Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellow

This commit is contained in:
Rangi 2020-07-05 17:29:11 -04:00
parent 7ab43f4d17
commit 2b2ed54bbf
62 changed files with 182 additions and 179 deletions

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@ -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

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@ -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

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@ -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]

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@ -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

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@ -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

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@ -1,5 +1,5 @@
PrintCinnabarQuiz:
ld a, [wSpriteStateData1 + 9]
ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
call EnableAutoTextBoxDrawing

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@ -3,7 +3,7 @@ GymStatues:
; if in a gym and dont 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

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@ -1,5 +1,5 @@
PrintIndigoPlateauHQText:
ld a, [wSpriteStateData1 + 9]
ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
call EnableAutoTextBoxDrawing

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@ -1,5 +1,5 @@
DisplayOakLabEmailText:
ld a, [wSpriteStateData1 + 9]
ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
call EnableAutoTextBoxDrawing

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@ -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

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@ -1,5 +1,5 @@
Route15GateLeftBinoculars:
ld a, [wSpriteStateData1 + 9]
ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
call EnableAutoTextBoxDrawing

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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]

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -1,5 +1,5 @@
AbleToPlaySlotsCheck:
ld a, [wSpriteStateData1 + 2]
ld a, [wSpritePlayerStateData1ImageIndex]
and $8
jr z, .done ; not able
ld b, COIN_CASE