diff options
| author | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-07-05 17:29:11 -0400 |
|---|---|---|
| committer | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-07-05 17:51:29 -0400 |
| commit | 2b2ed54bbf017943ba2343cd6c1dbe88b8f34a4e (patch) | |
| tree | a418c4ef57d272e7e2a70337ac8c2a8194545541 /engine/overworld/player_animations.asm | |
| parent | Port _RemovePokemon documentation from pokeyellow (diff) | |
| download | pokeyellow-2b2ed54bbf017943ba2343cd6c1dbe88b8f34a4e.tar.gz pokeyellow-2b2ed54bbf017943ba2343cd6c1dbe88b8f34a4e.tar.xz pokeyellow-2b2ed54bbf017943ba2343cd6c1dbe88b8f34a4e.zip | |
Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellow
Diffstat (limited to 'engine/overworld/player_animations.asm')
| -rwxr-xr-x | engine/overworld/player_animations.asm | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/engine/overworld/player_animations.asm b/engine/overworld/player_animations.asm index c1c15ccf..cfd6cc8d 100755 --- a/engine/overworld/player_animations.asm +++ b/engine/overworld/player_animations.asm @@ -1,7 +1,7 @@ EnterMapAnim:: call InitFacingDirectionList ld a, $ec - ld [wSpriteStateData1 + 4], a ; player's sprite Y screen position + ld [wSpritePlayerStateData1YPixels], a call Delay3 push hl call GBFadeInFromWhite @@ -227,19 +227,19 @@ DoFlyAnimation: ld a, [wFlyAnimBirdSpriteImageIndex] xor $1 ; make the bird flap its wings ld [wFlyAnimBirdSpriteImageIndex], a - ld [wSpriteStateData1 + 2], a + ld [wSpritePlayerStateData1ImageIndex], a call Delay3 ld a, [wFlyAnimUsingCoordList] cp $ff jr z, .skipCopyingCoords ; if the bird is flapping its wings in place - ld hl, wSpriteStateData1 + 4 + ld hl, wSpritePlayerStateData1YPixels ld a, [de] inc de - ld [hli], a + ld [hli], a ; y inc hl ld a, [de] inc de - ld [hl], a + ld [hl], a ; x .skipCopyingCoords ld a, [wFlyAnimCounter] dec a @@ -258,15 +258,15 @@ LoadBirdSpriteGraphics: jp CopyVideoData InitFacingDirectionList: - ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images) + ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images) ld [wSavedPlayerFacingDirection], a - ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position + ld a, [wSpritePlayerStateData1YPixels] ld [wSavedPlayerScreenY], a ld hl, PlayerSpinningFacingOrder ld de, wFacingDirectionList ld bc, 4 call CopyData - ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images) + ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images) ld hl, wFacingDirectionList ; find the place in the list that matches the current facing direction .loop @@ -284,7 +284,7 @@ PlayerSpinningFacingOrder: SpinPlayerSprite: ; copy the current value from the list into the sprite data and rotate the list ld a, [hl] - ld [wSpriteStateData1 + 2], a ; player's sprite facing direction (image index is locked to standing images) + ld [wSpritePlayerStateData1ImageIndex], a ; (image index is locked to standing images) push hl ld hl, wFacingDirectionList ld de, wFacingDirectionList - 1 @@ -320,9 +320,9 @@ PlayerSpinWhileMovingUpOrDown: call SpinPlayerSprite ld a, [wPlayerSpinWhileMovingUpOrDownAnimDeltaY] ld c, a - ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position + ld a, [wSpritePlayerStateData1YPixels] add c - ld [wSpriteStateData1 + 4], a + ld [wSpritePlayerStateData1YPixels], a ld c, a ld a, [wPlayerSpinWhileMovingUpOrDownAnimMaxY] cp c @@ -334,9 +334,9 @@ PlayerSpinWhileMovingUpOrDown: RestoreFacingDirectionAndYScreenPos: ld a, [wSavedPlayerScreenY] - ld [wSpriteStateData1 + 4], a + ld [wSpritePlayerStateData1YPixels], a ld a, [wSavedPlayerFacingDirection] - ld [wSpriteStateData1 + 2], a + ld [wSpritePlayerStateData1ImageIndex], a ; (image index is locked to standing images) ret ; if SGB, 2 frames, else 3 frames @@ -387,7 +387,7 @@ FishingAnim: ld a, $4 ld hl, RedFishingTiles call LoadAnimSpriteGfx - ld a, [wSpriteStateData1 + 2] + ld a, [wSpritePlayerStateData1ImageIndex] ld c, a ld b, $0 ld hl, FishingRodOAM @@ -410,7 +410,7 @@ FishingAnim: ; shake the player's sprite vertically ld b, 10 .loop - ld hl, wSpriteStateData1 + 4 ; player's sprite Y screen position + ld hl, wSpritePlayerStateData1YPixels call .ShakePlayerSprite ld hl, wOAMBuffer + $9c call .ShakePlayerSprite @@ -420,7 +420,7 @@ FishingAnim: ; If the player is facing up, hide the fishing rod so it doesn't overlap with ; the exclamation bubble that will be shown next. - ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction + ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images) cp SPRITE_FACING_UP jr nz, .skipHidingFishingRod ld a, $a0 @@ -434,7 +434,7 @@ FishingAnim: predef EmotionBubble ; If the player is facing up, unhide the fishing rod. - ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction + ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images) cp SPRITE_FACING_UP jr nz, .skipUnhidingFishingRod ld a, $44 @@ -507,7 +507,7 @@ _HandleMidJump:: ld hl, PlayerJumpingYScreenCoords add hl, bc ld a, [hl] - ld [wSpriteStateData1 + 4], a ; player's sprite y coordinate + ld [wSpritePlayerStateData1YPixels], a ret .finishedJump ld a, [wWalkCounter] |
