Remove c1x*/c2x* comments, use struct offset constants

This commit is contained in:
Rangi 2020-07-07 11:57:03 -04:00
parent 13129459f1
commit 1e593d8f8c
12 changed files with 304 additions and 247 deletions

View file

@ -121,20 +121,20 @@ UpdateNPCSprite:
ld l, a
ld a, [hl] ; read movement byte 2
ld [wCurSpriteMovement2], a
ld h, $c1
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
ld l, a
inc l
ld a, [hl] ; c1x1
ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
and a
jp z, InitializeSpriteStatus
call CheckSpriteAvailability
ret c ; if sprite is invisible, on tile >=MAP_TILESET_SIZE, in grass or player is currently walking
ld h, $c1
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
ld l, a
inc l
ld a, [hl] ; c1x1
ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
bit 7, a ; is the face player flag set?
jp nz, MakeNPCFacePlayer
ld b, a
@ -143,9 +143,9 @@ UpdateNPCSprite:
jp nz, notYetMoving
ld a, b
cp $2
jp z, UpdateSpriteMovementDelay ; c1x1 == 2
jp z, UpdateSpriteMovementDelay ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 2
cp $3
jp z, UpdateSpriteInWalkingAnimation ; c1x1 == 3
jp z, UpdateSpriteInWalkingAnimation ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 3
ld a, [wWalkCounter]
and a
ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
@ -154,7 +154,7 @@ UpdateNPCSprite:
ldh a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; c2x6: movement byte 1
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
inc a
jr z, .randomMovement ; value $FF
inc a
@ -263,18 +263,18 @@ ChangeFacingDirection:
; set carry on failure, clears carry on success
TryWalking:
push hl
ld h, $c1
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add $9
ld l, a
ld [hl], c ; c1x9 (update facing direction)
ld [hl], c ; x#SPRITESTATEDATA1_FACINGDIRECTION
ldh a, [hCurrentSpriteOffset]
add $3
ld l, a
ld [hl], d ; c1x3 (update Y movement delta)
ld [hl], d ; x#SPRITESTATEDATA1_YSTEPVECTOR
inc l
inc l
ld [hl], e ; c1x5 (update X movement delta)
ld [hl], e ; x#SPRITESTATEDATA1_XSTEPVECTOR
pop hl
push de
ld c, [hl] ; read tile to walk onto
@ -285,18 +285,18 @@ TryWalking:
ldh a, [hCurrentSpriteOffset]
add $4
ld l, a
ld a, [hl] ; c2x4: Y position
ld a, [hl] ; x#SPRITESTATEDATA2_MAPY
add d
ld [hli], a ; update Y position
ld a, [hl] ; c2x5: X position
ld a, [hl] ; x#SPRITESTATEDATA2_MAPX
add e
ld [hl], a ; update X position
ldh a, [hCurrentSpriteOffset]
ld l, a
ld [hl], $10 ; c2x0=16: walk animation counter
ld [hl], $10 ; [x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER] = 16
dec h
inc l
ld [hl], $3 ; c1x1: set movement status to walking
ld [hl], $3 ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
jp UpdateSpriteImage
; update the walking animation parameters for a sprite that is currently walking
@ -304,15 +304,15 @@ UpdateSpriteInWalkingAnimation:
ldh a, [hCurrentSpriteOffset]
add $7
ld l, a
ld a, [hl] ; c1x7 (counter until next walk animation frame)
ld a, [hl] ; x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER
inc a
ld [hl], a ; c1x7 += 1
ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER]++
cp $4
jr nz, .noNextAnimationFrame
xor a
ld [hl], a ; c1x7 = 0
ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER] = 0
inc l
ld a, [hl] ; c1x8 (walk animation frame)
ld a, [hl] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER
inc a
and $3
ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step)
@ -320,34 +320,34 @@ UpdateSpriteInWalkingAnimation:
ldh a, [hCurrentSpriteOffset]
add $3
ld l, a
ld a, [hli] ; c1x3 (movement Y delta)
ld a, [hli] ; x#SPRITESTATEDATA1_YSTEPVECTOR
ld b, a
ld a, [hl] ; c1x4 (screen Y position)
ld a, [hl] ; x#SPRITESTATEDATA1_YPIXELS
add b
ld [hli], a ; update screen Y position
ld a, [hli] ; c1x5 (movement X delta)
ld [hli], a ; update [x#SPRITESTATEDATA1_YPIXELS]
ld a, [hli] ; x#SPRITESTATEDATA1_XSTEPVECTOR
ld b, a
ld a, [hl] ; c1x6 (screen X position)
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
add b
ld [hl], a ; update screen X position
ld [hl], a ; update [x#SPRITESTATEDATA1_XPIXELS]
ldh a, [hCurrentSpriteOffset]
ld l, a
inc h
ld a, [hl] ; c2x0 (walk animation counter)
ld a, [hl] ; x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER
dec a
ld [hl], a ; update walk animation counter
ret nz
ld a, $6 ; walking finished, update state
add l
ld l, a
ld a, [hl] ; c2x6 (movement byte 1)
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
cp $fe
jr nc, .initNextMovementCounter ; values $fe and $ff
ldh a, [hCurrentSpriteOffset]
inc a
ld l, a
dec h
ld [hl], $1 ; c1x1 = 1 (movement status ready)
ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 1 (movement status ready)
ret
.initNextMovementCounter
call Random
@ -356,29 +356,31 @@ UpdateSpriteInWalkingAnimation:
ld l, a
ldh a, [hRandomAdd]
and $7f
ld [hl], a ; c2x8: set next movement delay to a random value in [0,$7f]
dec h ; note that value 0 actually makes the delay $100 (bug?)
ld [hl], a ; x#SPRITESTATEDATA2_MOVEMENTDELAY:
; set next movement delay to a random value in [0,$7f]
; note that value 0 actually makes the delay $100 (bug?)
dec h ; HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
inc a
ld l, a
ld [hl], $2 ; c1x1 = 2 (movement status)
ld [hl], $2 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 2 (movement status)
inc l
inc l
xor a
ld b, [hl] ; c1x3 (movement Y delta)
ld [hli], a ; reset movement Y delta
ld b, [hl] ; x#SPRITESTATEDATA1_YSTEPVECTOR
ld [hli], a ; [x#SPRITESTATEDATA1_YSTEPVECTOR] = 0
inc l
ld c, [hl] ; c1x5 (movement X delta)
ld [hl], a ; reset movement X delta
ld c, [hl] ; x#SPRITESTATEDATA1_XSTEPVECTOR
ld [hl], a ; [x#SPRITESTATEDATA1_XSTEPVECTOR] = 0
ret
; update delay value (c2x8) for sprites in the delayed state (c1x1)
; update [x#SPRITESTATEDATA2_MOVEMENTDELAY] for sprites in the delayed state (x#SPRITESTATEDATA1_MOVEMENTSTATUS)
UpdateSpriteMovementDelay:
ld h, $c2
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; c2x6: movement byte 1
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
inc l
inc l
cp $fe
@ -386,20 +388,20 @@ UpdateSpriteMovementDelay:
ld [hl], $0
jr .moving
.tickMoveCounter
dec [hl] ; c2x8: frame counter until next movement
dec [hl] ; x#SPRITESTATEDATA2_MOVEMENTDELAY
jr nz, notYetMoving
.moving
dec h
ldh a, [hCurrentSpriteOffset]
inc a
ld l, a
ld [hl], $1 ; c1x1 = 1 (mark as ready to move)
ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 1 (mark as ready to move)
notYetMoving:
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add wSpritePlayerStateData1AnimFrameCounter - wSpritePlayerStateData1
add SPRITESTATEDATA1_ANIMFRAMECOUNTER
ld l, a
ld [hl], $0 ; c1x8 = 0 (walk animation frame)
ld [hl], $0 ; [x#SPRITESTATEDATA1_ANIMFRAMECOUNTER] = 0 (walk animation frame)
jp UpdateSpriteImage
MakeNPCFacePlayer:
@ -432,44 +434,44 @@ MakeNPCFacePlayer:
ldh a, [hCurrentSpriteOffset]
add $9
ld l, a
ld [hl], c ; c1x9: set facing direction
ld [hl], c ; [x#SPRITESTATEDATA1_FACINGDIRECTION]: set facing direction
jr notYetMoving
InitializeSpriteStatus:
ld [hl], $1 ; $c1x1: set movement status to ready
ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = ready
inc l
ld [hl], $ff ; $c1x2: set sprite image to $ff (invisible/off screen)
inc h
ld [hl], $ff ; [x#SPRITESTATEDATA1_IMAGEINDEX] = invisible/off screen
inc h ; HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add $2
ld l, a
ld a, $8
ld [hli], a ; $c2x2: set Y displacement to 8
ld [hl], a ; $c2x3: set X displacement to 8
ld [hli], a ; [x#SPRITESTATEDATA2_YDISPLACEMENT] = 8
ld [hl], a ; [x#SPRITESTATEDATA2_XDISPLACEMENT] = 8
ret
; calculates the sprite's screen position form its map position and the player position
; calculates the sprite's screen position from its map position and the player position
InitializeSpriteScreenPosition:
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
add SPRITESTATEDATA2_MAPY
ld l, a
ld a, [wYCoord]
ld b, a
ld a, [hl] ; c2x4 (Y position + 4)
ld a, [hl] ; x#SPRITESTATEDATA2_MAPY
sub b ; relative to player position
swap a ; * 16
sub $4 ; - 4
dec h
ld [hli], a ; c1x4 (screen Y position)
ld [hli], a ; [x#SPRITESTATEDATA1_YPIXELS]
inc h
ld a, [wXCoord]
ld b, a
ld a, [hli] ; c2x6 (X position + 4)
ld a, [hli] ; x#SPRITESTATEDATA2_MAPX
sub b ; relative to player position
swap a ; * 16
dec h
ld [hl], a ; c1x6 (screen X position)
ld [hl], a ; [x#SPRITESTATEDATA1_XPIXELS]
ret
; tests if sprite is off screen or otherwise unable to do anything
@ -480,15 +482,15 @@ CheckSpriteAvailability:
jp nz, .spriteInvisible
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
add SPRITESTATEDATA2_MOVEMENTBYTE1
ld l, a
ld a, [hl] ; c2x6: movement byte 1
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
cp $fe
jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted)
ldh a, [hCurrentSpriteOffset]
add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
add SPRITESTATEDATA2_MAPY
ld l, a
ld b, [hl] ; c2x4: Y pos (+4)
ld b, [hl] ; x#SPRITESTATEDATA2_MAPY
ld a, [wYCoord]
cp b
jr z, .skipYVisibilityTest
@ -498,7 +500,7 @@ CheckSpriteAvailability:
jr c, .spriteInvisible ; below screen region
.skipYVisibilityTest
inc l
ld b, [hl] ; c2x5: X pos (+4)
ld b, [hl] ; x#SPRITESTATEDATA2_MAPX
ld a, [wXCoord]
cp b
jr z, .skipXVisibilityTest
@ -528,9 +530,9 @@ CheckSpriteAvailability:
.spriteInvisible
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
add SPRITESTATEDATA1_IMAGEINDEX
ld l, a
ld [hl], $ff ; c1x2
ld [hl], $ff ; x#SPRITESTATEDATA1_IMAGEINDEX
scf
jr .done
.spriteVisible
@ -549,19 +551,19 @@ CheckSpriteAvailability:
jr nz, .notInGrass
ld a, $80
.notInGrass
ld [hl], a ; c2x7
ld [hl], a ; x#SPRITESTATEDATA2_GRASSPRIORITY
and a
.done
ret
UpdateSpriteImage:
ld h, $c1
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add $8
ld l, a
ld a, [hli] ; c1x8: walk animation frame
ld a, [hli] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER
ld b, a
ld a, [hl] ; c1x9: facing direction
ld a, [hl] ; x#SPRITESTATEDATA1_FACINGDIRECTION
add b
ld b, a
ldh a, [hTilePlayerStandingOn]
@ -570,7 +572,7 @@ UpdateSpriteImage:
ldh a, [hCurrentSpriteOffset]
add $2
ld l, a
ld [hl], b ; c1x2: sprite to display
ld [hl], b ; x#SPRITESTATEDATA1_IMAGEINDEX
ret
; tests if sprite can walk the specified direction
@ -582,9 +584,9 @@ UpdateSpriteImage:
CanWalkOntoTile:
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
add SPRITESTATEDATA2_MOVEMENTBYTE1
ld l, a
ld a, [hl] ; c2x6 (movement byte 1)
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
cp $fe
jr nc, .notScripted ; values $fe and $ff
; always allow walking if the movement is scripted
@ -605,20 +607,20 @@ CanWalkOntoTile:
ldh a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; $c2x6 (movement byte 1)
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
inc a
jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
add SPRITESTATEDATA1_YPIXELS
ld l, a
ld a, [hli] ; c1x4 (screen Y pos)
ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
add $4 ; align to blocks (Y pos is always 4 pixels off)
add d ; add Y delta
cp $80 ; if value is >$80, the destination is off screen (either $81 or $FF underflow)
jr nc, .impassable ; don't walk off screen
inc l
ld a, [hl] ; c1x6 (screen X pos)
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
add e ; add X delta
cp $90 ; if value is >$90, the destination is off screen (either $91 or $FF underflow)
jr nc, .impassable ; don't walk off screen
@ -631,26 +633,31 @@ CanWalkOntoTile:
ldh a, [hCurrentSpriteOffset]
add $c
ld l, a
ld a, [hl] ; c1xc (directions in which sprite collision would occur)
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