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H_CONSTANTNAMES -> hConstantNames
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55bb99580e
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104 changed files with 1163 additions and 1164 deletions
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@ -6,7 +6,7 @@ _UpdateSprites::
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ld l, a
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sub $e
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ld c, a
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ld [H_CURRENTSPRITEOFFSET], a
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ld [hCurrentSpriteOffset], a
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ld a, [hl]
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and a
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jr z, .skipSprite ; tests $c2Xe
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@ -34,14 +34,14 @@ UpdateNonPlayerSprite:
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ld [$ff93], a ; $10 * sprite#
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ld a, [wNPCMovementScriptSpriteOffset] ; some sprite offset?
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ld b, a
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ld a, [H_CURRENTSPRITEOFFSET]
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ld a, [hCurrentSpriteOffset]
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cp b
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jr nz, .unequal
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jp DoScriptedNPCMovement
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.unequal
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jp UpdateNPCSprite
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; This detects if the current sprite (whose offset is at H_CURRENTSPRITEOFFSET)
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; This detects if the current sprite (whose offset is at hCurrentSpriteOffset)
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; is going to collide with another sprite by looping over the other sprites.
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; The current sprite's offset will be labelled with i (e.g. $c1i0).
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; The loop sprite's offset will labelled with j (e.g. $c1j0).
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@ -54,7 +54,7 @@ DetectCollisionBetweenSprites:
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nop
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ld h, wSpriteStateData1 / $100
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ld a, [H_CURRENTSPRITEOFFSET]
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ld a, [hCurrentSpriteOffset]
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add wSpriteStateData1 % $100
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ld l, a
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@ -113,7 +113,7 @@ DetectCollisionBetweenSprites:
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ld [$ff8f], a ; store loop counter
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swap a
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ld e, a
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ld a, [H_CURRENTSPRITEOFFSET]
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ld a, [hCurrentSpriteOffset]
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cp e ; does the loop sprite match the current sprite?
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jp z, .next ; go to the next sprite if they match
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@ -128,7 +128,7 @@ DetectCollisionBetweenSprites:
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inc a
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jp z, .next ; go the next sprite if offscreen
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ld a, [H_CURRENTSPRITEOFFSET]
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ld a, [hCurrentSpriteOffset]
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add 10
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ld l, a
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