more movement stuff

This commit is contained in:
YamaArashi 2015-07-15 13:58:21 -07:00
parent 7b676f5851
commit ac78dda7d8
9 changed files with 192 additions and 137 deletions

View file

@ -188,7 +188,7 @@ UpdateNPCSprite: ; 4ed1 (1:4ed1)
call LoadDEPlusA ; a = [wNPCMovementDirections + $fe] (?)
jr .determineDirection
.randomMovement
call getTileSpriteStandsOn
call GetTileSpriteStandsOn
call Random
.determineDirection
ld b, a
@ -504,7 +504,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
.skipXVisibilityTest
; make the sprite invisible if a text box is in front of it
; $5F is the maximum number for map tiles
call getTileSpriteStandsOn
call GetTileSpriteStandsOn
ld d, $60
ld a, [hli]
cp d
@ -685,7 +685,7 @@ CanWalkOntoTile: ; 516e (1:516e)
; calculates the tile pointer pointing to the tile the current sprite stancs on
; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
; hl: output pointer
getTileSpriteStandsOn: ; 5207 (1:5207)
GetTileSpriteStandsOn: ; 5207 (1:5207)
ld h, $c1
ld a, [H_CURRENTSPRITEOFFSET]
add $4
@ -724,6 +724,10 @@ LoadDEPlusA: ; 522f (1:522f)
ret
DoScriptedNPCMovement: ; 5236 (1:5236)
; This is an alternative method of scripting an NPC's movement and is only used
; a few times in the game. It is used when the NPC and player must walk together
; in sync, such as when the player is following the NPC somewhere. An NPC can't
; be moved in sync with the player using the other method.
ld a, [wd730]
bit 7, a
ret z
@ -740,28 +744,28 @@ DoScriptedNPCMovement: ; 5236 (1:5236)
.noCarry
ld a, [hl]
; check if moving up
cp $40
cp NPC_MOVEMENT_UP
jr nz, .checkIfMovingDown
call GetSpriteScreenYPointer
ld c, SPRITE_FACING_UP
ld a, -2
jr .move
.checkIfMovingDown
cp $0
cp NPC_MOVEMENT_DOWN
jr nz, .checkIfMovingLeft
call GetSpriteScreenYPointer
ld c, SPRITE_FACING_DOWN
ld a, 2
jr .move
.checkIfMovingLeft
cp $80
cp NPC_MOVEMENT_LEFT
jr nz, .checkIfMovingRight
call GetSpriteScreenXPointer
ld c, SPRITE_FACING_LEFT
ld a, -2
jr .move
.checkIfMovingRight
cp $c0
cp NPC_MOVEMENT_RIGHT
jr nz, .noMatch
call GetSpriteScreenXPointer
ld c, SPRITE_FACING_RIGHT
@ -781,11 +785,11 @@ DoScriptedNPCMovement: ; 5236 (1:5236)
ld a, c
ld [hl], a ; facing direction
call AnimScriptedNPCMovement
ld hl, wcf18
ld hl, wScriptedNPCWalkCounter
dec [hl]
ret nz
ld a, $8
ld [wcf18], a
ld a, 8
ld [wScriptedNPCWalkCounter], a
ld hl, wNPCMovementDirections2Index
inc [hl]
ret
@ -793,8 +797,8 @@ DoScriptedNPCMovement: ; 5236 (1:5236)
InitScriptedNPCMovement: ; 52a6 (1:52a6)
xor a
ld [wNPCMovementDirections2Index], a
ld a, $8
ld [wcf18], a
ld a, 8
ld [wScriptedNPCWalkCounter], a
jp AnimScriptedNPCMovement
GetSpriteScreenYPointer: ; 52b2 (1:52b2)