wOAMBuffer -> wShadowOAM (#370)

This commit is contained in:
Colton G. Rushton 2022-07-09 18:18:18 -03:00 committed by GitHub
parent b045ac4f16
commit cc46b0e510
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GPG key ID: 4AEE18F83AFDEB23
29 changed files with 105 additions and 105 deletions

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@ -147,7 +147,7 @@ DrawFrameBlock:
jr z, .resetFrameBlockDestAddr
call AnimationCleanOAM
.resetFrameBlockDestAddr
ld hl, wOAMBuffer ; OAM buffer
ld hl, wShadowOAM
ld a, l
ld [wFBDestAddr + 1], a
ld a, h
@ -583,7 +583,7 @@ PlaySubanimation:
call GetMoveSound
call PlaySound
.skipPlayingSound
ld hl, wOAMBuffer ; base address of OAM buffer
ld hl, wShadowOAM
ld a, l
ld [wFBDestAddr + 1], a
ld a, h
@ -855,7 +855,7 @@ TradeShakePokeball:
; if it's the end of the animation, make the ball jump up
ld de, BallMoveDistances1
.loop
ld hl, wOAMBuffer ; OAM buffer
ld hl, wShadowOAM
ld bc, 4
.innerLoop
ld a, [de]
@ -885,7 +885,7 @@ BallMoveDistances1:
TradeJumpPokeball:
ld de, BallMoveDistances2
.loop
ld hl, wOAMBuffer ; OAM buffer
ld hl, wShadowOAM
ld bc, 4
.innerLoop
ld a, [de]
@ -925,8 +925,8 @@ BallMoveDistances2:
; this function copies the current musical note graphic
; so that there are two musical notes flying towards the defending pokemon
DoGrowlSpecialEffects:
ld hl, wOAMBuffer ; OAM buffer
ld de, wOAMBuffer + $10
ld hl, wShadowOAM
ld de, wShadowOAMSprite04
ld bc, $10
call CopyData ; copy the musical note graphic
ld a, [wSubAnimCounter]
@ -1136,7 +1136,7 @@ AnimationWaterDropletsEverywhere:
ret
_AnimationWaterDroplets:
ld hl, wOAMBuffer
ld hl, wShadowOAM
.loop
ld a, [wBaseCoordY]
ld [hli], a ; Y
@ -1264,7 +1264,7 @@ ShakeEnemyHUD_WritePlayerMonPicOAM:
ld [wBaseCoordX], a
ld a, $30
ld [wBaseCoordY], a
ld hl, wOAMBuffer
ld hl, wShadowOAM
ld d, 0
ld c, 7
.loop
@ -1498,7 +1498,7 @@ AnimationSpiralBallsInward:
.loop
push hl
ld c, 3
ld de, wOAMBuffer
ld de, wShadowOAM
.innerLoop
ld a, [hl]
cp $ff
@ -1637,7 +1637,7 @@ _AnimationShootBallsUpward:
call LoadAnimationTileset
pop bc
ld d, $7a ; ball tile
ld hl, wOAMBuffer
ld hl, wShadowOAM
push bc
ld a, [wBaseCoordY]
ld e, a
@ -1651,7 +1651,7 @@ _AnimationShootBallsUpward:
ld [wNumShootingBalls], a
.loop
push bc
ld hl, wOAMBuffer
ld hl, wShadowOAM
.innerLoop
ld a, [wBaseCoordY]
add 8
@ -2080,7 +2080,7 @@ InitMultipleObjectsOAM:
xor a
ld e, a
ld [wBaseCoordX], a
ld hl, wOAMBuffer
ld hl, wShadowOAM
.loop
call BattleAnimWriteOAMEntry
dec c
@ -2336,7 +2336,7 @@ AnimationFallingObjects:
call InitMultipleObjectsOAM
call FallingObjects_InitXCoords
call FallingObjects_InitMovementData
ld hl, wOAMBuffer
ld hl, wShadowOAM
ld [hl], 0
.loop
ld hl, wFallingObjectsMovementData
@ -2363,7 +2363,7 @@ AnimationFallingObjects:
dec c
jr nz, .innerLoop
call Delay3
ld hl, wOAMBuffer
ld hl, wShadowOAM
ld a, [hl] ; Y
cp 104 ; has the top falling object reached 104 yet?
jr nz, .loop ; keep moving the falling objects down until it does
@ -2372,7 +2372,7 @@ AnimationFallingObjects:
FallingObjects_UpdateOAMEntry:
; Increases Y by 2 pixels and adjusts X and X flip based on the falling object's
; movement byte.
ld hl, wOAMBuffer
ld hl, wShadowOAM
add hl, de
ld a, [hl]
inc a
@ -2433,7 +2433,7 @@ FallingObjects_UpdateMovementByte:
ret
FallingObjects_InitXCoords:
ld hl, wOAMBuffer + $01
ld hl, wShadowOAMSprite00XCoord
ld de, FallingObjects_InitialXCoords
ld a, [wNumFallingObjects]
ld c, a