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authorRangi <remy.oukaour+rangi42@gmail.com>2020-07-05 17:29:11 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2020-07-05 17:51:29 -0400
commit2b2ed54bbf017943ba2343cd6c1dbe88b8f34a4e (patch)
treea418c4ef57d272e7e2a70337ac8c2a8194545541 /engine/overworld/player_animations.asm
parentPort _RemovePokemon documentation from pokeyellow (diff)
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Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellow
Diffstat (limited to 'engine/overworld/player_animations.asm')
-rwxr-xr-xengine/overworld/player_animations.asm36
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]