remove address comments

This commit is contained in:
YamaArashi 2016-06-11 17:24:04 -07:00
parent cee4d559f9
commit 7f34e28f24
764 changed files with 8371 additions and 8371 deletions

View file

@ -1,4 +1,4 @@
_GetSpritePosition1: ; 567f9 (15:67f9)
_GetSpritePosition1:
ld hl, wSpriteStateData1
ld de, $4
ld a, [wSpriteIndex]
@ -17,7 +17,7 @@ _GetSpritePosition1: ; 567f9 (15:67f9)
ld [$ffee], a
ret
_GetSpritePosition2: ; 56819 (15:6819)
_GetSpritePosition2:
ld hl, wSpriteStateData1
ld de, $4
ld a, [wSpriteIndex]
@ -36,7 +36,7 @@ _GetSpritePosition2: ; 56819 (15:6819)
ld [wSavedSpriteMapX], a
ret
_SetSpritePosition1: ; 5683d (15:683d)
_SetSpritePosition1:
ld hl, wSpriteStateData1
ld de, $4
ld a, [wSpriteIndex]
@ -55,7 +55,7 @@ _SetSpritePosition1: ; 5683d (15:683d)
ld [hl], a
ret
_SetSpritePosition2: ; 5685d (15:685d)
_SetSpritePosition2:
ld hl, wSpriteStateData1
ld de, $0004
ld a, [wSpriteIndex]
@ -74,7 +74,7 @@ _SetSpritePosition2: ; 5685d (15:685d)
ld [hl], a
ret
TrainerWalkUpToPlayer: ; 56881 (15:6881)
TrainerWalkUpToPlayer:
ld a, [wSpriteIndex]
swap a
ld [wTrainerSpriteOffset], a
@ -149,7 +149,7 @@ TrainerWalkUpToPlayer: ; 56881 (15:6881)
; input: de = offset within sprite entry
; output: de = pointer to sprite data
GetSpriteDataPointer: ; 56903 (15:6903)
GetSpriteDataPointer:
push de
add hl, de
ld a, [H_SPRITEINDEX]
@ -161,7 +161,7 @@ GetSpriteDataPointer: ; 56903 (15:6903)
ret
; tests if this trainer is in the right position to engage the player and do so if she is.
TrainerEngage: ; 5690f (15:690f)
TrainerEngage:
push hl
push de
ld a, [wTrainerSpriteOffset]
@ -225,14 +225,14 @@ TrainerEngage: ; 5690f (15:690f)
set 0, [hl]
call EngageMapTrainer
ld a, $ff
.noEngage: ; 56988 (15:6988)
.noEngage:
ld [wTrainerSpriteOffset], a
pop de
pop hl
ret
; reads trainer's Y position to wTrainerScreenY and X position to wTrainerScreenX
ReadTrainerScreenPosition: ; 5698e (15:698e)
ReadTrainerScreenPosition:
ld a, [wTrainerSpriteOffset]
add $4
ld d, $0
@ -254,7 +254,7 @@ ReadTrainerScreenPosition: ; 5698e (15:698e)
; checks if the sprite is properly lined up with the player with respect to the direction it's looking. Also checks the distance between player and sprite
; note that this does not necessarily mean the sprite is seeing the player, he could be behind it's back
; a: distance player to sprite
CheckSpriteCanSeePlayer: ; 569af (15:69af)
CheckSpriteCanSeePlayer:
ld b, a
ld a, [wTrainerEngageDistance] ; how far the trainer can see
cp b
@ -290,7 +290,7 @@ CheckSpriteCanSeePlayer: ; 569af (15:69af)
ret
; tests if the player is in front of the sprite (rather than behind it)
CheckPlayerIsInFrontOfSprite: ; 569e3 (15:69e3)
CheckPlayerIsInFrontOfSprite:
ld a, [wCurMap]
cp POWER_PLANT
jp z, .engage ; bypass this for power plant to get voltorb fake items to work