more naming variables

This commit is contained in:
YamaArashi 2015-07-24 20:27:59 -07:00
parent 12db77201f
commit 7f6d0d49b6
57 changed files with 374 additions and 294 deletions

View file

@ -132,8 +132,8 @@ OverworldLoopLessDelay::
ld hl,wFlags_0xcd60
res 2,[hl]
call UpdateSprites
ld a,$01
ld [wcc4b],a
ld a,1
ld [wCheckFor180DegreeTurn],a
ld a,[wPlayerMovingDirection] ; the direction that was pressed last time
and a
jp z,OverworldLoop
@ -174,7 +174,7 @@ OverworldLoopLessDelay::
ld a,[wd730]
bit 7,a ; are we simulating button presses?
jr nz,.noDirectionChange ; ignore direction changes if we are
ld a,[wcc4b]
ld a,[wCheckFor180DegreeTurn]
and a
jr z,.noDirectionChange
ld a,[wPlayerDirection] ; new direction
@ -182,39 +182,44 @@ OverworldLoopLessDelay::
ld a,[wPlayerLastStopDirection] ; old direction
cp b
jr z,.noDirectionChange
; the code below is strange
; it computes whether or not the player did a 180 degree turn, but then overwrites the result
; also, it does a seemingly pointless loop afterwards
; Check whether the player did a 180-degree turn.
; It appears that this code was supposed to show the player rotate by having
; the player's sprite face an intermediate direction before facing the opposite
; direction (instead of doing an instantaneous about-face), but the intermediate
; direction is only set for a short period of time. It is unlikely for it to
; ever be visible because DelayFrame is called at the start of OverworldLoop and
; normally not enough cycles would be executed between then and the time the
; direction is set for V-blank to occur while the direction is still set.
swap a ; put old direction in upper half
or b ; put new direction in lower half
cp a,(PLAYER_DIR_DOWN << 4) | PLAYER_DIR_UP ; change dir from down to up
jr nz,.notDownToUp
ld a,PLAYER_DIR_LEFT
ld [wPlayerMovingDirection],a
jr .oddLoop
jr .holdIntermediateDirectionLoop
.notDownToUp
cp a,(PLAYER_DIR_UP << 4) | PLAYER_DIR_DOWN ; change dir from up to down
jr nz,.notUpToDown
ld a,PLAYER_DIR_RIGHT
ld [wPlayerMovingDirection],a
jr .oddLoop
jr .holdIntermediateDirectionLoop
.notUpToDown
cp a,(PLAYER_DIR_RIGHT << 4) | PLAYER_DIR_LEFT ; change dir from right to left
jr nz,.notRightToLeft
ld a,PLAYER_DIR_DOWN
ld [wPlayerMovingDirection],a
jr .oddLoop
jr .holdIntermediateDirectionLoop
.notRightToLeft
cp a,(PLAYER_DIR_LEFT << 4) | PLAYER_DIR_RIGHT ; change dir from left to right
jr nz,.oddLoop
jr nz,.holdIntermediateDirectionLoop
ld a,PLAYER_DIR_UP
ld [wPlayerMovingDirection],a
.oddLoop
.holdIntermediateDirectionLoop
ld hl,wFlags_0xcd60
set 2,[hl]
ld hl,wcc4b
ld hl,wCheckFor180DegreeTurn
dec [hl]
jr nz,.oddLoop
jr nz,.holdIntermediateDirectionLoop
ld a,[wPlayerDirection]
ld [wPlayerMovingDirection],a
call NewBattle
@ -493,7 +498,7 @@ WarpFound2:: ; 073c (0:073c)
; if not going back to the previous map
ld [W_CURMAP],a
callba IsPlayerStandingOnWarpPadOrHole
ld a,[wcd5b]
ld a,[wStandingOnWarpPadOrHole]
dec a ; is the player on a warp pad?
jr nz,.notWarpPad
; if the player is on a warp pad
@ -2007,7 +2012,7 @@ LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063)
LoadMapHeader:: ; 107c (0:107c)
callba MarkTownVisitedAndLoadMissableObjects
ld a,[W_CURMAPTILESET]
ld [wd119],a
ld [wUnusedD119],a
ld a,[W_CURMAP]
call SwitchToMapRomBank
ld a,[W_CURMAPTILESET]
@ -2305,7 +2310,7 @@ LoadMapData:: ; 1241 (0:1241)
ld [hSCY],a
ld [hSCX],a
ld [wWalkCounter],a
ld [wd119],a
ld [wUnusedD119],a
ld [wWalkBikeSurfStateCopy],a
ld [W_SPRITESETID],a
call LoadTextBoxTilePatterns

View file

@ -6,7 +6,7 @@ VBlank::
push hl
ld a, [H_LOADEDROMBANK]
ld [wd122], a
ld [wVBlankSavedROMBank], a
ld a, [hSCX]
ld [rSCX], a
@ -78,7 +78,7 @@ VBlank::
and a
call z, ReadJoypad
ld a, [wd122]
ld a, [wVBlankSavedROMBank]
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a

View file

@ -380,21 +380,23 @@ UpdateMovingBgTiles::
and a
ret z ; no animations if indoors (or if a menu set this to 0)
ld a, [$ffd8]
ld a, [hMovingBGTilesCounter1]
inc a
ld [$ffd8], a
cp $14
ld [hMovingBGTilesCounter1], a
cp 20
ret c
cp $15
cp 21
jr z, .flower
; water
ld hl, vTileset + $14 * $10
ld c, $10
ld a, [wd085]
ld a, [wMovingBGTilesCounter2]
inc a
and 7
ld [wd085], a
ld [wMovingBGTilesCounter2], a
and 4
jr nz, .left
@ -417,14 +419,14 @@ UpdateMovingBgTiles::
ret nc
; if in a cave, no flower animations
xor a
ld [$ffd8], a
ld [hMovingBGTilesCounter1], a
ret
.flower
xor a
ld [$ffd8], a
ld [hMovingBGTilesCounter1], a
ld a, [wd085]
ld a, [wMovingBGTilesCounter2]
and 3
cp 2
ld hl, FlowerTile1