mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-09-16 18:30:50 +12:00
Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellow
This commit is contained in:
parent
7ab43f4d17
commit
2b2ed54bbf
|
@ -10,7 +10,7 @@ BattleTransition:
|
|||
|
||||
; Determine which OAM block is being used by the enemy trainer sprite (if there
|
||||
; is one).
|
||||
ld hl, wSpriteStateData1 + 2
|
||||
ld hl, wSpritePlayerStateData1ImageIndex
|
||||
ld a, [hSpriteIndexOrTextID] ; enemy trainer sprite index (0 if wild battle)
|
||||
ld c, a
|
||||
ld b, 0
|
||||
|
|
|
@ -88,7 +88,7 @@ GetCoordsInFrontOfPlayer:
|
|||
ld d, a
|
||||
ld a, [wXCoord]
|
||||
ld e, a
|
||||
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
and a
|
||||
jr nz, .notFacingDown
|
||||
; facing down
|
||||
|
|
|
@ -15,7 +15,7 @@ PrintBenchGuyText:
|
|||
.match
|
||||
ld a, [hli]
|
||||
ld b, a
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp b
|
||||
jr nz, .loop ; player isn't facing left at the bench guy
|
||||
ld a, [hl]
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
BillsHousePC:
|
||||
call EnableAutoTextBoxDrawing
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
CheckEvent EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
; prints text for bookshelves in buildings without sign events
|
||||
PrintBookshelfText::
|
||||
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
jr nz, .noMatch
|
||||
; facing up
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
PrintCinnabarQuiz:
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
call EnableAutoTextBoxDrawing
|
||||
|
|
|
@ -3,7 +3,7 @@ GymStatues:
|
|||
; if in a gym and don’t have the corresponding badge, a = GymStatueText1_id and jp PrintPredefTextID
|
||||
; else ret
|
||||
call EnableAutoTextBoxDrawing
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
ld hl, .BadgeFlags
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
PrintIndigoPlateauHQText:
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
call EnableAutoTextBoxDrawing
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
DisplayOakLabEmailText:
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
call EnableAutoTextBoxDrawing
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
OpenPokemonCenterPC:
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
cp SPRITE_FACING_UP ; check to see if player is facing up
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
call EnableAutoTextBoxDrawing
|
||||
ld a, $1
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
Route15GateLeftBinoculars:
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
call EnableAutoTextBoxDrawing
|
||||
|
|
|
@ -19,7 +19,7 @@ DisplayPokemonCenterDialogue_::
|
|||
ld hl, NeedYourPokemonText
|
||||
call PrintText
|
||||
ld a, $18
|
||||
ld [wSpriteStateData1 + $12], a ; make the nurse turn to face the machine
|
||||
ld [wSprite01StateData1ImageIndex], a ; make the nurse turn to face the machine
|
||||
call Delay3
|
||||
predef HealParty
|
||||
callba AnimateHealingMachine ; do the healing machine animation
|
||||
|
@ -34,7 +34,7 @@ DisplayPokemonCenterDialogue_::
|
|||
ld hl, PokemonFightingFitText
|
||||
call PrintText
|
||||
ld a, $14
|
||||
ld [wSpriteStateData1 + $12], a ; make the nurse bow
|
||||
ld [wSprite01StateData1ImageIndex], a ; make the nurse bow
|
||||
ld c, a
|
||||
call DelayFrames
|
||||
jr .done
|
||||
|
|
|
@ -41,7 +41,7 @@ DisplayTextIDInit::
|
|||
; loop to copy C1X9 (direction the sprite is facing) to C2X9 for each sprite
|
||||
; this is done because when you talk to an NPC, they turn to look your way
|
||||
; the original direction they were facing must be restored after the dialogue is over
|
||||
ld hl, wSpriteStateData1 + $19
|
||||
ld hl, wSprite01StateData1FacingDirection
|
||||
ld c, $0f
|
||||
ld de, $10
|
||||
.spriteFacingDirectionCopyLoop
|
||||
|
@ -54,7 +54,7 @@ DisplayTextIDInit::
|
|||
jr nz, .spriteFacingDirectionCopyLoop
|
||||
; loop to force all the sprites in the middle of animation to stand still
|
||||
; (so that they don't like they're frozen mid-step during the dialogue)
|
||||
ld hl, wSpriteStateData1 + 2
|
||||
ld hl, wSpritePlayerStateData1ImageIndex
|
||||
ld de, $10
|
||||
ld c, e
|
||||
.spriteStandStillLoop
|
||||
|
|
|
@ -9,8 +9,8 @@ SetDefaultNames:
|
|||
ld bc, wBoxDataEnd - wPlayerName
|
||||
xor a
|
||||
call FillMemory
|
||||
ld hl, wSpriteStateData1
|
||||
ld bc, $200
|
||||
ld hl, wSpriteDataStart
|
||||
ld bc, wSpriteDataEnd - wSpriteDataStart
|
||||
xor a
|
||||
call FillMemory
|
||||
pop af
|
||||
|
|
|
@ -12,7 +12,7 @@ PlayerStepOutFromDoor::
|
|||
ld a, D_DOWN
|
||||
ld [wSimulatedJoypadStatesEnd], a
|
||||
xor a
|
||||
ld [wSpriteStateData1 + 2], a
|
||||
ld [wSpritePlayerStateData1ImageIndex], a
|
||||
call StartSimulatingJoypadStates
|
||||
ret
|
||||
.notStandingOnDoor
|
||||
|
@ -110,7 +110,7 @@ PalletMovementScript_WalkToLab:
|
|||
swap a
|
||||
ld [wNPCMovementScriptSpriteOffset], a
|
||||
xor a
|
||||
ld [wSpriteStateData2 + $06], a
|
||||
ld [wSpritePlayerStateData2MovementByte1], a
|
||||
ld hl, wSimulatedJoypadStatesEnd
|
||||
ld de, RLEList_PlayerWalkToLab
|
||||
call DecodeRLEList
|
||||
|
@ -228,7 +228,7 @@ PewterMovementScript_WalkToGym:
|
|||
swap a
|
||||
ld [wNPCMovementScriptSpriteOffset], a
|
||||
xor a
|
||||
ld [wSpriteStateData2 + $06], a
|
||||
ld [wSpritePlayerStateData2MovementByte1], a
|
||||
ld hl, wSimulatedJoypadStatesEnd
|
||||
ld de, RLEList_PewterGymPlayer
|
||||
call DecodeRLEList
|
||||
|
|
|
@ -127,7 +127,7 @@ CutOrBoulderDustAnimationTilesAndAttributes:
|
|||
db $FE,$10,$FF,$10
|
||||
|
||||
GetCutOrBoulderDustAnimationOffsets:
|
||||
ld hl, wSpriteStateData1 + 4
|
||||
ld hl, wSpritePlayerStateData1YPixels
|
||||
ld a, [hli] ; player's sprite screen Y position
|
||||
ld b, a
|
||||
inc hl
|
||||
|
@ -187,7 +187,7 @@ ReplaceTreeTileBlock:
|
|||
ld h, [hl]
|
||||
ld l, a
|
||||
add hl, bc
|
||||
ld a, [wSpriteStateData1 + 9] ; player sprite's facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
and a
|
||||
jr z, .down
|
||||
cp SPRITE_FACING_UP
|
||||
|
|
|
@ -30,7 +30,7 @@ AnimateBoulderDust:
|
|||
jp LoadPlayerSpriteGraphics
|
||||
|
||||
GetMoveBoulderDustFunctionPointer:
|
||||
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
ld hl, MoveBoulderDustFunctionPointerTable
|
||||
ld c, a
|
||||
ld b, $0
|
||||
|
|
|
@ -38,7 +38,7 @@ EmotionBubble:
|
|||
jr nz, .loop
|
||||
|
||||
; get the screen coordinates of the sprite the bubble is to be displayed above
|
||||
ld hl, wSpriteStateData1 + 4
|
||||
ld hl, wSpritePlayerStateData1YPixels
|
||||
ld a, [wEmotionBubbleSpriteIndex]
|
||||
swap a
|
||||
ld c, a
|
||||
|
|
|
@ -87,7 +87,7 @@ CheckForHiddenObject::
|
|||
; checks if the coordinates in front of the player's sprite match Y in b and X in c
|
||||
; [hCoordsInFrontOfPlayerMatch] = $00 if they match, $ff if they don't match
|
||||
CheckIfCoordsInFrontOfPlayerMatch:
|
||||
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
jr z, .facingUp
|
||||
cp SPRITE_FACING_LEFT
|
||||
|
|
|
@ -6,7 +6,7 @@ HandleLedges::
|
|||
and a ; OVERWORLD
|
||||
ret nz
|
||||
predef GetTileAndCoordsInFrontOfPlayer
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
ld b, a
|
||||
aCoord 8, 9
|
||||
ld c, a
|
||||
|
|
|
@ -12,8 +12,8 @@ InitMapSprites::
|
|||
call InitOutsideMapSprites
|
||||
ret c ; return if the map is an outside map (already handled by above call)
|
||||
; if the map is an inside map (i.e. mapID >= $25)
|
||||
ld hl, wSpriteStateData1
|
||||
ld de, wSpriteStateData2 + $0d
|
||||
ld hl, wSpritePlayerStateData1PictureID
|
||||
ld de, wSpritePlayerStateData2PictureID
|
||||
; Loop to copy picture ID's from $C1X0 to $C2XD for LoadMapSpriteTilePatterns.
|
||||
.copyPictureIDLoop
|
||||
ld a, [hl] ; $C1X0 (picture ID)
|
||||
|
@ -37,7 +37,7 @@ LoadMapSpriteTilePatterns:
|
|||
.spritesExist
|
||||
ld c, a ; c = [wNumSprites]
|
||||
ld b, $10 ; number of sprite slots
|
||||
ld hl, wSpriteStateData2 + $0d
|
||||
ld hl, wSpritePlayerStateData2PictureID
|
||||
xor a
|
||||
ld [hFourTileSpriteCount], a
|
||||
.copyPictureIDLoop ; loop to copy picture ID from $C2XD to $C2XE
|
||||
|
@ -48,9 +48,9 @@ LoadMapSpriteTilePatterns:
|
|||
ld l, a
|
||||
dec b
|
||||
jr nz, .copyPictureIDLoop
|
||||
ld hl, wSpriteStateData2 + $1e
|
||||
ld hl, wSprite01StateData2ImageBaseOffset
|
||||
.loadTilePatternLoop
|
||||
ld de, wSpriteStateData2 + $1d
|
||||
ld de, wSprite01StateData2PictureID
|
||||
; Check if the current picture ID has already had its tile patterns loaded.
|
||||
; This done by looping through the previous sprite slots and seeing if any of
|
||||
; their picture ID's match that of the current sprite slot.
|
||||
|
@ -70,7 +70,7 @@ LoadMapSpriteTilePatterns:
|
|||
ld e, a
|
||||
jr .checkIfAlreadyLoadedLoop
|
||||
.notAlreadyLoaded
|
||||
ld de, wSpriteStateData2 + $0e
|
||||
ld de, wSpritePlayerStateData2ImageBaseOffset
|
||||
ld b, $01
|
||||
; loop to find the highest tile pattern VRAM slot (among the first 10 slots) used by a previous sprite slot
|
||||
; this is done in order to find the first free VRAM slot available
|
||||
|
@ -215,7 +215,7 @@ LoadMapSpriteTilePatterns:
|
|||
ld l, a
|
||||
dec c
|
||||
jp nz, .loadTilePatternLoop
|
||||
ld hl, wSpriteStateData2 + $0d
|
||||
ld hl, wSpritePlayerStateData2PictureID
|
||||
ld b, $10
|
||||
; the pictures ID's stored at $C2XD are no longer needed, so zero them
|
||||
.zeroStoredPictureIDLoop
|
||||
|
@ -287,7 +287,7 @@ InitOutsideMapSprites:
|
|||
jr nc, .noCarry2
|
||||
inc d
|
||||
.noCarry2
|
||||
ld hl, wSpriteStateData2 + $0d
|
||||
ld hl, wSpritePlayerStateData2PictureID
|
||||
ld a, SPRITE_RED
|
||||
ld [hl], a
|
||||
ld bc, wSpriteSet
|
||||
|
@ -323,7 +323,7 @@ InitOutsideMapSprites:
|
|||
call LoadMapSpriteTilePatterns
|
||||
pop af
|
||||
ld [wNumSprites], a ; restore number of sprites
|
||||
ld hl, wSpriteStateData2 + $1e
|
||||
ld hl, wSprite01StateData2ImageBaseOffset
|
||||
ld b, $0f
|
||||
; The VRAM tile pattern slots that LoadMapSpriteTilePatterns set are in the
|
||||
; order of the map's sprite set, not the order of the actual sprites loaded
|
||||
|
@ -337,7 +337,7 @@ InitOutsideMapSprites:
|
|||
dec b
|
||||
jr nz, .zeroVRAMSlotsLoop
|
||||
.skipLoadingSpriteSet
|
||||
ld hl, wSpriteStateData1 + $10
|
||||
ld hl, wSprite01StateData1
|
||||
; This loop stores the correct VRAM tile pattern slots according the sprite
|
||||
; data from the map's header. Since the VRAM tile pattern slots are filled in
|
||||
; the order of the sprite set, in order to find the VRAM tile pattern slot
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
MAP_TILESET_SIZE EQU $60
|
||||
|
||||
UpdatePlayerSprite:
|
||||
ld a, [wSpriteStateData2]
|
||||
ld a, [wSpritePlayerStateData2WalkAnimationCounter]
|
||||
and a
|
||||
jr z, .checkIfTextBoxInFrontOfSprite
|
||||
cp $ff
|
||||
jr z, .disableSprite
|
||||
dec a
|
||||
ld [wSpriteStateData2], a
|
||||
ld [wSpritePlayerStateData2WalkAnimationCounter], a
|
||||
jr .disableSprite
|
||||
; check if a text box is in front of the sprite by checking if the lower left
|
||||
; background tile the sprite is standing on is greater than $5F, which is
|
||||
|
@ -19,7 +19,7 @@ UpdatePlayerSprite:
|
|||
jr c, .lowerLeftTileIsMapTile
|
||||
.disableSprite
|
||||
ld a, $ff
|
||||
ld [wSpriteStateData1 + 2], a
|
||||
ld [wSpritePlayerStateData1ImageIndex], a
|
||||
ret
|
||||
.lowerLeftTileIsMapTile
|
||||
call DetectCollisionBetweenSprites
|
||||
|
@ -51,11 +51,11 @@ UpdatePlayerSprite:
|
|||
.notMoving
|
||||
; zero the animation counters
|
||||
xor a
|
||||
ld [wSpriteStateData1 + 7], a
|
||||
ld [wSpriteStateData1 + 8], a
|
||||
ld [wSpritePlayerStateData1IntraAnimFrameCounter], a
|
||||
ld [wSpritePlayerStateData1AnimFrameCounter], a
|
||||
jr .calcImageIndex
|
||||
.next
|
||||
ld [wSpriteStateData1 + 9], a ; facing direction
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
ld a, [wFontLoaded]
|
||||
bit 0, a
|
||||
jr nz, .notMoving
|
||||
|
@ -79,11 +79,11 @@ UpdatePlayerSprite:
|
|||
and $3
|
||||
ld [hl], a
|
||||
.calcImageIndex
|
||||
ld a, [wSpriteStateData1 + 8]
|
||||
ld a, [wSpritePlayerStateData1AnimFrameCounter]
|
||||
ld b, a
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
add b
|
||||
ld [wSpriteStateData1 + 2], a
|
||||
ld [wSpritePlayerStateData1ImageIndex], a
|
||||
.skipSpriteAnim
|
||||
; If the player is standing on a grass tile, make the player's sprite have
|
||||
; lower priority than the background so that it's partially obscured by the
|
||||
|
@ -97,7 +97,7 @@ UpdatePlayerSprite:
|
|||
jr nz, .next2
|
||||
ld a, $80
|
||||
.next2
|
||||
ld [wSpriteStateData2 + 7], a
|
||||
ld [wSpritePlayerStateData2GrassPriority], a
|
||||
ret
|
||||
|
||||
UnusedReadSpriteDataFunction:
|
||||
|
@ -397,7 +397,7 @@ UpdateSpriteMovementDelay:
|
|||
notYetMoving:
|
||||
ld h, wSpriteStateData1 / $100
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $8
|
||||
add wSpritePlayerStateData1AnimFrameCounter - wSpritePlayerStateData1
|
||||
ld l, a
|
||||
ld [hl], $0 ; c1x8 = 0 (walk animation frame)
|
||||
jp UpdateSpriteImage
|
||||
|
@ -452,7 +452,7 @@ InitializeSpriteStatus:
|
|||
InitializeSpriteScreenPosition:
|
||||
ld h, wSpriteStateData2 / $100
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $4
|
||||
add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
|
||||
ld l, a
|
||||
ld a, [wYCoord]
|
||||
ld b, a
|
||||
|
@ -480,13 +480,13 @@ CheckSpriteAvailability:
|
|||
jp nz, .spriteInvisible
|
||||
ld h, wSpriteStateData2 / $100
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $6
|
||||
add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
|
||||
ld l, a
|
||||
ld a, [hl] ; c2x6: movement byte 1
|
||||
cp $fe
|
||||
jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted)
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $4
|
||||
add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
|
||||
ld l, a
|
||||
ld b, [hl] ; c2x4: Y pos (+4)
|
||||
ld a, [wYCoord]
|
||||
|
@ -528,7 +528,7 @@ CheckSpriteAvailability:
|
|||
.spriteInvisible
|
||||
ld h, wSpriteStateData1 / $100
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $2
|
||||
add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
|
||||
ld l, a
|
||||
ld [hl], $ff ; c1x2
|
||||
scf
|
||||
|
@ -582,7 +582,7 @@ UpdateSpriteImage:
|
|||
CanWalkOntoTile:
|
||||
ld h, wSpriteStateData2 / $100
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $6
|
||||
add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
|
||||
ld l, a
|
||||
ld a, [hl] ; c2x6 (movement byte 1)
|
||||
cp $fe
|
||||
|
@ -610,7 +610,7 @@ CanWalkOntoTile:
|
|||
jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
|
||||
ld h, wSpriteStateData1 / $100
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $4
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld l, a
|
||||
ld a, [hli] ; c1x4 (screen Y pos)
|
||||
add $4 ; align to blocks (Y pos is always 4 pixels off)
|
||||
|
@ -636,7 +636,7 @@ CanWalkOntoTile:
|
|||
jr nz, .impassable ; collision between sprites, don't go there
|
||||
ld h, wSpriteStateData2 / $100
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $2
|
||||
add wSpritePlayerStateData2YDisplacement - wSpritePlayerStateData2
|
||||
ld l, a
|
||||
ld a, [hli] ; c2x2 (sprite Y displacement, initialized at $8, keep track of where a sprite did go)
|
||||
bit 7, d ; check if going upwards (d=$ff)
|
||||
|
@ -665,7 +665,7 @@ CanWalkOntoTile:
|
|||
and a ; clear carry (marking success)
|
||||
ret
|
||||
.impassable
|
||||
ld h, $c1
|
||||
ld h, wSpriteStateData1 / $100
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
inc a
|
||||
ld l, a
|
||||
|
@ -693,7 +693,7 @@ CanWalkOntoTile:
|
|||
GetTileSpriteStandsOn:
|
||||
ld h, wSpriteStateData1 / $100
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $4
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld l, a
|
||||
ld a, [hli] ; c1x4: screen Y position
|
||||
add $4 ; align to 2*2 tile blocks (Y position is always off 4 pixels to the top)
|
||||
|
@ -807,12 +807,12 @@ InitScriptedNPCMovement:
|
|||
jp AnimScriptedNPCMovement
|
||||
|
||||
GetSpriteScreenYPointer:
|
||||
ld a, $4
|
||||
ld a, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld b, a
|
||||
jr GetSpriteScreenXYPointerCommon
|
||||
|
||||
GetSpriteScreenXPointer:
|
||||
ld a, $6
|
||||
ld a, wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
|
||||
ld b, a
|
||||
|
||||
GetSpriteScreenXYPointerCommon:
|
||||
|
@ -826,7 +826,7 @@ GetSpriteScreenXYPointerCommon:
|
|||
AnimScriptedNPCMovement:
|
||||
ld hl, wSpriteStateData2
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $e
|
||||
add wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
|
||||
ld l, a
|
||||
ld a, [hl] ; VRAM slot
|
||||
dec a
|
||||
|
@ -834,7 +834,7 @@ AnimScriptedNPCMovement:
|
|||
ld b, a
|
||||
ld hl, wSpriteStateData1
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $9
|
||||
add wSpritePlayerStateData1FacingDirection - wSpritePlayerStateData1
|
||||
ld l, a
|
||||
ld a, [hl] ; facing direction
|
||||
cp SPRITE_FACING_DOWN
|
||||
|
@ -853,7 +853,7 @@ AnimScriptedNPCMovement:
|
|||
call AdvanceScriptedNPCAnimFrameCounter
|
||||
ld hl, wSpriteStateData1
|
||||
ld a, [hCurrentSpriteOffset]
|
||||
add $2
|
||||
add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
|
||||
ld l, a
|
||||
ld a, [hSpriteVRAMSlotAndFacing]
|
||||
ld b, a
|
||||
|
|
|
@ -77,14 +77,14 @@ FindPathToPlayer:
|
|||
CalcPositionOfPlayerRelativeToNPC:
|
||||
xor a
|
||||
ld [hNPCPlayerRelativePosFlags], a
|
||||
ld a, [wSpriteStateData1 + 4] ; player's sprite screen Y position in pixels
|
||||
ld a, [wSpritePlayerStateData1YPixels]
|
||||
ld d, a
|
||||
ld a, [wSpriteStateData1 + 6] ; player's sprite screen X position in pixels
|
||||
ld a, [wSpritePlayerStateData1XPixels]
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
ld a, [hNPCSpriteOffset]
|
||||
add l
|
||||
add $4
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld l, a
|
||||
jr nc, .noCarry
|
||||
inc h
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
EnterMapAnim::
|
||||
call InitFacingDirectionList
|
||||
ld a, $ec
|
||||
ld [wSpriteStateData1 + 4], a ; player's sprite Y screen position
|
||||
ld [wSpritePlayerStateData1YPixels], a
|
||||
call Delay3
|
||||
push hl
|
||||
call GBFadeInFromWhite
|
||||
|
@ -227,19 +227,19 @@ DoFlyAnimation:
|
|||
ld a, [wFlyAnimBirdSpriteImageIndex]
|
||||
xor $1 ; make the bird flap its wings
|
||||
ld [wFlyAnimBirdSpriteImageIndex], a
|
||||
ld [wSpriteStateData1 + 2], a
|
||||
ld [wSpritePlayerStateData1ImageIndex], a
|
||||
call Delay3
|
||||
ld a, [wFlyAnimUsingCoordList]
|
||||
cp $ff
|
||||
jr z, .skipCopyingCoords ; if the bird is flapping its wings in place
|
||||
ld hl, wSpriteStateData1 + 4
|
||||
ld hl, wSpritePlayerStateData1YPixels
|
||||
ld a, [de]
|
||||
inc de
|
||||
ld [hli], a
|
||||
ld [hli], a ; y
|
||||
inc hl
|
||||
ld a, [de]
|
||||
inc de
|
||||
ld [hl], a
|
||||
ld [hl], a ; x
|
||||
.skipCopyingCoords
|
||||
ld a, [wFlyAnimCounter]
|
||||
dec a
|
||||
|
@ -258,15 +258,15 @@ LoadBirdSpriteGraphics:
|
|||
jp CopyVideoData
|
||||
|
||||
InitFacingDirectionList:
|
||||
ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images)
|
||||
ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images)
|
||||
ld [wSavedPlayerFacingDirection], a
|
||||
ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position
|
||||
ld a, [wSpritePlayerStateData1YPixels]
|
||||
ld [wSavedPlayerScreenY], a
|
||||
ld hl, PlayerSpinningFacingOrder
|
||||
ld de, wFacingDirectionList
|
||||
ld bc, 4
|
||||
call CopyData
|
||||
ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images)
|
||||
ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images)
|
||||
ld hl, wFacingDirectionList
|
||||
; find the place in the list that matches the current facing direction
|
||||
.loop
|
||||
|
@ -284,7 +284,7 @@ PlayerSpinningFacingOrder:
|
|||
SpinPlayerSprite:
|
||||
; copy the current value from the list into the sprite data and rotate the list
|
||||
ld a, [hl]
|
||||
ld [wSpriteStateData1 + 2], a ; player's sprite facing direction (image index is locked to standing images)
|
||||
ld [wSpritePlayerStateData1ImageIndex], a ; (image index is locked to standing images)
|
||||
push hl
|
||||
ld hl, wFacingDirectionList
|
||||
ld de, wFacingDirectionList - 1
|
||||
|
@ -320,9 +320,9 @@ PlayerSpinWhileMovingUpOrDown:
|
|||
call SpinPlayerSprite
|
||||
ld a, [wPlayerSpinWhileMovingUpOrDownAnimDeltaY]
|
||||
ld c, a
|
||||
ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position
|
||||
ld a, [wSpritePlayerStateData1YPixels]
|
||||
add c
|
||||
ld [wSpriteStateData1 + 4], a
|
||||
ld [wSpritePlayerStateData1YPixels], a
|
||||
ld c, a
|
||||
ld a, [wPlayerSpinWhileMovingUpOrDownAnimMaxY]
|
||||
cp c
|
||||
|
@ -334,9 +334,9 @@ PlayerSpinWhileMovingUpOrDown:
|
|||
|
||||
RestoreFacingDirectionAndYScreenPos:
|
||||
ld a, [wSavedPlayerScreenY]
|
||||
ld [wSpriteStateData1 + 4], a
|
||||
ld [wSpritePlayerStateData1YPixels], a
|
||||
ld a, [wSavedPlayerFacingDirection]
|
||||
ld [wSpriteStateData1 + 2], a
|
||||
ld [wSpritePlayerStateData1ImageIndex], a ; (image index is locked to standing images)
|
||||
ret
|
||||
|
||||
; if SGB, 2 frames, else 3 frames
|
||||
|
@ -387,7 +387,7 @@ FishingAnim:
|
|||
ld a, $4
|
||||
ld hl, RedFishingTiles
|
||||
call LoadAnimSpriteGfx
|
||||
ld a, [wSpriteStateData1 + 2]
|
||||
ld a, [wSpritePlayerStateData1ImageIndex]
|
||||
ld c, a
|
||||
ld b, $0
|
||||
ld hl, FishingRodOAM
|
||||
|
@ -410,7 +410,7 @@ FishingAnim:
|
|||
; shake the player's sprite vertically
|
||||
ld b, 10
|
||||
.loop
|
||||
ld hl, wSpriteStateData1 + 4 ; player's sprite Y screen position
|
||||
ld hl, wSpritePlayerStateData1YPixels
|
||||
call .ShakePlayerSprite
|
||||
ld hl, wOAMBuffer + $9c
|
||||
call .ShakePlayerSprite
|
||||
|
@ -420,7 +420,7 @@ FishingAnim:
|
|||
|
||||
; If the player is facing up, hide the fishing rod so it doesn't overlap with
|
||||
; the exclamation bubble that will be shown next.
|
||||
ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images)
|
||||
cp SPRITE_FACING_UP
|
||||
jr nz, .skipHidingFishingRod
|
||||
ld a, $a0
|
||||
|
@ -434,7 +434,7 @@ FishingAnim:
|
|||
predef EmotionBubble
|
||||
|
||||
; If the player is facing up, unhide the fishing rod.
|
||||
ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images)
|
||||
cp SPRITE_FACING_UP
|
||||
jr nz, .skipUnhidingFishingRod
|
||||
ld a, $44
|
||||
|
@ -507,7 +507,7 @@ _HandleMidJump::
|
|||
ld hl, PlayerJumpingYScreenCoords
|
||||
add hl, bc
|
||||
ld a, [hl]
|
||||
ld [wSpriteStateData1 + 4], a ; player's sprite y coordinate
|
||||
ld [wSpritePlayerStateData1YPixels], a
|
||||
ret
|
||||
.finishedJump
|
||||
ld a, [wWalkCounter]
|
||||
|
|
|
@ -88,7 +88,7 @@ IsPlayerFacingEdgeOfMap::
|
|||
push hl
|
||||
push de
|
||||
push bc
|
||||
ld a, [wSpriteStateData1 + 9] ; player sprite's facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
srl a
|
||||
ld c, a
|
||||
ld b, $0
|
||||
|
@ -158,7 +158,7 @@ IsWarpTileInFrontOfPlayer::
|
|||
ld a, [wCurMap]
|
||||
cp SS_ANNE_BOW
|
||||
jr z, IsSSAnneBowWarpTileInFrontOfPlayer
|
||||
ld a, [wSpriteStateData1 + 9] ; player sprite's facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
srl a
|
||||
ld c, a
|
||||
ld b, 0
|
||||
|
@ -263,7 +263,7 @@ _GetTileAndCoordsInFrontOfPlayer:
|
|||
ld d, a
|
||||
ld a, [wXCoord]
|
||||
ld e, a
|
||||
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
and a ; cp SPRITE_FACING_DOWN
|
||||
jr nz, .notFacingDown
|
||||
; facing down
|
||||
|
@ -302,7 +302,7 @@ GetTileTwoStepsInFrontOfPlayer:
|
|||
ld a, [hli]
|
||||
ld d, a
|
||||
ld e, [hl]
|
||||
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
and a ; cp SPRITE_FACING_DOWN
|
||||
jr nz, .notFacingDown
|
||||
; facing down
|
||||
|
@ -375,7 +375,7 @@ CheckForBoulderCollisionWithSprites:
|
|||
swap a
|
||||
ld d, 0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData2 + $14
|
||||
ld hl, wSprite01StateData2MapY
|
||||
add hl, de
|
||||
ld a, [hli] ; map Y position
|
||||
ld [hPlayerYCoord], a
|
||||
|
@ -384,7 +384,7 @@ CheckForBoulderCollisionWithSprites:
|
|||
ld a, [wNumSprites]
|
||||
ld c, a
|
||||
ld de, $f
|
||||
ld hl, wSpriteStateData2 + $14
|
||||
ld hl, wSprite01StateData2MapY
|
||||
ld a, [hPlayerFacing]
|
||||
and $3 ; facing up or down?
|
||||
jr z, .pushingHorizontallyLoop
|
||||
|
|
|
@ -12,7 +12,7 @@ TryPushingBoulder::
|
|||
ld [wBoulderSpriteIndex], a
|
||||
and a
|
||||
jp z, ResetBoulderPushFlags
|
||||
ld hl, wSpriteStateData1 + 1
|
||||
ld hl, wSpritePlayerStateData1MovementStatus
|
||||
ld d, $0
|
||||
ld a, [hSpriteIndexOrTextID]
|
||||
swap a
|
||||
|
@ -36,7 +36,7 @@ TryPushingBoulder::
|
|||
jp nz, ResetBoulderPushFlags
|
||||
ld a, [hJoyHeld]
|
||||
ld b, a
|
||||
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
jr z, .pushBoulderUp
|
||||
cp SPRITE_FACING_LEFT
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
_UpdateSprites::
|
||||
ld h, $c1
|
||||
inc h
|
||||
ld a, $e ; wSpriteStateData2 + $0e
|
||||
ld a, wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
|
||||
.spriteLoop
|
||||
ld l, a
|
||||
sub $e
|
||||
sub wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
|
||||
ld c, a
|
||||
ld [hCurrentSpriteOffset], a
|
||||
ld a, [hl]
|
||||
|
@ -20,7 +20,7 @@ _UpdateSprites::
|
|||
.skipSprite
|
||||
ld a, l
|
||||
add $10 ; move to next sprite
|
||||
cp $e ; test for overflow (back at $0e)
|
||||
cp wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2 ; test for overflow (back at beginning)
|
||||
jr nz, .spriteLoop
|
||||
ret
|
||||
.updateCurrentSprite
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
_GetSpritePosition1::
|
||||
ld hl, wSpriteStateData1
|
||||
ld de, $4
|
||||
ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld a, [wSpriteIndex]
|
||||
ld [hSpriteIndex], a
|
||||
call GetSpriteDataPointer
|
||||
|
@ -9,7 +9,7 @@ _GetSpritePosition1::
|
|||
inc hl
|
||||
ld a, [hl] ; c1x6 (screen X pos)
|
||||
ld [hSpriteScreenXCoord], a
|
||||
ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
|
||||
ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
|
||||
add hl, de
|
||||
ld a, [hli] ; c2x4 (map Y pos)
|
||||
ld [hSpriteMapYCoord], a
|
||||
|
@ -19,7 +19,7 @@ _GetSpritePosition1::
|
|||
|
||||
_GetSpritePosition2::
|
||||
ld hl, wSpriteStateData1
|
||||
ld de, $4
|
||||
ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld a, [wSpriteIndex]
|
||||
ld [hSpriteIndex], a
|
||||
call GetSpriteDataPointer
|
||||
|
@ -28,7 +28,7 @@ _GetSpritePosition2::
|
|||
inc hl
|
||||
ld a, [hl] ; c1x6 (screen X pos)
|
||||
ld [wSavedSpriteScreenX], a
|
||||
ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
|
||||
ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
|
||||
add hl, de
|
||||
ld a, [hli] ; c2x4 (map Y pos)
|
||||
ld [wSavedSpriteMapY], a
|
||||
|
@ -38,7 +38,7 @@ _GetSpritePosition2::
|
|||
|
||||
_SetSpritePosition1::
|
||||
ld hl, wSpriteStateData1
|
||||
ld de, $4
|
||||
ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld a, [wSpriteIndex]
|
||||
ld [hSpriteIndex], a
|
||||
call GetSpriteDataPointer
|
||||
|
@ -47,7 +47,7 @@ _SetSpritePosition1::
|
|||
inc hl
|
||||
ld a, [hSpriteScreenXCoord] ; c1x6 (screen X pos)
|
||||
ld [hl], a
|
||||
ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
|
||||
ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
|
||||
add hl, de
|
||||
ld a, [hSpriteMapYCoord] ; c2x4 (map Y pos)
|
||||
ld [hli], a
|
||||
|
@ -57,7 +57,7 @@ _SetSpritePosition1::
|
|||
|
||||
_SetSpritePosition2::
|
||||
ld hl, wSpriteStateData1
|
||||
ld de, 4
|
||||
ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld a, [wSpriteIndex]
|
||||
ld [hSpriteIndex], a
|
||||
call GetSpriteDataPointer
|
||||
|
@ -66,7 +66,7 @@ _SetSpritePosition2::
|
|||
inc hl
|
||||
ld a, [wSavedSpriteScreenX]
|
||||
ld [hl], a ; c1x6 (screen X pos)
|
||||
ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
|
||||
ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
|
||||
add hl, de
|
||||
ld a, [wSavedSpriteMapY]
|
||||
ld [hli], a ; c2x4 (map Y pos)
|
||||
|
@ -165,7 +165,7 @@ TrainerEngage:
|
|||
push hl
|
||||
push de
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add $2
|
||||
add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
|
@ -176,7 +176,7 @@ TrainerEngage:
|
|||
jp .noEngage
|
||||
.spriteOnScreen
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add $9
|
||||
add wSpritePlayerStateData1FacingDirection - wSpritePlayerStateData1
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
|
@ -234,7 +234,7 @@ TrainerEngage:
|
|||
; reads trainer's Y position to wTrainerScreenY and X position to wTrainerScreenX
|
||||
ReadTrainerScreenPosition:
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add $4
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
|
@ -242,7 +242,7 @@ ReadTrainerScreenPosition:
|
|||
ld a, [hl] ; c1x4 (sprite Y pos)
|
||||
ld [wTrainerScreenY], a
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add $6
|
||||
add wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
|
@ -295,7 +295,7 @@ CheckPlayerIsInFrontOfSprite:
|
|||
cp POWER_PLANT
|
||||
jp z, .engage ; bypass this for power plant to get voltorb fake items to work
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add $4
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
|
@ -307,7 +307,7 @@ CheckPlayerIsInFrontOfSprite:
|
|||
.notOnTopmostTile
|
||||
ld [wTrainerScreenY], a
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add $6
|
||||
add wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
|
|
|
@ -504,7 +504,7 @@ CableClubLeftGameboy::
|
|||
ld a, [hSerialConnectionStatus]
|
||||
cp USING_EXTERNAL_CLOCK
|
||||
ret z
|
||||
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_RIGHT
|
||||
ret nz
|
||||
ld a, [wCurMap]
|
||||
|
@ -521,7 +521,7 @@ CableClubRightGameboy::
|
|||
ld a, [hSerialConnectionStatus]
|
||||
cp USING_INTERNAL_CLOCK
|
||||
ret z
|
||||
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_LEFT
|
||||
ret nz
|
||||
ld a, [wCurMap]
|
||||
|
@ -538,7 +538,7 @@ JustAMomentText::
|
|||
text_far _JustAMomentText
|
||||
text_end
|
||||
|
||||
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
call EnableAutoTextBoxDrawing
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
AbleToPlaySlotsCheck:
|
||||
ld a, [wSpriteStateData1 + 2]
|
||||
ld a, [wSpritePlayerStateData1ImageIndex]
|
||||
and $8
|
||||
jr z, .done ; not able
|
||||
ld b, COIN_CASE
|
||||
|
|
10
home.asm
10
home.asm
|
@ -111,9 +111,9 @@ ResetPlayerSpriteData::
|
|||
ld hl, wSpriteStateData2
|
||||
call ResetPlayerSpriteData_ClearSpriteData
|
||||
ld a, $1
|
||||
ld [wSpriteStateData1], a
|
||||
ld [wSpriteStateData2 + $0e], a
|
||||
ld hl, wSpriteStateData1 + 4
|
||||
ld [wSpritePlayerStateData1PictureID], a
|
||||
ld [wSpritePlayerStateData2ImageBaseOffset], a
|
||||
ld hl, wSpritePlayerStateData1YPixels
|
||||
ld [hl], $3c ; set Y screen pos
|
||||
inc hl
|
||||
inc hl
|
||||
|
@ -485,7 +485,7 @@ TextScript_PokemonCenterPC::
|
|||
StartSimulatingJoypadStates::
|
||||
xor a
|
||||
ld [wOverrideSimulatedJoypadStatesMask], a
|
||||
ld [wSpriteStateData2 + $06], a ; player's sprite movement byte 1
|
||||
ld [wSpritePlayerStateData2MovementByte1], a
|
||||
ld hl, wd730
|
||||
set 7, [hl]
|
||||
ret
|
||||
|
@ -572,7 +572,7 @@ CheckCoords::
|
|||
; sets carry if the coordinates are in the array, clears carry if not
|
||||
CheckBoulderCoords::
|
||||
push hl
|
||||
ld hl, wSpriteStateData2 + $04
|
||||
ld hl, wSpritePlayerStateData2MapY
|
||||
ld a, [hSpriteIndex]
|
||||
swap a
|
||||
ld d, $0
|
||||
|
|
|
@ -149,7 +149,7 @@ OverworldLoopLessDelay::
|
|||
bit 7, a ; down button
|
||||
jr z, .checkIfUpButtonIsPressed
|
||||
ld a, 1
|
||||
ld [wSpriteStateData1 + 3], a ; delta Y
|
||||
ld [wSpritePlayerStateData1YStepVector], a
|
||||
ld a, PLAYER_DIR_DOWN
|
||||
jr .handleDirectionButtonPress
|
||||
|
||||
|
@ -157,7 +157,7 @@ OverworldLoopLessDelay::
|
|||
bit 6, a ; up button
|
||||
jr z, .checkIfLeftButtonIsPressed
|
||||
ld a, -1
|
||||
ld [wSpriteStateData1 + 3], a ; delta Y
|
||||
ld [wSpritePlayerStateData1YStepVector], a
|
||||
ld a, PLAYER_DIR_UP
|
||||
jr .handleDirectionButtonPress
|
||||
|
||||
|
@ -165,7 +165,7 @@ OverworldLoopLessDelay::
|
|||
bit 5, a ; left button
|
||||
jr z, .checkIfRightButtonIsPressed
|
||||
ld a, -1
|
||||
ld [wSpriteStateData1 + 5], a ; delta X
|
||||
ld [wSpritePlayerStateData1XStepVector], a
|
||||
ld a, PLAYER_DIR_LEFT
|
||||
jr .handleDirectionButtonPress
|
||||
|
||||
|
@ -173,7 +173,7 @@ OverworldLoopLessDelay::
|
|||
bit 4, a ; right button
|
||||
jr z, .noDirectionButtonsPressed
|
||||
ld a, 1
|
||||
ld [wSpriteStateData1 + 5], a ; delta X
|
||||
ld [wSpritePlayerStateData1XStepVector], a
|
||||
|
||||
|
||||
.handleDirectionButtonPress
|
||||
|
@ -1133,7 +1133,7 @@ IsSpriteInFrontOfPlayer::
|
|||
ld d, $10 ; talking range in pixels (normal range)
|
||||
IsSpriteInFrontOfPlayer2::
|
||||
lb bc, $3c, $40 ; Y and X position of player sprite
|
||||
ld a, [wSpriteStateData1 + 9] ; direction the player is facing
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
.checkIfPlayerFacingUp
|
||||
cp SPRITE_FACING_UP
|
||||
jr nz, .checkIfPlayerFacingDown
|
||||
|
@ -1176,7 +1176,7 @@ IsSpriteInFrontOfPlayer2::
|
|||
and a
|
||||
ret z
|
||||
; if there are sprites
|
||||
ld hl, wSpriteStateData1 + $10
|
||||
ld hl, wSprite01StateData1
|
||||
ld d, a
|
||||
ld e, $01
|
||||
.spriteLoop
|
||||
|
@ -1228,7 +1228,7 @@ CollisionCheckOnLand::
|
|||
jr nz, .noCollision ; no collisions when the player's movements are being controlled by the game
|
||||
ld a, [wPlayerDirection] ; the direction that the player is trying to go in
|
||||
ld d, a
|
||||
ld a, [wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code)
|
||||
ld a, [wSpritePlayerStateData1CollisionData]
|
||||
and d ; check if a sprite is in the direction the player is trying to go
|
||||
jr nz, .collision
|
||||
xor a
|
||||
|
@ -1462,9 +1462,9 @@ LoadCurrentMapView::
|
|||
ret
|
||||
|
||||
AdvancePlayerSprite::
|
||||
ld a, [wSpriteStateData1 + 3] ; delta Y
|
||||
ld a, [wSpritePlayerStateData1YStepVector]
|
||||
ld b, a
|
||||
ld a, [wSpriteStateData1 + 5] ; delta X
|
||||
ld a, [wSpritePlayerStateData1XStepVector]
|
||||
ld c, a
|
||||
ld hl, wWalkCounter ; walking animation counter
|
||||
dec [hl]
|
||||
|
@ -1596,7 +1596,7 @@ AdvancePlayerSprite::
|
|||
call MoveTileBlockMapPointerNorth
|
||||
.updateMapView
|
||||
call LoadCurrentMapView
|
||||
ld a, [wSpriteStateData1 + 3] ; delta Y
|
||||
ld a, [wSpritePlayerStateData1YStepVector]
|
||||
cp $01
|
||||
jr nz, .checkIfMovingNorth2
|
||||
; if moving south
|
||||
|
@ -1609,7 +1609,7 @@ AdvancePlayerSprite::
|
|||
call ScheduleNorthRowRedraw
|
||||
jr .scrollBackgroundAndSprites
|
||||
.checkIfMovingEast2
|
||||
ld a, [wSpriteStateData1 + 5] ; delta X
|
||||
ld a, [wSpritePlayerStateData1XStepVector]
|
||||
cp $01
|
||||
jr nz, .checkIfMovingWest2
|
||||
; if moving east
|
||||
|
@ -1621,9 +1621,9 @@ AdvancePlayerSprite::
|
|||
; if moving west
|
||||
call ScheduleWestColumnRedraw
|
||||
.scrollBackgroundAndSprites
|
||||
ld a, [wSpriteStateData1 + 3] ; delta Y
|
||||
ld a, [wSpritePlayerStateData1YStepVector]
|
||||
ld b, a
|
||||
ld a, [wSpriteStateData1 + 5] ; delta X
|
||||
ld a, [wSpritePlayerStateData1XStepVector]
|
||||
ld c, a
|
||||
sla b
|
||||
sla c
|
||||
|
@ -1635,7 +1635,7 @@ AdvancePlayerSprite::
|
|||
ld [hSCX], a ; update background scroll X
|
||||
; shift all the sprites in the direction opposite of the player's motion
|
||||
; so that the player appears to move relative to them
|
||||
ld hl, wSpriteStateData1 + $14
|
||||
ld hl, wSprite01StateData1YPixels
|
||||
ld a, [wNumSprites] ; number of sprites
|
||||
and a ; are there any sprites?
|
||||
jr z, .done
|
||||
|
@ -1845,8 +1845,8 @@ DrawTileBlock::
|
|||
; function to update joypad state and simulate button presses
|
||||
JoypadOverworld::
|
||||
xor a
|
||||
ld [wSpriteStateData1 + 3], a
|
||||
ld [wSpriteStateData1 + 5], a
|
||||
ld [wSpritePlayerStateData1YStepVector], a
|
||||
ld [wSpritePlayerStateData1XStepVector], a
|
||||
call RunMapScript
|
||||
call Joypad
|
||||
ld a, [wFlags_D733]
|
||||
|
@ -1920,7 +1920,7 @@ CollisionCheckOnWater::
|
|||
jp nz, .noCollision ; return and clear carry if button presses are being simulated
|
||||
ld a, [wPlayerDirection] ; the direction that the player is trying to go in
|
||||
ld d, a
|
||||
ld a, [wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code)
|
||||
ld a, [wSpritePlayerStateData1CollisionData]
|
||||
and d ; check if a sprite is in the direction the player is trying to go
|
||||
jr nz, .checkIfNextTileIsPassable ; bug?
|
||||
ld hl, TilePairCollisionsWater
|
||||
|
@ -2168,8 +2168,8 @@ LoadMapHeader::
|
|||
ld [wNumSprites], a ; save the number of sprites
|
||||
push hl
|
||||
; zero C110-C1FF and C210-C2FF
|
||||
ld hl, wSpriteStateData1 + $10
|
||||
ld de, wSpriteStateData2 + $10
|
||||
ld hl, wSprite01StateData1
|
||||
ld de, wSprite01StateData2
|
||||
xor a
|
||||
ld b, $f0
|
||||
.zeroSpriteDataLoop
|
||||
|
@ -2179,7 +2179,7 @@ LoadMapHeader::
|
|||
dec b
|
||||
jr nz, .zeroSpriteDataLoop
|
||||
; initialize all C100-C1FF sprite entries to disabled (other than player's)
|
||||
ld hl, wSpriteStateData1 + $12
|
||||
ld hl, wSprite01StateData1ImageIndex
|
||||
ld de, $10
|
||||
ld c, $0f
|
||||
.disableSpriteEntriesLoop
|
||||
|
@ -2188,7 +2188,7 @@ LoadMapHeader::
|
|||
dec c
|
||||
jr nz, .disableSpriteEntriesLoop
|
||||
pop hl
|
||||
ld de, wSpriteStateData1 + $10
|
||||
ld de, wSprite01StateData1
|
||||
ld a, [wNumSprites] ; number of sprites
|
||||
and a ; are there any sprites?
|
||||
jp z, .finishUp ; if there are no sprites, skip the rest
|
||||
|
|
|
@ -111,7 +111,7 @@ CloseTextDisplay::
|
|||
xor a
|
||||
ld [hAutoBGTransferEnabled], a ; disable continuous WRAM to VRAM transfer each V-blank
|
||||
; loop to make sprites face the directions they originally faced before the dialogue
|
||||
ld hl, wSpriteStateData2 + $19
|
||||
ld hl, wSprite01StateData2 + 9 ; should be wSprite01StateData1FacingDirection?
|
||||
ld c, $0f
|
||||
ld de, $10
|
||||
.restoreSpriteFacingDirectionLoop
|
||||
|
|
|
@ -71,7 +71,9 @@ spritestatedata1: MACRO
|
|||
\1IntraAnimFrameCounter:: db
|
||||
\1AnimFrameCounter:: db
|
||||
\1FacingDirection:: db
|
||||
ds 6
|
||||
ds 2
|
||||
\1CollisionData:: db
|
||||
ds 3
|
||||
\1End::
|
||||
ENDM
|
||||
|
||||
|
@ -85,7 +87,8 @@ spritestatedata2: MACRO
|
|||
\1MovementByte1:: db
|
||||
\1GrassPriority:: db
|
||||
\1MovementDelay:: db
|
||||
ds 5
|
||||
ds 4
|
||||
\1PictureID:: db
|
||||
\1ImageBaseOffset:: db
|
||||
ds 1
|
||||
\1End::
|
||||
|
|
|
@ -16,7 +16,7 @@ BillsHouseScript0:
|
|||
ret
|
||||
|
||||
BillsHouseScript1:
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
and a ; cp SPRITE_FACING_DOWN
|
||||
ld de, MovementData_1e79c
|
||||
jr nz, .notDown
|
||||
|
|
|
@ -50,7 +50,7 @@ CeruleanCityScript0:
|
|||
.asm_194e6
|
||||
ld [wPlayerMovingDirection], a
|
||||
ld a, b
|
||||
ld [wSpriteStateData1 + 2 * $10 + $9], a
|
||||
ld [wSprite02StateData1FacingDirection], a
|
||||
call Delay3
|
||||
ld a, $2
|
||||
ld [hSpriteIndexOrTextID], a
|
||||
|
|
|
@ -35,7 +35,7 @@ CinnabarIslandScript0:
|
|||
ld [wSimulatedJoypadStatesEnd], a
|
||||
call StartSimulatingJoypadStates
|
||||
xor a
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
ld [wJoyIgnore], a
|
||||
ld a, $1
|
||||
ld [wCinnabarIslandCurScript], a
|
||||
|
|
|
@ -84,7 +84,7 @@ CopycatsHouse2FText6:
|
|||
|
||||
CopycatsHouse2FText7:
|
||||
text_asm
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ld hl, CopycatsHouse2FText_5cd1c
|
||||
jr nz, .notUp
|
||||
|
|
|
@ -492,17 +492,17 @@ OaksLabScript14:
|
|||
cp $4
|
||||
jr nz, .turnPlayerLeft
|
||||
ld a, SPRITE_FACING_RIGHT
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
jr .done
|
||||
.turnPlayerLeft
|
||||
ld a, SPRITE_FACING_LEFT
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
jr .done
|
||||
.turnPlayerDown
|
||||
cp $4
|
||||
ret nz
|
||||
xor a ; ld a, SPRITE_FACING_DOWN
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
.done
|
||||
ret
|
||||
|
||||
|
|
|
@ -94,7 +94,7 @@ PalletTownScript3:
|
|||
bit 0, a
|
||||
ret nz
|
||||
xor a ; ld a, SPRITE_FACING_DOWN
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
ld a, 1
|
||||
ld [wcf0d], a
|
||||
ld a, $FC
|
||||
|
|
|
@ -46,7 +46,7 @@ Mansion1ReplaceBlock:
|
|||
ret
|
||||
|
||||
Mansion1Script_Switches::
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
xor a
|
||||
|
|
|
@ -42,7 +42,7 @@ Mansion2Script_5202f:
|
|||
predef_jump ReplaceTileBlock
|
||||
|
||||
Mansion2Script_Switches::
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
xor a
|
||||
|
|
|
@ -73,7 +73,7 @@ Mansion3Script_5225b:
|
|||
ret
|
||||
|
||||
Mansion3Script_Switches::
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
xor a
|
||||
|
|
|
@ -44,7 +44,7 @@ Mansion4Script_523cf:
|
|||
ret
|
||||
|
||||
Mansion4Script_Switches::
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ret nz
|
||||
xor a
|
||||
|
|
|
@ -75,7 +75,7 @@ PokemonTower6Script4:
|
|||
ld a, $10
|
||||
ld [wSimulatedJoypadStatesEnd], a
|
||||
xor a
|
||||
ld [wSpriteStateData2 + $06], a
|
||||
ld [wSpritePlayerStateData2MovementByte1], a
|
||||
ld [wOverrideSimulatedJoypadStatesMask], a
|
||||
ld hl, wd730
|
||||
set 7, [hl]
|
||||
|
|
|
@ -70,7 +70,7 @@ PokemonTower7Script4:
|
|||
ld [wMissableObjectIndex], a
|
||||
predef HideObject
|
||||
ld a, SPRITE_FACING_UP
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
ld a, MR_FUJIS_HOUSE
|
||||
ld [hWarpDestinationMap], a
|
||||
ld a, $1
|
||||
|
|
|
@ -51,7 +51,7 @@ MomHealText2:
|
|||
|
||||
RedsHouse1FText2: ; TV
|
||||
text_asm
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
ld hl, TVWrongSideText
|
||||
jr nz, .notUp
|
||||
|
|
|
@ -314,7 +314,7 @@ RocketHideout2Script3:
|
|||
ret
|
||||
|
||||
LoadSpinnerArrowTiles::
|
||||
ld a, [wSpriteStateData1 + 2]
|
||||
ld a, [wSpritePlayerStateData1ImageIndex]
|
||||
srl a
|
||||
srl a
|
||||
ld hl, SpinnerPlayerFacingDirections
|
||||
|
@ -322,7 +322,7 @@ LoadSpinnerArrowTiles::
|
|||
ld b, $0
|
||||
add hl, bc
|
||||
ld a, [hl]
|
||||
ld [wSpriteStateData1 + 2], a
|
||||
ld [wSpritePlayerStateData1ImageIndex], a
|
||||
ld a, [wCurMapTileset]
|
||||
cp FACILITY
|
||||
ld hl, FacilitySpinnerArrows
|
||||
|
|
|
@ -47,7 +47,7 @@ Route11GateUpstairsText_494a3:
|
|||
|
||||
Route11GateUpstairsText3:
|
||||
text_asm
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
jp nz, GateUpstairsScript_PrintIfFacingUp
|
||||
CheckEvent EVENT_BEAT_ROUTE12_SNORLAX
|
||||
|
|
|
@ -65,7 +65,7 @@ Route12GateUpstairsText_495c4:
|
|||
text_end
|
||||
|
||||
GateUpstairsScript_PrintIfFacingUp:
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_UP
|
||||
jr z, .up
|
||||
ld a, $1
|
||||
|
|
|
@ -149,7 +149,7 @@ Route22Script2:
|
|||
ld a, [wIsInBattle]
|
||||
cp $ff
|
||||
jp z, Route22Script_50ece
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
and a ; cp SPRITE_FACING_DOWN
|
||||
jr nz, .notDown
|
||||
ld a, SPRITE_FACING_UP
|
||||
|
|
|
@ -37,7 +37,7 @@ Route22GateScript_1e6ba:
|
|||
ld [wSimulatedJoypadStatesIndex], a
|
||||
ld a, D_DOWN
|
||||
ld [wSimulatedJoypadStatesEnd], a
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
ld [wJoyIgnore], a
|
||||
jp StartSimulatingJoypadStates
|
||||
|
||||
|
|
|
@ -118,7 +118,7 @@ Route23Script_512d8:
|
|||
ld a, D_DOWN
|
||||
ld [wSimulatedJoypadStatesEnd], a
|
||||
xor a
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
ld [wJoyIgnore], a
|
||||
jp StartSimulatingJoypadStates
|
||||
|
||||
|
|
|
@ -60,7 +60,7 @@ Route6GateScript_1e0a1:
|
|||
ld a, $1
|
||||
ld [wSimulatedJoypadStatesIndex], a
|
||||
xor a
|
||||
ld [wSpriteStateData2 + $06], a
|
||||
ld [wSpritePlayerStateData2MovementByte1], a
|
||||
ld [wOverrideSimulatedJoypadStatesMask], a
|
||||
ret
|
||||
|
||||
|
|
|
@ -17,7 +17,7 @@ Route7GateScript_1e111:
|
|||
ld a, $1
|
||||
ld [wSimulatedJoypadStatesIndex], a
|
||||
xor a
|
||||
ld [wSpriteStateData2 + $06], a
|
||||
ld [wSpritePlayerStateData2MovementByte1], a
|
||||
ld [wOverrideSimulatedJoypadStatesMask], a
|
||||
ret
|
||||
|
||||
|
|
|
@ -16,7 +16,7 @@ Route8GateScript_1e1d7:
|
|||
ld a, $1
|
||||
ld [wSimulatedJoypadStatesIndex], a
|
||||
xor a
|
||||
ld [wSpriteStateData2 + $06], a
|
||||
ld [wSpritePlayerStateData2MovementByte1], a
|
||||
ld [wOverrideSimulatedJoypadStatesMask], a
|
||||
ret
|
||||
|
||||
|
|
|
@ -25,7 +25,7 @@ SafariZoneGate_ScriptPointers:
|
|||
xor a
|
||||
ld [hJoyHeld], a
|
||||
ld a, SPRITE_FACING_RIGHT
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
ld a, [wCoordIndex]
|
||||
cp $1
|
||||
jr z, .asm_7520f
|
||||
|
@ -231,7 +231,7 @@ SafariZoneGate_TextPointers:
|
|||
ld hl, .SafariZoneEntranceText_753bb
|
||||
call PrintText
|
||||
xor a
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
ld a, D_DOWN
|
||||
ld c, $3
|
||||
call SafariZoneEntranceAutoWalk
|
||||
|
@ -243,7 +243,7 @@ SafariZoneGate_TextPointers:
|
|||
ld hl, .SafariZoneEntranceText_753c0
|
||||
call PrintText
|
||||
ld a, SPRITE_FACING_UP
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
ld a, D_UP
|
||||
ld c, $1
|
||||
call SafariZoneEntranceAutoWalk
|
||||
|
|
|
@ -109,7 +109,7 @@ SeafoamIslands4Script2:
|
|||
dec a
|
||||
ld [wSimulatedJoypadStatesIndex], a
|
||||
xor a
|
||||
ld [wSpriteStateData2 + $06], a
|
||||
ld [wSpritePlayerStateData2MovementByte1], a
|
||||
ld hl, wd730
|
||||
set 7, [hl]
|
||||
ld hl, wFlags_D733
|
||||
|
|
|
@ -14,20 +14,20 @@ TradeCenter_Script:
|
|||
bit 0, [hl]
|
||||
set 0, [hl]
|
||||
ret nz
|
||||
ld hl, wSpriteStateData2 + $14
|
||||
ld hl, wSprite01StateData2MapY
|
||||
ld a, $8
|
||||
ld [hli], a
|
||||
ld a, $a
|
||||
ld [hl], a
|
||||
ld a, SPRITE_FACING_LEFT
|
||||
ld [wSpriteStateData1 + $19], a
|
||||
ld [wSprite01StateData1FacingDirection], a
|
||||
ld a, [hSerialConnectionStatus]
|
||||
cp USING_INTERNAL_CLOCK
|
||||
ret z
|
||||
ld a, $7
|
||||
ld [wSpriteStateData2 + $15], a
|
||||
ld [wSprite01StateData2MapX], a
|
||||
ld a, SPRITE_FACING_RIGHT
|
||||
ld [wSpriteStateData1 + $19], a
|
||||
ld [wSprite01StateData1FacingDirection], a
|
||||
ret
|
||||
|
||||
TradeCenter_TextPointers:
|
||||
|
|
|
@ -38,7 +38,7 @@ VermilionCity_ScriptPointers:
|
|||
dw VermilionCityScript4
|
||||
|
||||
VermilionCityScript0:
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
and a ; cp SPRITE_FACING_DOWN
|
||||
ret nz
|
||||
ld hl, SSAnneTicketCheckCoords
|
||||
|
@ -157,7 +157,7 @@ VermilionCityText3:
|
|||
text_asm
|
||||
CheckEvent EVENT_SS_ANNE_LEFT
|
||||
jr nz, .shipHasDeparted
|
||||
ld a, [wSpriteStateData1 + 9]
|
||||
ld a, [wSpritePlayerStateData1FacingDirection]
|
||||
cp SPRITE_FACING_RIGHT
|
||||
jr z, .greetPlayer
|
||||
ld hl, .inFrontOfOrBehindGuardCoords
|
||||
|
|
|
@ -21,7 +21,7 @@ VermilionDock_Script:
|
|||
ld a, $3
|
||||
ld [wSimulatedJoypadStatesIndex], a
|
||||
xor a
|
||||
ld [wSpriteStateData2 + $06], a
|
||||
ld [wSpritePlayerStateData2MovementByte1], a
|
||||
ld [wOverrideSimulatedJoypadStatesMask], a
|
||||
dec a
|
||||
ld [wJoyIgnore], a
|
||||
|
@ -47,7 +47,7 @@ VermilionDock_1db9b:
|
|||
call PlayMusic
|
||||
callba LoadSmokeTileFourTimes
|
||||
xor a
|
||||
ld [wSpriteStateData1 + 2], a
|
||||
ld [wSpritePlayerStateData1ImageIndex], a
|
||||
ld c, 120
|
||||
call DelayFrames
|
||||
ld b, $9c
|
||||
|
|
|
@ -120,7 +120,7 @@ ViridianCityScript_190cf:
|
|||
ld a, D_DOWN
|
||||
ld [wSimulatedJoypadStatesEnd], a
|
||||
xor a
|
||||
ld [wSpriteStateData1 + 9], a
|
||||
ld [wSpritePlayerStateData1FacingDirection], a
|
||||
ld [wJoyIgnore], a
|
||||
ret
|
||||
|
||||
|
|
Loading…
Reference in a new issue