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

@ -678,7 +678,7 @@ CheckMapConnections::
ld b, SET_PAL_OVERWORLD
call RunPaletteCommand
; Since the sprite set shouldn't change, this will just update VRAM slots at
; $C2XE without loading any tile patterns.
; x#SPRITESTATEDATA2_IMAGEBASEOFFSET without loading any tile patterns.
farcall InitMapSprites
call LoadTileBlockMap
jp OverworldLoopLessDelay
@ -1210,7 +1210,7 @@ IsSpriteInFrontOfPlayer2::
ld a, l
and $f0
inc a
ld l, a ; hl = $c1x1
ld l, a ; hl = x#SPRITESTATEDATA1_MOVEMENTSTATUS
set 7, [hl] ; set flag to make the sprite face the player
ld a, e
ldh [hSpriteIndexOrTextID], a
@ -2167,7 +2167,7 @@ LoadMapHeader::
ld a, [hli]
ld [wNumSprites], a ; save the number of sprites
push hl
; zero C110-C1FF and C210-C2FF
; zero out sprite state data for sprites 01-15
ld hl, wSprite01StateData1
ld de, wSprite01StateData2
xor a
@ -2178,7 +2178,7 @@ LoadMapHeader::
inc e
dec b
jr nz, .zeroSpriteDataLoop
; initialize all C100-C1FF sprite entries to disabled (other than player's)
; disable SPRITESTATEDATA1_IMAGEINDEX (set to $ff) for sprites 01-15
ld hl, wSprite01StateData1ImageIndex
ld de, $10
ld c, $0f
@ -2196,19 +2196,19 @@ LoadMapHeader::
ld c, $00
.loadSpriteLoop
ld a, [hli]
ld [de], a ; store picture ID at C1X0
ld [de], a ; x#SPRITESTATEDATA1_PICTUREID
inc d
ld a, $04
add e
ld e, a
ld a, [hli]
ld [de], a ; store Y position at C2X4
ld [de], a ; x#SPRITESTATEDATA2_MAPY
inc e
ld a, [hli]
ld [de], a ; store X position at C2X5
ld [de], a ; x#SPRITESTATEDATA2_MAPX
inc e
ld a, [hli]
ld [de], a ; store movement byte 1 at C2X6
ld [de], a ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
ld a, [hli]
ldh [hLoadSpriteTemp1], a ; save movement byte 2
ld a, [hli]