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authormid-kid <esteve.varela@gmail.com>2019-02-16 01:33:40 +0100
committermid-kid <esteve.varela@gmail.com>2019-02-16 01:43:12 +0100
commit7e93916c8a825d4dfc29cf73e73b41d8c1fc06de (patch)
treea8f4d7ffffb43d91dde5870c746f66a4bd623aa9 /engine/battle_anims/anim_commands.asm
parentee86b367662ab8f7a81a644c66f5bf14ead59ba8 (diff)
Add more constants for battle anim structs
Any access of the wram arrays for battle anim objects and background effects use appropriate macros and constants, now.
Diffstat (limited to 'engine/battle_anims/anim_commands.asm')
-rw-r--r--engine/battle_anims/anim_commands.asm25
1 files changed, 14 insertions, 11 deletions
diff --git a/engine/battle_anims/anim_commands.asm b/engine/battle_anims/anim_commands.asm
index 6c30ab51d..cdb8555bd 100644
--- a/engine/battle_anims/anim_commands.asm
+++ b/engine/battle_anims/anim_commands.asm
@@ -112,10 +112,10 @@ RunBattleAnimScript:
cp ROLLOUT
jr nz, .not_rollout
- ld a, $2e
- ld b, 5
- ld de, 4
- ld hl, wActiveBGEffects
+ ld a, ANIM_BG_2E
+ ld b, NUM_BG_EFFECTS
+ ld de, BG_EFFECT_STRUCT_LENGTH
+ ld hl, wBGEffect1Function
.find
cp [hl]
jr z, .done
@@ -643,10 +643,13 @@ BattleAnimCmd_ResetObp0:
ret
BattleAnimCmd_ClearObjs:
+; BUG: This function only clears the first 6+(2/3) objects
+
ld hl, wActiveAnimObjects
ld a, $a0
+ ; ld a, wActiveAnimObjectsEnd - wActiveAnimObjects
.loop
- ld [hl], $0
+ ld [hl], 0
inc hl
dec a
jr nz, .loop
@@ -693,7 +696,7 @@ endr
BattleAnimCmd_IncObj:
call GetBattleAnimByte
- ld e, 10
+ ld e, NUM_ANIM_OBJECTS
ld bc, wActiveAnimObjects
.loop
ld hl, BATTLEANIMSTRUCT_INDEX
@@ -718,8 +721,8 @@ BattleAnimCmd_IncObj:
BattleAnimCmd_IncBGEffect:
call GetBattleAnimByte
- ld e, 5
- ld bc, wActiveBGEffects
+ ld e, NUM_BG_EFFECTS
+ ld bc, wBGEffect1Function
.loop
ld hl, $0
add hl, bc
@@ -743,7 +746,7 @@ BattleAnimCmd_IncBGEffect:
BattleAnimCmd_SetObj:
call GetBattleAnimByte
- ld e, 10
+ ld e, NUM_ANIM_OBJECTS
ld bc, wActiveAnimObjects
.loop
ld hl, BATTLEANIMSTRUCT_INDEX
@@ -1430,10 +1433,10 @@ BattleAnim_SetOBPals:
ret
BattleAnim_UpdateOAM_All:
- ld a, $0
+ ld a, 0
ld [wBattleAnimOAMPointerLo], a
ld hl, wActiveAnimObjects
- ld e, 10
+ ld e, NUM_ANIM_OBJECTS
.loop
ld a, [hl]
and a