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|
; object_struct members (see macros/wram.asm)
rsreset
OBJECT_SPRITE rb ; 00
OBJECT_MAP_OBJECT_INDEX rb ; 01
OBJECT_SPRITE_TILE rb ; 02
OBJECT_MOVEMENTTYPE rb ; 03
OBJECT_FLAGS1 rb ; 04
OBJECT_FLAGS2 rb ; 05
OBJECT_PALETTE rb ; 06
OBJECT_DIRECTION_WALKING rb ; 07
OBJECT_FACING rb ; 08
OBJECT_STEP_TYPE rb ; 09
OBJECT_STEP_DURATION rb ; 0a
OBJECT_ACTION rb ; 0b
OBJECT_STEP_FRAME rb ; 0c
OBJECT_FACING_STEP rb ; 0d
OBJECT_NEXT_TILE rb ; 0e
OBJECT_STANDING_TILE rb ; 0f
OBJECT_NEXT_MAP_X rb ; 10
OBJECT_NEXT_MAP_Y rb ; 11
OBJECT_MAP_X rb ; 12
OBJECT_MAP_Y rb ; 13
OBJECT_INIT_X rb ; 14
OBJECT_INIT_Y rb ; 15
OBJECT_RADIUS rb ; 16
OBJECT_SPRITE_X rb ; 17
OBJECT_SPRITE_Y rb ; 18
OBJECT_SPRITE_X_OFFSET rb ; 19
OBJECT_SPRITE_Y_OFFSET rb ; 1a
OBJECT_MOVEMENT_BYTE_INDEX rb ; 1b
OBJECT_1C rb ; 1c
OBJECT_1D rb ; 1d
OBJECT_1E rb ; 1e
OBJECT_1F rb ; 1f
OBJECT_RANGE rb ; 20
rb_skip 7
OBJECT_LENGTH EQU _RS
NUM_OBJECT_STRUCTS EQU 13 ; see wObjectStructs
; object_struct OBJECT_FACING values
OW_DOWN EQU DOWN << 2
OW_UP EQU UP << 2
OW_LEFT EQU LEFT << 2
OW_RIGHT EQU RIGHT << 2
; object_struct OBJECT_FLAGS1 bit flags
const_def
const INVISIBLE_F ; 0
const WONT_DELETE_F ; 1
const FIXED_FACING_F ; 2
const SLIDING_F ; 3
const NOCLIP_TILES_F ; 4
const MOVE_ANYWHERE_F ; 5
const NOCLIP_OBJS_F ; 6
const EMOTE_OBJECT_F ; 7
INVISIBLE EQU 1 << INVISIBLE_F
WONT_DELETE EQU 1 << WONT_DELETE_F
FIXED_FACING EQU 1 << FIXED_FACING_F
SLIDING EQU 1 << SLIDING_F
NOCLIP_TILES EQU 1 << NOCLIP_TILES_F
MOVE_ANYWHERE EQU 1 << MOVE_ANYWHERE_F
NOCLIP_OBJS EQU 1 << NOCLIP_OBJS_F
EMOTE_OBJECT EQU 1 << EMOTE_OBJECT_F
; object_struct OBJECT_FLAGS2 bit flags
const_def
const LOW_PRIORITY_F ; 0
const HIGH_PRIORITY_F ; 1
const OBJ_FLAGS2_2 ; 2
const OVERHEAD_F ; 3
const USE_OBP1_F ; 4
const FROZEN_F ; 5
const OBJ_FLAGS2_6 ; 6
const OBJ_FLAGS2_7 ; 7
LOW_PRIORITY EQU 1 << LOW_PRIORITY_F
HIGH_PRIORITY EQU 1 << HIGH_PRIORITY_F
OVERHEAD EQU 1 << OVERHEAD_F
USE_OBP1 EQU 1 << USE_OBP1_F
; object_struct OBJECT_PALETTE bit flags
const_def 5
const SWIMMING_F ; 5
const STRENGTH_BOULDER_F ; 6
const BIG_OBJECT_F ; 7
SWIMMING EQU 1 << SWIMMING_F
STRENGTH_BOULDER EQU 1 << STRENGTH_BOULDER_F
BIG_OBJECT EQU 1 << BIG_OBJECT_F
; facing attribute bit flags
RELATIVE_ATTRIBUTES_F EQU 1
ABSOLUTE_TILE_ID_F EQU 2
RELATIVE_ATTRIBUTES EQU 1 << RELATIVE_ATTRIBUTES_F
ABSOLUTE_TILE_ID EQU 1 << ABSOLUTE_TILE_ID_F
; map_object struct members (see macros/wram.asm)
rsreset
MAPOBJECT_OBJECT_STRUCT_ID rb ; 0
MAPOBJECT_SPRITE rb ; 1
MAPOBJECT_Y_COORD rb ; 2
MAPOBJECT_X_COORD rb ; 3
MAPOBJECT_MOVEMENT rb ; 4
MAPOBJECT_RADIUS rb ; 5
MAPOBJECT_HOUR rb ; 6
MAPOBJECT_TIMEOFDAY rb ; 7
MAPOBJECT_COLOR rb ; 8
MAPOBJECT_RANGE rb ; 9
MAPOBJECT_SCRIPT_POINTER rw ; a
MAPOBJECT_EVENT_FLAG rw ; c
rb_skip 2
MAPOBJECT_LENGTH EQU _RS
NUM_OBJECTS EQU 16
PLAYER_OBJECT EQU 0
; SpriteMovementData struct members (see data/sprites/map_objects.asm)
rsreset
SPRITEMOVEATTR_MOVEMENT rb ; 0
SPRITEMOVEATTR_FACING rb ; 1
SPRITEMOVEATTR_ACTION rb ; 2
SPRITEMOVEATTR_FLAGS1 rb ; 3
SPRITEMOVEATTR_FLAGS2 rb ; 4
SPRITEMOVEATTR_PALFLAGS rb ; 5
NUM_SPRITEMOVEDATA_FIELDS EQU _RS
MAPOBJECT_SCREEN_WIDTH EQU (SCREEN_WIDTH / 2) + 2
MAPOBJECT_SCREEN_HEIGHT EQU (SCREEN_HEIGHT / 2) + 2
; SpriteMovementData indexes (see data/sprites/map_objects.asm)
const_def
const SPRITEMOVEDATA_00 ; 00
const SPRITEMOVEDATA_STILL ; 01
const SPRITEMOVEDATA_WANDER ; 02
const SPRITEMOVEDATA_SPINRANDOM_SLOW ; 03
const SPRITEMOVEDATA_WALK_UP_DOWN ; 04
const SPRITEMOVEDATA_WALK_LEFT_RIGHT ; 05
const SPRITEMOVEDATA_STANDING_DOWN ; 06
const SPRITEMOVEDATA_STANDING_UP ; 07
const SPRITEMOVEDATA_STANDING_LEFT ; 08
const SPRITEMOVEDATA_STANDING_RIGHT ; 09
const SPRITEMOVEDATA_SPINRANDOM_FAST ; 0a
const SPRITEMOVEDATA_PLAYER ; 0b
const SPRITEMOVEDATA_INDEXED_1 ; 0c
const SPRITEMOVEDATA_INDEXED_2 ; 0d
const SPRITEMOVEDATA_0E ; 0e
const SPRITEMOVEDATA_0F ; 0f
const SPRITEMOVEDATA_10 ; 10
const SPRITEMOVEDATA_11 ; 11
const SPRITEMOVEDATA_12 ; 12
const SPRITEMOVEDATA_FOLLOWING ; 13
const SPRITEMOVEDATA_SCRIPTED ; 14
const SPRITEMOVEDATA_BIGDOLLSYM ; 15
const SPRITEMOVEDATA_POKEMON ; 16
const SPRITEMOVEDATA_SUDOWOODO ; 17
const SPRITEMOVEDATA_SMASHABLE_ROCK ; 18
const SPRITEMOVEDATA_STRENGTH_BOULDER ; 19
const SPRITEMOVEDATA_FOLLOWNOTEXACT ; 1a
const SPRITEMOVEDATA_SHADOW ; 1b
const SPRITEMOVEDATA_EMOTE ; 1c
const SPRITEMOVEDATA_SCREENSHAKE ; 1d
const SPRITEMOVEDATA_SPINCOUNTERCLOCKWISE ; 1e
const SPRITEMOVEDATA_SPINCLOCKWISE ; 1f
const SPRITEMOVEDATA_BIGDOLLASYM ; 20
const SPRITEMOVEDATA_BIGDOLL ; 21
const SPRITEMOVEDATA_BOULDERDUST ; 22
const SPRITEMOVEDATA_GRASS ; 23
const SPRITEMOVEDATA_SWIM_WANDER ; 24
NUM_SPRITEMOVEDATA EQU const_value
; StepFunction_FromMovement.Pointers indexes (see engine/overworld/map_objects.asm)
const_def
const SPRITEMOVEFN_00 ; 00
const SPRITEMOVEFN_RANDOM_WALK_Y ; 01
const SPRITEMOVEFN_RANDOM_WALK_X ; 02
const SPRITEMOVEFN_RANDOM_WALK_XY ; 03
const SPRITEMOVEFN_SLOW_RANDOM_SPIN ; 04
const SPRITEMOVEFN_FAST_RANDOM_SPIN ; 05
const SPRITEMOVEFN_STANDING ; 06
const SPRITEMOVEFN_OBEY_DPAD ; 07
const SPRITEMOVEFN_INDEXED_1 ; 08
const SPRITEMOVEFN_INDEXED_2 ; 09
const SPRITEMOVEFN_0A ; 0a
const SPRITEMOVEFN_0B ; 0b
const SPRITEMOVEFN_0C ; 0c
const SPRITEMOVEFN_0D ; 0d
const SPRITEMOVEFN_0E ; 0e
const SPRITEMOVEFN_FOLLOW ; 0f
const SPRITEMOVEFN_SCRIPTED ; 10
const SPRITEMOVEFN_STRENGTH ; 11
const SPRITEMOVEFN_FOLLOWNOTEXACT ; 12
const SPRITEMOVEFN_SHADOW ; 13
const SPRITEMOVEFN_EMOTE ; 14
const SPRITEMOVEFN_BIG_SNORLAX ; 15
const SPRITEMOVEFN_BOUNCE ; 16
const SPRITEMOVEFN_SCREENSHAKE ; 17
const SPRITEMOVEFN_SPIN_CLOCKWISE ; 18
const SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE ; 19
const SPRITEMOVEFN_BOULDERDUST ; 1a
const SPRITEMOVEFN_GRASS ; 1b
NUM_SPRITEMOVEFN EQU const_value
; StepTypesJumptable indexes (see engine/overworld/map_objects.asm)
const_def
const STEP_TYPE_RESET ; 00
const STEP_TYPE_FROM_MOVEMENT ; 01
const STEP_TYPE_NPC_WALK ; 02
const STEP_TYPE_SLEEP ; 03
const STEP_TYPE_STANDING ; 04
const STEP_TYPE_RESTORE ; 05
const STEP_TYPE_PLAYER_WALK ; 06
const STEP_TYPE_CONTINUE_WALK ; 07
const STEP_TYPE_NPC_JUMP ; 08
const STEP_TYPE_PLAYER_JUMP ; 09
const STEP_TYPE_TURN ; 0a
const STEP_TYPE_BUMP ; 0b
const STEP_TYPE_TELEPORT_FROM ; 0c
const STEP_TYPE_TELEPORT_TO ; 0d
const STEP_TYPE_SKYFALL ; 0e
const STEP_TYPE_STRENGTH_BOULDER ; 0f
const STEP_TYPE_GOT_BITE ; 10
const STEP_TYPE_ROCK_SMASH ; 11
const STEP_TYPE_RETURN_DIG ; 12
const STEP_TYPE_TRACKING_OBJECT ; 13
const STEP_TYPE_14 ; 14
const STEP_TYPE_SCREENSHAKE ; 15
const STEP_TYPE_16 ; 16
const STEP_TYPE_17 ; 17
const STEP_TYPE_DELETE ; 18
const STEP_TYPE_SKYFALL_TOP ; 19
NUM_STEP_TYPES EQU const_value
; ObjectActionPairPointers indexes (see engine/overworld/map_object_action.asm)
const_def
const OBJECT_ACTION_00 ; 00
const OBJECT_ACTION_STAND ; 01
const OBJECT_ACTION_STEP ; 02
const OBJECT_ACTION_BUMP ; 03
const OBJECT_ACTION_SPIN ; 04
const OBJECT_ACTION_SPIN_FLICKER ; 05
const OBJECT_ACTION_FISHING ; 06
const OBJECT_ACTION_SHADOW ; 07
const OBJECT_ACTION_EMOTE ; 08
const OBJECT_ACTION_BIG_DOLL_SYM ; 09
const OBJECT_ACTION_BOUNCE ; 0a
const OBJECT_ACTION_WEIRD_TREE ; 0b
const OBJECT_ACTION_BIG_DOLL_ASYM ; 0c
const OBJECT_ACTION_BIG_DOLL ; 0d
const OBJECT_ACTION_BOULDER_DUST ; 0e
const OBJECT_ACTION_GRASS_SHAKE ; 0f
const OBJECT_ACTION_SKYFALL ; 10
NUM_OBJECT_ACTIONS EQU const_value
; Facings indexes (see data/sprites/facings.asm)
const_def
const FACING_STEP_DOWN_0 ; 00
const FACING_STEP_DOWN_1 ; 01
const FACING_STEP_DOWN_2 ; 02
const FACING_STEP_DOWN_3 ; 03
const FACING_STEP_UP_0 ; 04
const FACING_STEP_UP_1 ; 05
const FACING_STEP_UP_2 ; 06
const FACING_STEP_UP_3 ; 07
const FACING_STEP_LEFT_0 ; 08
const FACING_STEP_LEFT_1 ; 09
const FACING_STEP_LEFT_2 ; 0a
const FACING_STEP_LEFT_3 ; 0b
const FACING_STEP_RIGHT_0 ; 0c
const FACING_STEP_RIGHT_1 ; 0d
const FACING_STEP_RIGHT_2 ; 0e
const FACING_STEP_RIGHT_3 ; 0f
const FACING_FISH_DOWN ; 10
const FACING_FISH_UP ; 11
const FACING_FISH_LEFT ; 12
const FACING_FISH_RIGHT ; 13
const FACING_EMOTE ; 14
const FACING_SHADOW ; 15
const FACING_BIG_DOLL_ASYM ; 16
const FACING_BIG_DOLL_SYM ; 17
const FACING_WEIRD_TREE_0 ; 18
const FACING_WEIRD_TREE_1 ; 19
const FACING_WEIRD_TREE_2 ; 1a
const FACING_WEIRD_TREE_3 ; 1b
const FACING_BOULDER_DUST_1 ; 1c
const FACING_BOULDER_DUST_2 ; 1d
const FACING_GRASS_1 ; 1e
const FACING_GRASS_2 ; 1f
NUM_FACINGS EQU const_value
; DoPlayerMovement.DoStep arguments (see engine/overworld/player_movement.asm)
const_def
const STEP_SLOW ; 0
const STEP_WALK ; 1
const STEP_BIKE ; 2
const STEP_LEDGE ; 3
const STEP_ICE ; 4
const STEP_TURN ; 5
const STEP_BACK_LEDGE ; 6
const STEP_WALK_IN_PLACE ; 7
NUM_STEPS EQU const_value
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