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| author | Sylvie <35663410+Rangi42@users.noreply.github.com> | 2024-07-16 13:02:54 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-07-16 13:02:54 -0400 |
| commit | 8fafca714c07500d1d87bba224f12cf9cc2c8789 (patch) | |
| tree | 273ca88fcfcd80df9c318c9cb8d17a1f7aa240cb /engine/overworld/movement.asm | |
| parent | Build with RGBDS 0.8.0, though it is not yet required (diff) | |
| download | pokeyellow-8fafca714c07500d1d87bba224f12cf9cc2c8789.tar.gz pokeyellow-8fafca714c07500d1d87bba224f12cf9cc2c8789.tar.xz pokeyellow-8fafca714c07500d1d87bba224f12cf9cc2c8789.zip | |
Identify various flag labels and bit constants (#454)
Diffstat (limited to 'engine/overworld/movement.asm')
| -rw-r--r-- | engine/overworld/movement.asm | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm index afcb5907..1ca24f6a 100644 --- a/engine/overworld/movement.asm +++ b/engine/overworld/movement.asm @@ -60,8 +60,8 @@ UpdatePlayerSprite: bit 0, a jr nz, .notMoving .moving - ld a, [wd736] - bit 7, a ; is the player sprite spinning due to a spin tile? + ld a, [wMovementFlags] + bit BIT_SPINNING, a jr nz, .skipSpriteAnim ldh a, [hCurrentSpriteOffset] add $7 @@ -175,8 +175,8 @@ UpdateNPCSprite: jr nz, .next ; reached end of wNPCMovementDirections list ld [hl], a ; store $ff in movement byte 1, disabling scripted movement - ld hl, wd730 - res 0, [hl] + ld hl, wStatusFlags5 + res BIT_SCRIPTED_NPC_MOVEMENT, [hl] xor a ld [wSimulatedJoypadStatesIndex], a ld [wUnusedOverrideSimulatedJoypadStatesIndex], a @@ -409,8 +409,8 @@ MakeNPCFacePlayer: ; Check if the behaviour of the NPC facing the player when spoken to is ; disabled. This is only done when rubbing the S.S. Anne captain's back. - ld a, [wd72d] - bit 5, a + ld a, [wStatusFlags3] + bit BIT_NO_NPC_FACE_PLAYER, a jr nz, notYetMoving res 7, [hl] ld a, [wPlayerDirection] @@ -740,12 +740,12 @@ DoScriptedNPCMovement: ; 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 + ld a, [wStatusFlags5] + bit BIT_SCRIPTED_MOVEMENT_STATE, a ret z - ld hl, wd72e - bit 7, [hl] - set 7, [hl] + ld hl, wStatusFlags4 + bit BIT_INIT_SCRIPTED_MOVEMENT, [hl] + set BIT_INIT_SCRIPTED_MOVEMENT, [hl] jp z, InitScriptedNPCMovement ld hl, wNPCMovementDirections2 ld a, [wNPCMovementDirections2Index] |
