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authorSatoMew <SatoMew@users.noreply.github.com>2020-11-29 22:07:26 +0000
committerSatoMew <SatoMew@users.noreply.github.com>2020-11-29 22:07:26 +0000
commit3756ec6dd94daf1ea5826f9bd9e30e00087f242f (patch)
tree6f18c63a620e3f714755bda93b9d3215a4f20e34
parent083cb38e33891d58158762ac2580bd3b62fcdaec (diff)
Improve new constants and comment based on feedback
-rw-r--r--constants/map_data_constants.asm14
-rw-r--r--data/tilesets/tileset_headers.asm48
-rw-r--r--hram.asm8
3 files changed, 35 insertions, 35 deletions
diff --git a/constants/map_data_constants.asm b/constants/map_data_constants.asm
index bd55f753..605e7013 100644
--- a/constants/map_data_constants.asm
+++ b/constants/map_data_constants.asm
@@ -4,13 +4,13 @@ MAP_BORDER EQU 3
; connection directions
const_def
- shift_const EAST ; 1
- shift_const WEST ; 2
- shift_const SOUTH ; 4
- shift_const NORTH ; 8
+ shift_const EAST ; 1
+ shift_const WEST ; 2
+ shift_const SOUTH ; 4
+ shift_const NORTH ; 8
; flower and water tile animations
const_def
- const STATIC_FLOWERS_WATER ; 0
- const STATIC_FLOWERS_ANIMATED_WATER ; 1
- const ANIMATED_FLOWERS_WATER ; 2
+ const TILEANIM_NONE ; 0
+ const TILEANIM_WATER ; 1
+ const TILEANIM_WATER_FLOWER ; 2
diff --git a/data/tilesets/tileset_headers.asm b/data/tilesets/tileset_headers.asm
index 5c60a55d..c241eb71 100644
--- a/data/tilesets/tileset_headers.asm
+++ b/data/tilesets/tileset_headers.asm
@@ -8,27 +8,27 @@ ENDM
Tilesets:
; block, gfx, coll, 3 counter tiles, grass tile, permission
- tileset Overworld_Block, Overworld_GFX, Overworld_Coll, $FF,$FF,$FF, $52, ANIMATED_FLOWERS_WATER
- tileset RedsHouse1_Block, RedsHouse1_GFX, RedsHouse1_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Mart_Block, Mart_GFX, Mart_Coll, $18,$19,$1E, $FF, STATIC_FLOWERS_WATER
- tileset Forest_Block, Forest_GFX, Forest_Coll, $FF,$FF,$FF, $20, STATIC_FLOWERS_ANIMATED_WATER
- tileset RedsHouse2_Block, RedsHouse2_GFX, RedsHouse2_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Dojo_Block, Dojo_GFX, Dojo_Coll, $3A,$FF,$FF, $FF, ANIMATED_FLOWERS_WATER
- tileset Pokecenter_Block, Pokecenter_GFX, Pokecenter_Coll, $18,$19,$1E, $FF, STATIC_FLOWERS_WATER
- tileset Gym_Block, Gym_GFX, Gym_Coll, $3A,$FF,$FF, $FF, ANIMATED_FLOWERS_WATER
- tileset House_Block, House_GFX, House_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
- tileset ForestGate_Block, ForestGate_GFX, ForestGate_Coll, $17,$32,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Museum_Block, Museum_GFX, Museum_Coll, $17,$32,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Underground_Block, Underground_GFX, Underground_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Gate_Block, Gate_GFX, Gate_Coll, $17,$32,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Ship_Block, Ship_GFX, Ship_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
- tileset ShipPort_Block, ShipPort_GFX, ShipPort_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
- tileset Cemetery_Block, Cemetery_GFX, Cemetery_Coll, $12,$FF,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Interior_Block, Interior_GFX, Interior_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Cavern_Block, Cavern_GFX, Cavern_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
- tileset Lobby_Block, Lobby_GFX, Lobby_Coll, $15,$36,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Mansion_Block, Mansion_GFX, Mansion_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Lab_Block, Lab_GFX, Lab_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Club_Block, Club_GFX, Club_Coll, $07,$17,$FF, $FF, STATIC_FLOWERS_WATER
- tileset Facility_Block, Facility_GFX, Facility_Coll, $12,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
- tileset Plateau_Block, Plateau_GFX, Plateau_Coll, $FF,$FF,$FF, $45, STATIC_FLOWERS_ANIMATED_WATER
+ tileset Overworld_Block, Overworld_GFX, Overworld_Coll, $FF,$FF,$FF, $52, TILEANIM_WATER_FLOWER
+ tileset RedsHouse1_Block, RedsHouse1_GFX, RedsHouse1_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
+ tileset Mart_Block, Mart_GFX, Mart_Coll, $18,$19,$1E, $FF, TILEANIM_NONE
+ tileset Forest_Block, Forest_GFX, Forest_Coll, $FF,$FF,$FF, $20, TILEANIM_WATER
+ tileset RedsHouse2_Block, RedsHouse2_GFX, RedsHouse2_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
+ tileset Dojo_Block, Dojo_GFX, Dojo_Coll, $3A,$FF,$FF, $FF, TILEANIM_WATER_FLOWER
+ tileset Pokecenter_Block, Pokecenter_GFX, Pokecenter_Coll, $18,$19,$1E, $FF, TILEANIM_NONE
+ tileset Gym_Block, Gym_GFX, Gym_Coll, $3A,$FF,$FF, $FF, TILEANIM_WATER_FLOWER
+ tileset House_Block, House_GFX, House_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
+ tileset ForestGate_Block, ForestGate_GFX, ForestGate_Coll, $17,$32,$FF, $FF, TILEANIM_NONE
+ tileset Museum_Block, Museum_GFX, Museum_Coll, $17,$32,$FF, $FF, TILEANIM_NONE
+ tileset Underground_Block, Underground_GFX, Underground_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
+ tileset Gate_Block, Gate_GFX, Gate_Coll, $17,$32,$FF, $FF, TILEANIM_NONE
+ tileset Ship_Block, Ship_GFX, Ship_Coll, $FF,$FF,$FF, $FF, TILEANIM_WATER
+ tileset ShipPort_Block, ShipPort_GFX, ShipPort_Coll, $FF,$FF,$FF, $FF, TILEANIM_WATER
+ tileset Cemetery_Block, Cemetery_GFX, Cemetery_Coll, $12,$FF,$FF, $FF, TILEANIM_NONE
+ tileset Interior_Block, Interior_GFX, Interior_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
+ tileset Cavern_Block, Cavern_GFX, Cavern_Coll, $FF,$FF,$FF, $FF, TILEANIM_WATER
+ tileset Lobby_Block, Lobby_GFX, Lobby_Coll, $15,$36,$FF, $FF, TILEANIM_NONE
+ tileset Mansion_Block, Mansion_GFX, Mansion_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
+ tileset Lab_Block, Lab_GFX, Lab_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
+ tileset Club_Block, Club_GFX, Club_Coll, $07,$17,$FF, $FF, TILEANIM_NONE
+ tileset Facility_Block, Facility_GFX, Facility_Coll, $12,$FF,$FF, $FF, TILEANIM_WATER
+ tileset Plateau_Block, Plateau_GFX, Plateau_Coll, $FF,$FF,$FF, $45, TILEANIM_WATER
diff --git a/hram.asm b/hram.asm
index f3567cd9..1d981ee6 100644
--- a/hram.asm
+++ b/hram.asm
@@ -277,10 +277,10 @@ hFrameCounter:: db ; decremented every V-blank (used for delays)
; you can detect that the V-blank handler has run since then.
hVBlankOccurred:: db
-; Controls whether flower and water tiles are animated.
-; 00 = flowers and water are static (breaks Surf)
-; 01 = flowers are static, water is animated
-; 02 = flowers and water are animated
+; Controls which tiles are animated.
+; 0 = no animations (breaks Surf)
+; 1 = water tile $14 is animated
+; 2 = water tile $14 and flower tile $03 are animated
hTileAnimations:: db
hMovingBGTilesCounter1:: db