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-rwxr-xr-xengine/sprites.asm111
1 files changed, 56 insertions, 55 deletions
diff --git a/engine/sprites.asm b/engine/sprites.asm
index e5d55ebfb..4c07a2b9e 100755
--- a/engine/sprites.asm
+++ b/engine/sprites.asm
@@ -11,7 +11,7 @@ ClearSpriteAnims: ; 8cf53
ret
; 8cf62
-Function8cf62: ; 8cf62
+PlaySpriteAnimationsAndDelayFrame: ; 8cf62
call PlaySpriteAnimations
call DelayFrame
ret
@@ -23,7 +23,7 @@ PlaySpriteAnimations: ; 8cf69
push bc
push af
- ld a, 0 * 4
+ ld a, Sprites % $100
ld [wCurrSpriteOAMAddr], a
call DoNextFrameForAllSprites
@@ -60,7 +60,7 @@ DoNextFrameForAllSprites: ; 8cf7a
ld a, [wCurrSpriteOAMAddr]
ld l, a
- ld h, Sprites / $0100
+ ld h, Sprites / $100
.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> SpritesEnd)
ld a, l
@@ -139,9 +139,9 @@ InitSpriteAnimStruct:: ; 8cfd6
; Back up the structure address to bc.
ld c, l
ld b, h
-; Value [wc3b4] is initially set to -1. Set it to
+; Value [wSpriteAnimCount] is initially set to -1. Set it to
; the number of objects loaded into this array.
- ld hl, wc3b4
+ ld hl, wSpriteAnimCount
inc [hl]
ld a, [hl]
and a
@@ -163,7 +163,7 @@ endr
ld hl, SPRITEANIMSTRUCT_INDEX
add hl, bc
; Load the index.
- ld a, [wc3b4]
+ ld a, [wSpriteAnimCount]
ld [hli], a
; Copy the table entry to the next two fields.
ld a, [de]
@@ -172,7 +172,7 @@ endr
ld a, [de]
ld [hli], a
inc de
-; Look up the third field from the table in the wc300 array (10x2).
+; Look up the third field from the table in the wSpriteAnimDict array (10x2).
; Take the value and load it in
ld a, [de]
call GetSpriteAnimVTile
@@ -532,14 +532,15 @@ endr
ret
; 8d1ac
-Function8d1ac: ; unreferenced
+BrokenGetStdGraphics: ; 8d1ac
+; dummied out
push hl
ld l, a
ld h, 0
rept 2
add hl, hl
endr
- ld de, Unknown_8e706 ; broken 2bpp pointers
+ ld de, BrokenStdGFXPointers ; broken 2bpp pointers
add hl, de
ld c, [hl]
inc hl
@@ -556,52 +557,52 @@ endr
; 8d1c4
SpriteAnimSeqData: ; 8d1c4
- ; ??, sequence, tile
- db $01, SPRITE_ANIM_SEQ_01, $00 ; 00
- db $07, SPRITE_ANIM_SEQ_04, $00 ; 01
- db $08, SPRITE_ANIM_SEQ_05, $05 ; 02
- db $0a, SPRITE_ANIM_SEQ_06, $00 ; 03
- db $0b, SPRITE_ANIM_SEQ_07, $06 ; 04
- db $0c, SPRITE_ANIM_SEQ_08, $06 ; 05
- db $0d, SPRITE_ANIM_SEQ_09, $07 ; 06
- db $0e, SPRITE_ANIM_SEQ_0A, $07 ; 07
- db $10, SPRITE_ANIM_SEQ_0B, $07 ; 08
- db $08, SPRITE_ANIM_SEQ_0C, $05 ; 09
- db $11, SPRITE_ANIM_SEQ_00, $00 ; 0a flying sprite
- db $12, SPRITE_ANIM_SEQ_0D, $08 ; 0b
- db $12, SPRITE_ANIM_SEQ_0E, $08 ; 0c
- db $12, SPRITE_ANIM_SEQ_0F, $08 ; 0d
- db $13, SPRITE_ANIM_SEQ_10, $00 ; 0e
- db $15, SPRITE_ANIM_SEQ_00, $00 ; 0f
- db $16, SPRITE_ANIM_SEQ_11, $00 ; 10
- db $17, SPRITE_ANIM_SEQ_12, $00 ; 11
- db $18, SPRITE_ANIM_SEQ_12, $00 ; 12
- db $19, SPRITE_ANIM_SEQ_13, $00 ; 13
- db $1a, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
- db $1b, SPRITE_ANIM_SEQ_00, $00 ; 15
- db $1d, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
- db $1e, SPRITE_ANIM_SEQ_00, $00 ; 17
- db $1d, SPRITE_ANIM_SEQ_17, $00 ; 18 flying leaves
- db $1f, SPRITE_ANIM_SEQ_00, $00 ; 19
- db $24, SPRITE_ANIM_SEQ_19, $00 ; 1a
- db $25, SPRITE_ANIM_SEQ_00, $00 ; 1b
- db $20, SPRITE_ANIM_SEQ_13, $00 ; 1c
- db $26, SPRITE_ANIM_SEQ_1A, $00 ; 1d
- db $2d, SPRITE_ANIM_SEQ_00, $00 ; 1e
- db $2e, SPRITE_ANIM_SEQ_00, $00 ; 1f
- db $2f, SPRITE_ANIM_SEQ_00, $00 ; 20
- db $30, SPRITE_ANIM_SEQ_00, $00 ; 21
- db $31, SPRITE_ANIM_SEQ_00, $00 ; 22
- db $32, SPRITE_ANIM_SEQ_1B, $00 ; 23
- db $33, SPRITE_ANIM_SEQ_1C, $00 ; 24
- db $34, SPRITE_ANIM_SEQ_00, $00 ; 25
- db $35, SPRITE_ANIM_SEQ_1D, $00 ; 26
- db $37, SPRITE_ANIM_SEQ_1E, $00 ; 27
- db $38, SPRITE_ANIM_SEQ_1E, $00 ; 28
- db $39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
- db $3f, SPRITE_ANIM_SEQ_21, $00 ; 2a
- db $3e, SPRITE_ANIM_SEQ_22, $00 ; 2b
- db $40, SPRITE_ANIM_SEQ_00, $00 ; 2c
+ ; frameset sequence, tile
+ db SPRITE_ANIM_FRAMESET_01, SPRITE_ANIM_SEQ_01, $00 ; 00
+ db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00 ; 01
+ db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_05, $05 ; 02
+ db SPRITE_ANIM_FRAMESET_0A, SPRITE_ANIM_SEQ_06, $00 ; 03
+ db SPRITE_ANIM_FRAMESET_0B, SPRITE_ANIM_SEQ_07, $06 ; 04
+ db SPRITE_ANIM_FRAMESET_0C, SPRITE_ANIM_SEQ_08, $06 ; 05
+ db SPRITE_ANIM_FRAMESET_SLOT_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem
+ db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; 07 slots chansey
+ db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; 08 slots egg
+ db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_0C, $05 ; 09
+ db SPRITE_ANIM_FRAMESET_11, SPRITE_ANIM_SEQ_00, $00 ; 0a flying sprite
+ db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0D, $08 ; 0b
+ db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0E, $08 ; 0c
+ db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0F, $08 ; 0d
+ db SPRITE_ANIM_FRAMESET_13, SPRITE_ANIM_SEQ_10, $00 ; 0e
+ db SPRITE_ANIM_FRAMESET_15, SPRITE_ANIM_SEQ_00, $00 ; 0f
+ db SPRITE_ANIM_FRAMESET_16, SPRITE_ANIM_SEQ_11, $00 ; 10
+ db SPRITE_ANIM_FRAMESET_17, SPRITE_ANIM_SEQ_12, $00 ; 11
+ db SPRITE_ANIM_FRAMESET_18, SPRITE_ANIM_SEQ_12, $00 ; 12
+ db SPRITE_ANIM_FRAMESET_19, SPRITE_ANIM_SEQ_13, $00 ; 13
+ db SPRITE_ANIM_FRAMESET_1A, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
+ db SPRITE_ANIM_FRAMESET_1B, SPRITE_ANIM_SEQ_00, $00 ; 15
+ db SPRITE_ANIM_FRAMESET_1D, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
+ db SPRITE_ANIM_FRAMESET_1E, SPRITE_ANIM_SEQ_00, $00 ; 17
+ db SPRITE_ANIM_FRAMESET_1D, SPRITE_ANIM_SEQ_17, $00 ; 18 flying leaves
+ db SPRITE_ANIM_FRAMESET_1F, SPRITE_ANIM_SEQ_00, $00 ; 19
+ db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00 ; 1a
+ db SPRITE_ANIM_FRAMESET_25, SPRITE_ANIM_SEQ_00, $00 ; 1b
+ db SPRITE_ANIM_FRAMESET_20, SPRITE_ANIM_SEQ_13, $00 ; 1c
+ db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00 ; 1d
+ db SPRITE_ANIM_FRAMESET_2D, SPRITE_ANIM_SEQ_00, $00 ; 1e
+ db SPRITE_ANIM_FRAMESET_2E, SPRITE_ANIM_SEQ_00, $00 ; 1f
+ db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_00, $00 ; 20
+ db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_00, $00 ; 21
+ db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_00, $00 ; 22
+ db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00 ; 23
+ db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00 ; 24
+ db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_00, $00 ; 25
+ db SPRITE_ANIM_FRAMESET_35, SPRITE_ANIM_SEQ_1D, $00 ; 26
+ db SPRITE_ANIM_FRAMESET_37, SPRITE_ANIM_SEQ_1E, $00 ; 27
+ db SPRITE_ANIM_FRAMESET_38, SPRITE_ANIM_SEQ_1E, $00 ; 28
+ db SPRITE_ANIM_FRAMESET_39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
+ db SPRITE_ANIM_FRAMESET_3F, SPRITE_ANIM_SEQ_21, $00 ; 2a
+ db SPRITE_ANIM_FRAMESET_3E, SPRITE_ANIM_SEQ_22, $00 ; 2b
+ db SPRITE_ANIM_FRAMESET_40, SPRITE_ANIM_SEQ_00, $00 ; 2c
; 8d24b
INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame