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authorColton G. Rushton <colton51919@gmail.com>2022-07-09 18:18:18 -0300
committerGitHub <noreply@github.com>2022-07-09 17:18:18 -0400
commitcc46b0e510e07f2e7a0d14732c02a2f416eac9e1 (patch)
tree2c3123876e48b8888b940aa239139c64e1eade82 /engine/battle/animations.asm
parentRemove comment about addresses (diff)
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wOAMBuffer -> wShadowOAM (#370)
Diffstat (limited to 'engine/battle/animations.asm')
-rw-r--r--engine/battle/animations.asm32
1 files changed, 16 insertions, 16 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm
index 7ad1bb3e..789dcb8a 100644
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -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