Labelled and commented mostly sprite-related things

This commit is contained in:
YamaArashi 2014-09-09 20:55:19 -07:00
parent daf4fc87ae
commit 91793015e5
86 changed files with 838 additions and 738 deletions

View file

@ -36,7 +36,7 @@ asm_ef82: ; ef82 (3:6f82)
set 6, [hl]
call GBPalWhiteOutWithDelay3
call ClearSprites
call Func_3dbe
call RestoreScreenTilesAndReloadTilePatterns
ld a, $90
ld [hVBlankWY], a
call Delay3
@ -87,17 +87,17 @@ AnimateCutTree: ; eff7 (3:6ff7)
ld hl, vChars1 + $7e0
ld bc, (BANK(Overworld_GFX) << 8) + $02
call CopyVideoData
jr asm_f055
jr WriteCutTreeBoulderDustAnimationOAMBlock
.asm_f020
ld hl, vChars1 + $7c0
call LoadCutTreeOAM
call LoadCutTreeAnimationTilePattern
ld hl, vChars1 + $7d0
call LoadCutTreeOAM
call LoadCutTreeAnimationTilePattern
ld hl, vChars1 + $7e0
call LoadCutTreeOAM
call LoadCutTreeAnimationTilePattern
ld hl, vChars1 + $7f0
call LoadCutTreeOAM
call asm_f055
call LoadCutTreeAnimationTilePattern
call WriteCutTreeBoulderDustAnimationOAMBlock
ld hl, wOAMBuffer + $93
ld de, $4
ld a, $30
@ -110,26 +110,27 @@ AnimateCutTree: ; eff7 (3:6ff7)
jr nz, .asm_f044
ret
LoadCutTreeOAM: ; f04c (3:704c)
LoadCutTreeAnimationTilePattern: ; f04c (3:704c)
ld de, AnimationTileset2 + $60 ; $474e ; tile depicting a leaf
ld bc, (BANK(AnimationTileset2) << 8) + $01
jp CopyVideoData
asm_f055: ; f055 (3:7055)
call Func_f068
WriteCutTreeBoulderDustAnimationOAMBlock: ; f055 (3:7055)
call GetCutTreeBoulderDustAnimationOffsets
ld a, $9
ld de, CutTreeOAM ; $7060
ld de, CutTreeBoulderDustAnimationTilesAndAttributes
jp WriteOAMBlock
CutTreeOAM: ; f060 (3:7060)
CutTreeBoulderDustAnimationTilesAndAttributes: ; f060 (3:7060)
db $FC,$10,$FD,$10
db $FE,$10,$FF,$10
Func_f068: ; f068 (3:7068)
GetCutTreeBoulderDustAnimationOffsets: ; f068 (3:7068)
ld hl, wSpriteStateData1 + 4
ld a, [hli]
ld a, [hli] ; player's sprite screen Y position
ld b, a
inc hl
ld a, [hli]
ld a, [hli] ; player's sprite screen X position
ld c, a ; bc holds ypos/xpos of player's sprite
inc hl
inc hl
@ -139,9 +140,9 @@ Func_f068: ; f068 (3:7068)
ld d, $0 ; de holds direction (00: down, 02: up, 04: left, 06: right)
ld a, [wcd50]
and a
ld hl, CutTreeAnimationOffsets ; $708f
ld hl, CutTreeAnimationOffsets
jr z, .asm_f084
ld hl, CutTreeAnimationOffsets2 ; $7097
ld hl, BoulderDustAnimationOffsets
.asm_f084
add hl, de
ld e, [hl]
@ -162,8 +163,7 @@ CutTreeAnimationOffsets: ; f08f (3:708f)
db -8, 20 ; player is facing left
db 24, 20 ; player is facing right
CutTreeAnimationOffsets2: ; f097 (3:7097)
; Not sure if these ever get used. CutTreeAnimationOffsets only seems to be used.
BoulderDustAnimationOffsets: ; f097 (3:7097)
; Each pair represents the x and y pixels offsets from the player of where the cut tree animation should be drawn
; These offsets represent 2 blocks away from the player
db 8, 52 ; player is facing down