; reset movement X delta
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ld c, [hl] ; x#SPRITESTATEDATA1_XSTEPVECTOR
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ld [hl], a ; [x#SPRITESTATEDATA1_XSTEPVECTOR] = 0
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ret
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; update delay value (c2x8) for sprites in the delayed state (c1x1)
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; update [x#SPRITESTATEDATA2_MOVEMENTDELAY] for sprites in the delayed state (x#SPRITESTATEDATA1_MOVEMENTSTATUS)
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UpdateSpriteMovementDelay:
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ld h, $c2
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ld h, HIGH(wSpriteStateData2)
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ldh a, [hCurrentSpriteOffset]
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add $6
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ld l, a
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ld a, [hl] ; c2x6: movement byte 1
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ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
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inc l
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inc l
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cp $fe
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@ -386,20 +388,20 @@ UpdateSpriteMovementDelay:
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ld [hl], $0
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jr .moving
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.tickMoveCounter
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dec [hl] ; c2x8: frame counter until next movement
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dec [hl] ; x#SPRITESTATEDATA2_MOVEMENTDELAY
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jr nz, notYetMoving
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.moving
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dec h
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ldh a, [hCurrentSpriteOffset]
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inc a
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ld l, a
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ld [hl], $1 ; c1x1 = 1 (mark as ready to move)
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ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 1 (mark as ready to move)
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notYetMoving:
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1AnimFrameCounter - wSpritePlayerStateData1
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add SPRITESTATEDATA1_ANIMFRAMECOUNTER
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ld l, a
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ld [hl], $0 ; c1x8 = 0 (walk animation frame)
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ld [hl], $0 ; [x#SPRITESTATEDATA1_ANIMFRAMECOUNTER] = 0 (walk animation frame)
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jp UpdateSpriteImage
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MakeNPCFacePlayer:
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@ -432,44 +434,44 @@ MakeNPCFacePlayer:
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ldh a, [hCurrentSpriteOffset]
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add $9
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ld l, a
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ld [hl], c ; c1x9: set facing direction
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ld [hl], c ; [x#SPRITESTATEDATA1_FACINGDIRECTION]: set facing direction
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jr notYetMoving
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InitializeSpriteStatus:
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ld [hl], $1 ; $c1x1: set movement status to ready
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ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = ready
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inc l
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ld [hl], $ff ; $c1x2: set sprite image to $ff (invisible/off screen)
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inc h
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ld [hl], $ff ; [x#SPRITESTATEDATA1_IMAGEINDEX] = invisible/off screen
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inc h ; HIGH(wSpriteStateData2)
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ldh a, [hCurrentSpriteOffset]
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add $2
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ld l, a
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ld a, $8
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ld [hli], a ; $c2x2: set Y displacement to 8
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ld [hl], a ; $c2x3: set X displacement to 8
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ld [hli], a ; [x#SPRITESTATEDATA2_YDISPLACEMENT] = 8
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ld [hl], a ; [x#SPRITESTATEDATA2_XDISPLACEMENT] = 8
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ret
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; calculates the sprite's screen position form its map position and the player position
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; calculates the sprite's screen position from its map position and the player position
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InitializeSpriteScreenPosition:
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ld h, HIGH(wSpriteStateData2)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
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add SPRITESTATEDATA2_MAPY
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ld l, a
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ld a, [wYCoord]
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ld b, a
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ld a, [hl] ; c2x4 (Y position + 4)
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ld a, [hl] ; x#SPRITESTATEDATA2_MAPY
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sub b ; relative to player position
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swap a ; * 16
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sub $4 ; - 4
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dec h
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ld [hli], a ; c1x4 (screen Y position)
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ld [hli], a ; [x#SPRITESTATEDATA1_YPIXELS]
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inc h
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ld a, [wXCoord]
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ld b, a
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ld a, [hli] ; c2x6 (X position + 4)
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ld a, [hli] ; x#SPRITESTATEDATA2_MAPX
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sub b ; relative to player position
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swap a ; * 16
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dec h
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ld [hl], a ; c1x6 (screen X position)
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ld [hl], a ; [x#SPRITESTATEDATA1_XPIXELS]
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ret
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; tests if sprite is off screen or otherwise unable to do anything
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@ -480,15 +482,15 @@ CheckSpriteAvailability:
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jp nz, .spriteInvisible
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ld h, HIGH(wSpriteStateData2)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
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add SPRITESTATEDATA2_MOVEMENTBYTE1
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ld l, a
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ld a, [hl] ; c2x6: movement byte 1
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ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
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cp $fe
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jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
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add SPRITESTATEDATA2_MAPY
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ld l, a
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ld b, [hl] ; c2x4: Y pos (+4)
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ld b, [hl] ; x#SPRITESTATEDATA2_MAPY
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ld a, [wYCoord]
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cp b
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jr z, .skipYVisibilityTest
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@ -498,7 +500,7 @@ CheckSpriteAvailability:
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jr c, .spriteInvisible ; below screen region
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.skipYVisibilityTest
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inc l
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ld b, [hl] ; c2x5: X pos (+4)
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ld b, [hl] ; x#SPRITESTATEDATA2_MAPX
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ld a, [wXCoord]
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cp b
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jr z, .skipXVisibilityTest
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@ -528,9 +530,9 @@ CheckSpriteAvailability:
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.spriteInvisible
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
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add SPRITESTATEDATA1_IMAGEINDEX
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ld l, a
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ld [hl], $ff ; c1x2
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ld [hl], $ff ; x#SPRITESTATEDATA1_IMAGEINDEX
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scf
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jr .done
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.spriteVisible
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@ -549,19 +551,19 @@ CheckSpriteAvailability:
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jr nz, .notInGrass
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ld a, $80
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.notInGrass
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ld [hl], a ; c2x7
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ld [hl], a ; x#SPRITESTATEDATA2_GRASSPRIORITY
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and a
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.done
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ret
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UpdateSpriteImage:
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ld h, $c1
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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add $8
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ld l, a
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ld a, [hli] ; c1x8: walk animation frame
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ld a, [hli] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER
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ld b, a
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ld a, [hl] ; c1x9: facing direction
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ld a, [hl] ; x#SPRITESTATEDATA1_FACINGDIRECTION
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add b
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ld b, a
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ldh a, [hTilePlayerStandingOn]
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@ -570,7 +572,7 @@ UpdateSpriteImage:
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ldh a, [hCurrentSpriteOffset]
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add $2
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ld l, a
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ld [hl], b ; c1x2: sprite to display
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ld [hl], b ; x#SPRITESTATEDATA1_IMAGEINDEX
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ret
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; tests if sprite can walk the specified direction
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@ -582,9 +584,9 @@ UpdateSpriteImage:
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CanWalkOntoTile:
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ld h, HIGH(wSpriteStateData2)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
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add SPRITESTATEDATA2_MOVEMENTBYTE1
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ld l, a
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ld a, [hl] ; c2x6 (movement byte 1)
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ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
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cp $fe
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jr nc, .notScripted ; values $fe and $ff
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; always allow walking if the movement is scripted
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@ -605,20 +607,20 @@ CanWalkOntoTile:
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ldh a, [hCurrentSpriteOffset]
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add $6
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ld l, a
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ld a, [hl] ; $c2x6 (movement byte 1)
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ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
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inc a
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jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
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add SPRITESTATEDATA1_YPIXELS
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ld l, a
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ld a, [hli] ; c1x4 (screen Y pos)
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ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
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add $4 ; align to blocks (Y pos is always 4 pixels off)
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add d ; add Y delta
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cp $80 ; if value is >$80, the destination is off screen (either $81 or $FF underflow)
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jr nc, .impassable ; don't walk off screen
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inc l
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ld a, [hl] ; c1x6 (screen X pos)
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ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
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add e ; add X delta
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cp $90 ; if value is >$90, the destination is off screen (either $91 or $FF underflow)
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jr nc, .impassable ; don't walk off screen
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@ -631,26 +633,31 @@ CanWalkOntoTile:
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ldh a, [hCurrentSpriteOffset]
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add $c
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ld l, a
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ld a, [hl] ; c1xc (directions in which sprite collision would occur)
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ld a, [hl] ; x#SPRITESTATEDATA1_COLLISIONDATA (directions in which sprite collision would occur)
|
||||
and b ; check against chosen direction (1,2,4 or 8)
|
||||
jr nz, .impassable ; collision between sprites, don't go there
|
||||
ld h, HIGH(wSpriteStateData2)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData2YDisplacement - wSpritePlayerStateData2
|
||||
add SPRITESTATEDATA2_YDISPLACEMENT
|
||||
ld l, a
|
||||
ld a, [hli] ; c2x2 (sprite Y displacement, initialized at $8, keep track of where a sprite did go)
|
||||
ld a, [hli] ; x#SPRITESTATEDATA2_YDISPLACEMENT (initialized at $8, keep track of where a sprite did go)
|
||||
bit 7, d ; check if going upwards (d=$ff)
|
||||
jr nz, .upwards
|
||||
add d
|
||||
; bug: these tests against $5 probably were supposed to prevent
|
||||
; sprites from walking out too far, but this line makes sprites get
|
||||
; stuck whenever they walked upwards 5 steps
|
||||
; on the other hand, the amount a sprite can walk out to the
|
||||
; right of bottom is not limited (until the counter overflows)
|
||||
cp $5
|
||||
jr c, .impassable ; if c2x2+d < 5, don't go ;bug: this tests probably were supposed to prevent sprites
|
||||
jr .checkHorizontal ; from walking out too far, but this line makes sprites get stuck
|
||||
.upwards ; whenever they walked upwards 5 steps
|
||||
sub $1 ; on the other hand, the amount a sprite can walk out to the
|
||||
jr c, .impassable ; if d2x2 == 0, don't go ; right of bottom is not limited (until the counter overflows)
|
||||
jr c, .impassable ; if [x#SPRITESTATEDATA2_YDISPLACEMENT]+d < 5, don't go
|
||||
jr .checkHorizontal
|
||||
.upwards
|
||||
sub $1
|
||||
jr c, .impassable ; if [x#SPRITESTATEDATA2_YDISPLACEMENT] == 0, don't go
|
||||
.checkHorizontal
|
||||
ld d, a
|
||||
ld a, [hl] ; c2x3 (sprite X displacement, initialized at $8, keep track of where a sprite did go)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_XDISPLACEMENT (initialized at $8, keep track of where a sprite did go)
|
||||
bit 7, e ; check if going left (e=$ff)
|
||||
jr nz, .left
|
||||
add e
|
||||
|
|
@ -658,10 +665,10 @@ CanWalkOntoTile:
|
|||
jr .passable
|
||||
.left
|
||||
sub $1
|
||||
jr c, .impassable ; if d2x3 == 0, don't go
|
||||
jr c, .impassable ; if [x#SPRITESTATEDATA2_XDISPLACEMENT] == 0, don't go
|
||||
.passable
|
||||
ld [hld], a ; update c2x3
|
||||
ld [hl], d ; update c2x2
|
||||
ld [hld], a ; update x#SPRITESTATEDATA2_XDISPLACEMENT
|
||||
ld [hl], d ; update x#SPRITESTATEDATA2_YDISPLACEMENT
|
||||
and a ; clear carry (marking success)
|
||||
ret
|
||||
.impassable
|
||||
|
|
@ -669,13 +676,13 @@ CanWalkOntoTile:
|
|||
ldh a, [hCurrentSpriteOffset]
|
||||
inc a
|
||||
ld l, a
|
||||
ld [hl], $2 ; c1x1 = 2 (set movement status to delayed)
|
||||
ld [hl], $2 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 2 (delayed)
|
||||
inc l
|
||||
inc l
|
||||
xor a
|
||||
ld [hli], a ; c1x3 = 0 (clear Y movement delta)
|
||||
ld [hli], a ; [x#SPRITESTATEDATA1_YSTEPVECTOR] = 0
|
||||
inc l
|
||||
ld [hl], a ; c1x5 = 0 (clear X movement delta)
|
||||
ld [hl], a ; [x#SPRITESTATEDATA1_XSTEPVECTOR] = 0
|
||||
inc h
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add $8
|
||||
|
|
@ -683,7 +690,7 @@ CanWalkOntoTile:
|
|||
call Random
|
||||
ldh a, [hRandomAdd]
|
||||
and $7f
|
||||
ld [hl], a ; c2x8: set next movement delay to a random value in [0,$7f] (again with delay $100 if value is 0)
|
||||
ld [hl], a ; x#SPRITESTATEDATA2_MOVEMENTDELAY: set to a random value in [0,$7f] (again with delay $100 if value is 0)
|
||||
scf ; set carry (marking failure to walk)
|
||||
ret
|
||||
|
||||
|
|
@ -693,16 +700,16 @@ CanWalkOntoTile:
|
|||
GetTileSpriteStandsOn:
|
||||
ld h, HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_YPIXELS
|
||||
ld l, a
|
||||
ld a, [hli] ; c1x4: screen Y position
|
||||
ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
|
||||
add $4 ; align to 2*2 tile blocks (Y position is always off 4 pixels to the top)
|
||||
and $f0 ; in case object is currently moving
|
||||
srl a ; screen Y tile * 4
|
||||
ld c, a
|
||||
ld b, $0
|
||||
inc l
|
||||
ld a, [hl] ; c1x6: screen X position
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
|
||||
srl a
|
||||
srl a
|
||||
srl a ; screen X tile
|
||||
|
|
@ -807,12 +814,12 @@ InitScriptedNPCMovement:
|
|||
jp AnimScriptedNPCMovement
|
||||
|
||||
GetSpriteScreenYPointer:
|
||||
ld a, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld a, SPRITESTATEDATA1_YPIXELS
|
||||
ld b, a
|
||||
jr GetSpriteScreenXYPointerCommon
|
||||
|
||||
GetSpriteScreenXPointer:
|
||||
ld a, wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
|
||||
ld a, SPRITESTATEDATA1_XPIXELS
|
||||
ld b, a
|
||||
|
||||
GetSpriteScreenXYPointerCommon:
|
||||
|
|
@ -826,7 +833,7 @@ GetSpriteScreenXYPointerCommon:
|
|||
AnimScriptedNPCMovement:
|
||||
ld hl, wSpriteStateData2
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
|
||||
add SPRITESTATEDATA2_IMAGEBASEOFFSET
|
||||
ld l, a
|
||||
ld a, [hl] ; VRAM slot
|
||||
dec a
|
||||
|
|
@ -834,7 +841,7 @@ AnimScriptedNPCMovement:
|
|||
ld b, a
|
||||
ld hl, wSpriteStateData1
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData1FacingDirection - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_FACINGDIRECTION
|
||||
ld l, a
|
||||
ld a, [hl] ; facing direction
|
||||
cp SPRITE_FACING_DOWN
|
||||
|
|
@ -853,7 +860,7 @@ AnimScriptedNPCMovement:
|
|||
call AdvanceScriptedNPCAnimFrameCounter
|
||||
ld hl, wSpriteStateData1
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_IMAGEINDEX
|
||||
ld l, a
|
||||
ldh a, [hSpriteVRAMSlotAndFacing]
|
||||
ld b, a
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue