mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-06 15:45:24 +13:00
Specify the ldh instruction, don't turn ld into ldh
This commit is contained in:
parent
c480632d54
commit
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219 changed files with 2556 additions and 2556 deletions
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@ -14,7 +14,7 @@ UpdatePlayerSprite:
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; the maximum number for map tiles
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.checkIfTextBoxInFrontOfSprite
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aCoord 8, 9
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ld [hTilePlayerStandingOn], a
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ldh [hTilePlayerStandingOn], a
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cp MAP_TILESET_SIZE
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jr c, .lowerLeftTileIsMapTile
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.disableSprite
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@ -63,7 +63,7 @@ UpdatePlayerSprite:
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ld a, [wd736]
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bit 7, a ; is the player sprite spinning due to a spin tile?
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jr nz, .skipSpriteAnim
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $7
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ld l, a
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ld a, [hl]
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@ -89,7 +89,7 @@ UpdatePlayerSprite:
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; lower priority than the background so that it's partially obscured by the
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; grass. Only the lower half of the sprite is permitted to have the priority
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; bit set by later logic.
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ld a, [hTilePlayerStandingOn]
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ldh a, [hTilePlayerStandingOn]
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ld c, a
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ld a, [wGrassTile]
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cp c
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@ -103,7 +103,7 @@ UpdatePlayerSprite:
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UnusedReadSpriteDataFunction:
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push bc
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push af
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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ld c, a
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pop af
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add c
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@ -112,7 +112,7 @@ UnusedReadSpriteDataFunction:
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ret
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UpdateNPCSprite:
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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swap a
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dec a
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add a
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@ -122,7 +122,7 @@ UpdateNPCSprite:
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ld a, [hl] ; read movement byte 2
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ld [wCurSpriteMovement2], a
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ld h, $c1
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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inc l
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ld a, [hl] ; c1x1
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@ -131,7 +131,7 @@ UpdateNPCSprite:
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call CheckSpriteAvailability
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ret c ; if sprite is invisible, on tile >=MAP_TILESET_SIZE, in grass or player is currently walking
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ld h, $c1
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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inc l
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ld a, [hl] ; c1x1
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@ -151,7 +151,7 @@ UpdateNPCSprite:
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ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
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call InitializeSpriteScreenPosition
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ld h, $c2
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $6
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ld l, a
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ld a, [hl] ; c2x6: movement byte 1
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@ -264,11 +264,11 @@ ChangeFacingDirection:
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TryWalking:
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push hl
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ld h, $c1
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $9
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ld l, a
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ld [hl], c ; c1x9 (update facing direction)
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $3
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ld l, a
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ld [hl], d ; c1x3 (update Y movement delta)
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@ -282,7 +282,7 @@ TryWalking:
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pop de
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ret c ; cannot walk there (reinitialization of delay values already done)
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ld h, $c2
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $4
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ld l, a
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ld a, [hl] ; c2x4: Y position
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@ -291,7 +291,7 @@ TryWalking:
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ld a, [hl] ; c2x5: X position
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add e
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ld [hl], a ; update X position
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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ld [hl], $10 ; c2x0=16: walk animation counter
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dec h
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@ -301,7 +301,7 @@ TryWalking:
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; update the walking animation parameters for a sprite that is currently walking
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UpdateSpriteInWalkingAnimation:
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $7
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ld l, a
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ld a, [hl] ; c1x7 (counter until next walk animation frame)
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@ -317,7 +317,7 @@ UpdateSpriteInWalkingAnimation:
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and $3
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ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step)
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.noNextAnimationFrame
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $3
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ld l, a
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ld a, [hli] ; c1x3 (movement Y delta)
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@ -330,7 +330,7 @@ UpdateSpriteInWalkingAnimation:
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ld a, [hl] ; c1x6 (screen X position)
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add b
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ld [hl], a ; update screen X position
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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inc h
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ld a, [hl] ; c2x0 (walk animation counter)
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@ -343,7 +343,7 @@ UpdateSpriteInWalkingAnimation:
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ld a, [hl] ; c2x6 (movement byte 1)
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cp $fe
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jr nc, .initNextMovementCounter ; values $fe and $ff
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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inc a
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ld l, a
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dec h
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@ -351,14 +351,14 @@ UpdateSpriteInWalkingAnimation:
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ret
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.initNextMovementCounter
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call Random
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $8
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ld l, a
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ld a, [hRandomAdd]
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ldh a, [hRandomAdd]
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and $7f
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ld [hl], a ; c2x8: set next movement delay to a random value in [0,$7f]
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dec h ; note that value 0 actually makes the delay $100 (bug?)
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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inc a
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ld l, a
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ld [hl], $2 ; c1x1 = 2 (movement status)
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@ -375,7 +375,7 @@ UpdateSpriteInWalkingAnimation:
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; update delay value (c2x8) for sprites in the delayed state (c1x1)
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UpdateSpriteMovementDelay:
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ld h, $c2
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $6
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ld l, a
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ld a, [hl] ; c2x6: movement byte 1
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@ -390,13 +390,13 @@ UpdateSpriteMovementDelay:
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jr nz, notYetMoving
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.moving
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dec h
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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inc a
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ld l, a
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ld [hl], $1 ; c1x1 = 1 (mark as ready to move)
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notYetMoving:
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ld h, wSpriteStateData1 / $100
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1AnimFrameCounter - wSpritePlayerStateData1
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ld l, a
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ld [hl], $0 ; c1x8 = 0 (walk animation frame)
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@ -429,7 +429,7 @@ MakeNPCFacePlayer:
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.notFacingRight
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ld c, SPRITE_FACING_LEFT
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.facingDirectionDetermined
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $9
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ld l, a
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ld [hl], c ; c1x9: set facing direction
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@ -440,7 +440,7 @@ InitializeSpriteStatus:
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inc l
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ld [hl], $ff ; $c1x2: set sprite image to $ff (invisible/off screen)
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inc h
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $2
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ld l, a
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ld a, $8
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@ -451,7 +451,7 @@ InitializeSpriteStatus:
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; calculates the sprite's screen position form its map position and the player position
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InitializeSpriteScreenPosition:
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ld h, wSpriteStateData2 / $100
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
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ld l, a
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ld a, [wYCoord]
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@ -475,17 +475,17 @@ InitializeSpriteScreenPosition:
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; tests if sprite is off screen or otherwise unable to do anything
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CheckSpriteAvailability:
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predef IsObjectHidden
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ld a, [hIsHiddenMissableObject]
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ldh a, [hIsHiddenMissableObject]
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and a
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jp nz, .spriteInvisible
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ld h, wSpriteStateData2 / $100
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
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ld l, a
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ld a, [hl] ; c2x6: movement byte 1
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cp $fe
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jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted)
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
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ld l, a
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ld b, [hl] ; c2x4: Y pos (+4)
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@ -527,7 +527,7 @@ CheckSpriteAvailability:
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jr c, .spriteVisible ; standing on tile with ID >=MAP_TILESET_SIZE (top right tile)
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.spriteInvisible
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ld h, wSpriteStateData1 / $100
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
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ld l, a
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ld [hl], $ff ; c1x2
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@ -540,7 +540,7 @@ CheckSpriteAvailability:
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jr nz, .done ; if player is currently walking, we're done
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call UpdateSpriteImage
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inc h
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $7
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ld l, a
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ld a, [wGrassTile]
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@ -556,7 +556,7 @@ CheckSpriteAvailability:
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UpdateSpriteImage:
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ld h, $c1
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $8
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ld l, a
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ld a, [hli] ; c1x8: walk animation frame
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@ -564,10 +564,10 @@ UpdateSpriteImage:
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ld a, [hl] ; c1x9: facing direction
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add b
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ld b, a
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ld a, [hTilePlayerStandingOn]
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ldh a, [hTilePlayerStandingOn]
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add b
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ld b, a
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $2
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ld l, a
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ld [hl], b ; c1x2: sprite to display
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@ -581,7 +581,7 @@ UpdateSpriteImage:
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; set carry on failure, clears carry on success
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CanWalkOntoTile:
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ld h, wSpriteStateData2 / $100
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
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ld l, a
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ld a, [hl] ; c2x6 (movement byte 1)
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@ -602,14 +602,14 @@ CanWalkOntoTile:
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cp c
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jr nz, .tilePassableLoop
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ld h, $c2
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $6
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ld l, a
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ld a, [hl] ; $c2x6 (movement byte 1)
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inc a
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jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
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ld h, wSpriteStateData1 / $100
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
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ld l, a
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ld a, [hli] ; c1x4 (screen Y pos)
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@ -628,14 +628,14 @@ CanWalkOntoTile:
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pop bc
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pop de
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ld h, wSpriteStateData1 / $100
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $c
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ld l, a
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ld a, [hl] ; c1xc (directions in which sprite collision would occur)
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and b ; check against chosen direction (1,2,4 or 8)
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jr nz, .impassable ; collision between sprites, don't go there
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ld h, wSpriteStateData2 / $100
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2YDisplacement - wSpritePlayerStateData2
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ld l, a
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ld a, [hli] ; c2x2 (sprite Y displacement, initialized at $8, keep track of where a sprite did go)
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@ -666,7 +666,7 @@ CanWalkOntoTile:
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ret
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.impassable
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ld h, wSpriteStateData1 / $100
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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inc a
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ld l, a
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ld [hl], $2 ; c1x1 = 2 (set movement status to delayed)
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@ -677,11 +677,11 @@ CanWalkOntoTile:
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inc l
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ld [hl], a ; c1x5 = 0 (clear X movement delta)
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inc h
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $8
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ld l, a
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call Random
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ld a, [hRandomAdd]
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ldh a, [hRandomAdd]
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and $7f
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ld [hl], a ; c2x8: set next movement delay to a random value in [0,$7f] (again with delay $100 if value is 0)
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scf ; set carry (marking failure to walk)
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@ -692,7 +692,7 @@ CanWalkOntoTile:
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; hl: output pointer
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GetTileSpriteStandsOn:
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ld h, wSpriteStateData1 / $100
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
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ld l, a
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ld a, [hli] ; c1x4: screen Y position
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@ -784,7 +784,7 @@ DoScriptedNPCMovement:
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ld a, [hl]
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add b
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ld [hl], a
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $9
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ld l, a
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ld a, c
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@ -817,7 +817,7 @@ GetSpriteScreenXPointer:
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GetSpriteScreenXYPointerCommon:
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ld hl, wSpriteStateData1
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add l
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add b
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ld l, a
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@ -825,7 +825,7 @@ GetSpriteScreenXYPointerCommon:
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AnimScriptedNPCMovement:
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ld hl, wSpriteStateData2
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
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ld l, a
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ld a, [hl] ; VRAM slot
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@ -833,7 +833,7 @@ AnimScriptedNPCMovement:
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swap a
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ld b, a
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ld hl, wSpriteStateData1
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1FacingDirection - wSpritePlayerStateData1
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ld l, a
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ld a, [hl] ; facing direction
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@ -849,21 +849,21 @@ AnimScriptedNPCMovement:
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.anim
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add b
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ld b, a
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ld [hSpriteVRAMSlotAndFacing], a
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ldh [hSpriteVRAMSlotAndFacing], a
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call AdvanceScriptedNPCAnimFrameCounter
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ld hl, wSpriteStateData1
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
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ld l, a
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ld a, [hSpriteVRAMSlotAndFacing]
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ldh a, [hSpriteVRAMSlotAndFacing]
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ld b, a
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ld a, [hSpriteAnimFrameCounter]
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ldh a, [hSpriteAnimFrameCounter]
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add b
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ld [hl], a
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ret
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AdvanceScriptedNPCAnimFrameCounter:
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ld a, [hCurrentSpriteOffset]
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ldh a, [hCurrentSpriteOffset]
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add $7
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ld l, a
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ld a, [hl] ; intra-animation frame counter
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@ -878,5 +878,5 @@ AdvanceScriptedNPCAnimFrameCounter:
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inc a
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and $3
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ld [hl], a
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ld [hSpriteAnimFrameCounter], a
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ldh [hSpriteAnimFrameCounter], a
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ret
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