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more naming variables
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57 changed files with 374 additions and 294 deletions
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@ -132,8 +132,8 @@ OverworldLoopLessDelay::
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ld hl,wFlags_0xcd60
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res 2,[hl]
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call UpdateSprites
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ld a,$01
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ld [wcc4b],a
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ld a,1
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ld [wCheckFor180DegreeTurn],a
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ld a,[wPlayerMovingDirection] ; the direction that was pressed last time
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and a
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jp z,OverworldLoop
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@ -174,7 +174,7 @@ OverworldLoopLessDelay::
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ld a,[wd730]
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bit 7,a ; are we simulating button presses?
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jr nz,.noDirectionChange ; ignore direction changes if we are
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ld a,[wcc4b]
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ld a,[wCheckFor180DegreeTurn]
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and a
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jr z,.noDirectionChange
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ld a,[wPlayerDirection] ; new direction
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@ -182,39 +182,44 @@ OverworldLoopLessDelay::
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ld a,[wPlayerLastStopDirection] ; old direction
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cp b
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jr z,.noDirectionChange
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; the code below is strange
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; it computes whether or not the player did a 180 degree turn, but then overwrites the result
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; also, it does a seemingly pointless loop afterwards
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; Check whether the player did a 180-degree turn.
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; It appears that this code was supposed to show the player rotate by having
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; the player's sprite face an intermediate direction before facing the opposite
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; direction (instead of doing an instantaneous about-face), but the intermediate
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; direction is only set for a short period of time. It is unlikely for it to
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; ever be visible because DelayFrame is called at the start of OverworldLoop and
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; normally not enough cycles would be executed between then and the time the
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; direction is set for V-blank to occur while the direction is still set.
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swap a ; put old direction in upper half
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or b ; put new direction in lower half
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cp a,(PLAYER_DIR_DOWN << 4) | PLAYER_DIR_UP ; change dir from down to up
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jr nz,.notDownToUp
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ld a,PLAYER_DIR_LEFT
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ld [wPlayerMovingDirection],a
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jr .oddLoop
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jr .holdIntermediateDirectionLoop
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.notDownToUp
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cp a,(PLAYER_DIR_UP << 4) | PLAYER_DIR_DOWN ; change dir from up to down
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jr nz,.notUpToDown
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ld a,PLAYER_DIR_RIGHT
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ld [wPlayerMovingDirection],a
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jr .oddLoop
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jr .holdIntermediateDirectionLoop
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.notUpToDown
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cp a,(PLAYER_DIR_RIGHT << 4) | PLAYER_DIR_LEFT ; change dir from right to left
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jr nz,.notRightToLeft
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ld a,PLAYER_DIR_DOWN
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ld [wPlayerMovingDirection],a
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jr .oddLoop
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jr .holdIntermediateDirectionLoop
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.notRightToLeft
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cp a,(PLAYER_DIR_LEFT << 4) | PLAYER_DIR_RIGHT ; change dir from left to right
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jr nz,.oddLoop
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jr nz,.holdIntermediateDirectionLoop
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ld a,PLAYER_DIR_UP
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ld [wPlayerMovingDirection],a
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.oddLoop
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.holdIntermediateDirectionLoop
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ld hl,wFlags_0xcd60
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set 2,[hl]
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ld hl,wcc4b
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ld hl,wCheckFor180DegreeTurn
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dec [hl]
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jr nz,.oddLoop
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jr nz,.holdIntermediateDirectionLoop
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ld a,[wPlayerDirection]
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ld [wPlayerMovingDirection],a
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call NewBattle
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@ -493,7 +498,7 @@ WarpFound2:: ; 073c (0:073c)
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; if not going back to the previous map
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ld [W_CURMAP],a
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callba IsPlayerStandingOnWarpPadOrHole
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ld a,[wcd5b]
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ld a,[wStandingOnWarpPadOrHole]
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dec a ; is the player on a warp pad?
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jr nz,.notWarpPad
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; if the player is on a warp pad
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@ -2007,7 +2012,7 @@ LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063)
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LoadMapHeader:: ; 107c (0:107c)
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callba MarkTownVisitedAndLoadMissableObjects
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ld a,[W_CURMAPTILESET]
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ld [wd119],a
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ld [wUnusedD119],a
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ld a,[W_CURMAP]
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call SwitchToMapRomBank
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ld a,[W_CURMAPTILESET]
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@ -2305,7 +2310,7 @@ LoadMapData:: ; 1241 (0:1241)
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ld [hSCY],a
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ld [hSCX],a
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ld [wWalkCounter],a
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ld [wd119],a
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ld [wUnusedD119],a
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ld [wWalkBikeSurfStateCopy],a
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ld [W_SPRITESETID],a
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call LoadTextBoxTilePatterns
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@ -6,7 +6,7 @@ VBlank::
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push hl
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ld a, [H_LOADEDROMBANK]
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ld [wd122], a
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ld [wVBlankSavedROMBank], a
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ld a, [hSCX]
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ld [rSCX], a
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@ -78,7 +78,7 @@ VBlank::
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and a
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call z, ReadJoypad
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ld a, [wd122]
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ld a, [wVBlankSavedROMBank]
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ld [H_LOADEDROMBANK], a
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ld [MBC1RomBank], a
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@ -380,21 +380,23 @@ UpdateMovingBgTiles::
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and a
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ret z ; no animations if indoors (or if a menu set this to 0)
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ld a, [$ffd8]
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ld a, [hMovingBGTilesCounter1]
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inc a
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ld [$ffd8], a
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cp $14
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ld [hMovingBGTilesCounter1], a
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cp 20
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ret c
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cp $15
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cp 21
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jr z, .flower
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; water
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ld hl, vTileset + $14 * $10
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ld c, $10
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ld a, [wd085]
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ld a, [wMovingBGTilesCounter2]
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inc a
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and 7
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ld [wd085], a
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ld [wMovingBGTilesCounter2], a
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and 4
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jr nz, .left
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@ -417,14 +419,14 @@ UpdateMovingBgTiles::
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ret nc
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; if in a cave, no flower animations
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xor a
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ld [$ffd8], a
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ld [hMovingBGTilesCounter1], a
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ret
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.flower
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xor a
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ld [$ffd8], a
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ld [hMovingBGTilesCounter1], a
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ld a, [wd085]
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ld a, [wMovingBGTilesCounter2]
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and 3
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cp 2
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ld hl, FlowerTile1
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