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authorDiegoisawesome <diego@domoreaweso.me>2017-12-28 03:00:15 -0600
committerDiegoisawesome <diego@domoreaweso.me>2017-12-28 03:00:15 -0600
commit1496ea3a24f188cad26ac40f5bfcc3e571f3311a (patch)
treea0b00c058bd7234b9140b4636b08016278f1b049 /include/global.fieldmap.h
parent2d04eb22abd3f60902ee1f9bc87bd510518709e3 (diff)
parent87958f2f87b9f7f6e5548d9cb2ac53c3339b78d5 (diff)
Merge branch 'master' of github.com:pret/pokeemerald
Diffstat (limited to 'include/global.fieldmap.h')
-rw-r--r--include/global.fieldmap.h45
1 files changed, 31 insertions, 14 deletions
diff --git a/include/global.fieldmap.h b/include/global.fieldmap.h
index 3e9f13523..b12febefd 100644
--- a/include/global.fieldmap.h
+++ b/include/global.fieldmap.h
@@ -299,25 +299,42 @@ enum
COLLISION_LEDGE_JUMP = 6
};
-struct PlayerAvatar /* 0x202E858 */
+// player running states
+enum
+{
+ NOT_MOVING,
+ TURN_DIRECTION, // not the same as turning! turns your avatar without moving. also known as a turn frame in some circles
+ MOVING,
+};
+
+// player tile transition states
+enum
+{
+ T_NOT_MOVING,
+ T_TILE_TRANSITION,
+ T_TILE_CENTER, // player is on a frame in which they are centered on a tile during which the player either stops or keeps their momentum and keeps going, changing direction if necessary.
+};
+
+struct PlayerAvatar
{
/*0x00*/ u8 flags;
- /*0x01*/ u8 bike;
- /*0x02*/ u8 running2;
- /*0x03*/ u8 running1;
+ /*0x01*/ u8 unk1; // used to be named bike, but its definitely not that. seems to be some transition flags
+ /*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
+ /*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning.
/*0x04*/ u8 spriteId;
/*0x05*/ u8 mapObjectId;
- /*0x06*/ u8 unk6;
+ /*0x06*/ bool8 preventStep;
/*0x07*/ u8 gender;
- u8 acroBikeState;
- u8 unk9;
- u8 bikeFrameCounter;
- u8 unkB;
- u32 unkC;
- u32 unk10;
- u8 unk14[8];
- u8 unk1C[8];
- // TODO: rest of struct
+ /*0x08*/ u8 acroBikeState; // 00 is normal, 01 is turning, 02 is standing wheelie, 03 is hopping wheelie
+ /*0x09*/ u8 newDirBackup; // during bike movement, the new direction as opposed to player's direction is backed up here.
+ /*0x0A*/ u8 bikeFrameCounter; // on the mach bike, when this value is 1, the bike is moving but not accelerating yet for 1 tile. on the acro bike, this acts as a timer for acro bike.
+ /*0x0B*/ u8 bikeSpeed;
+ // acro bike only
+ /*0x0C*/ u32 directionHistory; // up/down/left/right history is stored in each nybble, but using the field directions and not the io inputs.
+ /*0x10*/ u32 abStartSelectHistory; // same as above but for A + B + start + select only
+ // these two are timer history arrays which [0] is the active timer for acro bike. every element is backed up to the next element upon update.
+ /*0x14*/ u8 dirTimerHistory[8];
+ /*0x1C*/ u8 abStartSelectTimerHistory[8];
};
struct Camera