Reformat map scripts' coordinate and movement data

'dbmapcoord' has X, Y order like other coordinate-related data macros
This commit is contained in:
Rangi 2020-07-16 12:32:19 -04:00
parent 594c58a289
commit 76b882d952
64 changed files with 587 additions and 660 deletions

View file

@ -128,21 +128,21 @@ PalletMovementScript_WalkToLab:
ret
RLEList_ProfOakWalkToLab:
db NPC_MOVEMENT_DOWN, $05
db NPC_MOVEMENT_LEFT, $01
db NPC_MOVEMENT_DOWN, $05
db NPC_MOVEMENT_RIGHT, $03
db NPC_MOVEMENT_UP, $01
db $E0, $01 ; stand still
db $FF
db NPC_MOVEMENT_DOWN, 5
db NPC_MOVEMENT_LEFT, 1
db NPC_MOVEMENT_DOWN, 5
db NPC_MOVEMENT_RIGHT, 3
db NPC_MOVEMENT_UP, 1
db NPC_CHANGE_FACING, 1
db -1 ; end
RLEList_PlayerWalkToLab:
db D_UP, $02
db D_RIGHT, $03
db D_DOWN, $05
db D_LEFT, $01
db D_DOWN, $06
db $FF
db D_UP, 2
db D_RIGHT, 3
db D_DOWN, 5
db D_LEFT, 1
db D_DOWN, 6
db -1 ; end
PalletMovementScript_Done:
ld a, [wSimulatedJoypadStatesIndex]
@ -190,18 +190,18 @@ PewterMovementScript_WalkToMuseum:
ret
RLEList_PewterMuseumPlayer:
db 0, $01
db D_UP, $03
db D_LEFT, $0D
db D_UP, $06
db $FF
db NO_INPUT, 1
db D_UP, 3
db D_LEFT, 13
db D_UP, 6
db -1 ; end
RLEList_PewterMuseumGuy:
db NPC_MOVEMENT_UP, $06
db NPC_MOVEMENT_LEFT, $0D
db NPC_MOVEMENT_UP, $03
db NPC_MOVEMENT_LEFT, $01
db $FF
db NPC_MOVEMENT_UP, 6
db NPC_MOVEMENT_LEFT, 13
db NPC_MOVEMENT_UP, 3
db NPC_MOVEMENT_LEFT, 1
db -1 ; end
PewterMovementScript_Done:
ld a, [wSimulatedJoypadStatesIndex]
@ -249,22 +249,22 @@ PewterMovementScript_WalkToGym:
ret
RLEList_PewterGymPlayer:
db 0, $01
db D_RIGHT, $02
db D_DOWN, $05
db D_LEFT, $0B
db D_UP, $05
db D_LEFT, $0F
db $FF
db NO_INPUT, 1
db D_RIGHT, 2
db D_DOWN, 5
db D_LEFT, 11
db D_UP, 5
db D_LEFT, 15
db -1 ; end
RLEList_PewterGymGuy:
db NPC_MOVEMENT_DOWN, $02
db NPC_MOVEMENT_LEFT, $0F
db NPC_MOVEMENT_UP, $05
db NPC_MOVEMENT_LEFT, $0B
db NPC_MOVEMENT_DOWN, $05
db NPC_MOVEMENT_RIGHT, $03
db $FF
db NPC_MOVEMENT_DOWN, 2
db NPC_MOVEMENT_LEFT, 15
db NPC_MOVEMENT_UP, 5
db NPC_MOVEMENT_LEFT, 11
db NPC_MOVEMENT_DOWN, 5
db NPC_MOVEMENT_RIGHT, 3
db -1 ; end
FreezeEnemyTrainerSprite::
ld a, [wCurMap]
@ -275,7 +275,7 @@ FreezeEnemyTrainerSprite::
ld b, a
.loop
ld a, [hli]
cp $ff
cp -1
jr z, .notRival
cp b
ret z ; the rival leaves after battling, so don't freeze him
@ -289,4 +289,4 @@ RivalIDs:
db OPP_SONY1
db OPP_SONY2
db OPP_SONY3
db $ff
db -1 ; end

View file

@ -169,7 +169,7 @@ UpdateNPCSprite:
pop hl
ld de, wNPCMovementDirections
call LoadDEPlusA ; a = [wNPCMovementDirections + movement byte 1]
cp $e0
cp NPC_CHANGE_FACING
jp z, ChangeFacingDirection
cp STAY
jr nz, .next