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-rwxr-xr-xengine/overworld/player_animations.asm115
1 files changed, 65 insertions, 50 deletions
diff --git a/engine/overworld/player_animations.asm b/engine/overworld/player_animations.asm
index d68e4e57..98ea466d 100755
--- a/engine/overworld/player_animations.asm
+++ b/engine/overworld/player_animations.asm
@@ -1,5 +1,5 @@
EnterMapAnim: ; 70510 (1c:4510)
- call InitFacingDirectionBuffer
+ call InitFacingDirectionList
ld a, $ec
ld [wSpriteStateData1 + 4], a ; player's sprite Y screen position
call Delay3
@@ -32,7 +32,7 @@ EnterMapAnim: ; 70510 (1c:4510)
ld a, $8
ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayEndValue
ld [hl], $ff ; wPlayerSpinInPlaceAnimSoundID
- ld hl, wcd48
+ ld hl, wFacingDirectionList
call PlayerSpinInPlace
.restoreDefaultMusic
call PlayDefaultMusic
@@ -91,7 +91,7 @@ PlayerSpinWhileMovingDown: ; 705aa (1c:45aa)
jp PlayerSpinWhileMovingUpOrDown
_LeaveMapAnim: ; 705ba (1c:45ba)
- call InitFacingDirectionBuffer
+ call InitFacingDirectionList
call IsPlayerStandingOnWarpPadOrHole
ld a, b
and a
@@ -134,7 +134,7 @@ _LeaveMapAnim: ; 705ba (1c:45ba)
xor a
ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayEndValue
ld [hl], (SFX_02_4d - SFX_Headers_02) / 3 ; wPlayerSpinInPlaceAnimSoundID
- ld hl, wcd48
+ ld hl, wFacingDirectionList
call PlayerSpinInPlace
jr .spinWhileMovingUp
.flyAnimation
@@ -214,7 +214,7 @@ LeaveMapThroughHoleAnim: ; 7067d (1c:467d)
ld [wOAMBuffer + 1 * 4], a
ld c, 2
call DelayFrames
- ; hide lower half of player's sprite
+ ; hide upper half of player's sprite
ld a, $a0
ld [wOAMBuffer + 2 * 4], a
ld [wOAMBuffer + 3 * 4], a
@@ -231,7 +231,7 @@ DoFlyAnimation: ; 706ae (1c:46ae)
call Delay3
ld a, [wFlyAnimUsingCoordList]
cp $ff
- jr z, .asm_706cd
+ jr z, .skipCopyingCoords ; if the bird is flapping its wings in place
ld hl, wSpriteStateData1 + 4
ld a, [de]
inc de
@@ -240,7 +240,7 @@ DoFlyAnimation: ; 706ae (1c:46ae)
ld a, [de]
inc de
ld [hl], a
-.asm_706cd
+.skipCopyingCoords
ld a, [wFlyAnimCounter]
dec a
ld [wFlyAnimCounter], a
@@ -252,22 +252,23 @@ LoadBirdSpriteGraphics: ; 706d7 (1c:46d7)
ld hl, vNPCSprites
ld bc, (BANK(BirdSprite) << 8) + $0c
call CopyVideoData
- ld de, BirdSprite + $c0 ; moving amination sprite
+ ld de, BirdSprite + $c0 ; moving animation sprite
ld hl, vNPCSprites2
ld bc, (BANK(BirdSprite) << 8) + $0c
jp CopyVideoData
-InitFacingDirectionBuffer: ; 706ef (1c:46ef)
+InitFacingDirectionList: ; 706ef (1c:46ef)
ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images)
- ld [wcd50], a
+ ld [wSavedPlayerFacingDirection], a
ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position
- ld [wcd4f], a
+ ld [wSavedPlayerScreenY], a
ld hl, PlayerSpinningFacingOrder
- ld de, wcd48
- ld bc, $4
+ ld de, wFacingDirectionList
+ ld bc, 4
call CopyData
ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images)
- ld hl, wcd48
+ ld hl, wFacingDirectionList
+; find the place in the list that matches the current facing direction
.loop
cp [hl]
inc hl
@@ -281,15 +282,16 @@ PlayerSpinningFacingOrder: ; 70713 (1c:4713)
db SPRITE_FACING_DOWN, SPRITE_FACING_LEFT, SPRITE_FACING_UP, SPRITE_FACING_RIGHT
SpinPlayerSprite: ; 70717 (1c:4717)
+; copy the current value from the list into the sprite data and rotate the list
ld a, [hl]
ld [wSpriteStateData1 + 2], a ; player's sprite facing direction (image index is locked to standing images)
push hl
- ld hl, wcd48
- ld de, wcd47
- ld bc, $4
+ ld hl, wFacingDirectionList
+ ld de, wFacingDirectionList - 1
+ ld bc, 4
call CopyData
- ld a, [wcd47]
- ld [wcd4b], a
+ ld a, [wFacingDirectionList - 1]
+ ld [wFacingDirectionList + 3], a
pop hl
ret
@@ -298,11 +300,12 @@ PlayerSpinInPlace: ; 70730 (1c:4730)
ld a, [wPlayerSpinInPlaceAnimFrameDelay]
ld c, a
and $3
- jr nz, .asm_70743
+ jr nz, .skipPlayingSound
+; when the last delay was a multiple of 4, play a sound if there is one
ld a, [wPlayerSpinInPlaceAnimSoundID]
cp $ff
call nz, PlaySound
-.asm_70743
+.skipPlayingSound
ld a, [wPlayerSpinInPlaceAnimFrameDelayDelta]
add c
ld [wPlayerSpinInPlaceAnimFrameDelay], a
@@ -330,9 +333,9 @@ PlayerSpinWhileMovingUpOrDown: ; 70755 (1c:4755)
jr PlayerSpinWhileMovingUpOrDown
RestoreFacingDirectionAndYScreenPos: ; 70772 (1c:4772)
- ld a, [wcd4f]
+ ld a, [wSavedPlayerScreenY]
ld [wSpriteStateData1 + 4], a
- ld a, [wcd50]
+ ld a, [wSavedPlayerFacingDirection]
ld [wSpriteStateData1 + 2], a
ret
@@ -378,11 +381,11 @@ IsPlayerStandingOnWarpPadOrHole: ; 70787 (1c:4787)
db INTERIOR, $55, 1 ; warp pad
db $FF
-Func_707b6: ; 707b6 (1c:47b6)
+FishingAnim: ; 707b6 (1c:47b6)
ld c, 10
call DelayFrames
ld hl, wd736
- set 6, [hl]
+ set 6, [hl] ; reserve the last 4 OAM entries
ld de, RedSprite
ld hl, vNPCSprites
ld bc, (BANK(RedSprite) << 8) + $0c
@@ -393,55 +396,67 @@ Func_707b6: ; 707b6 (1c:47b6)
ld a, [wSpriteStateData1 + 2]
ld c, a
ld b, $0
- ld hl, FishingRodGfxProperties
+ ld hl, FishingRodOAM
add hl, bc
ld de, wOAMBuffer + $9c
ld bc, $4
call CopyData
ld c, 100
call DelayFrames
- ld a, [wWhichTrade]
+ ld a, [wRodResponse]
and a
ld hl, NoNibbleText
- jr z, .asm_70836
+ jr z, .done
cp $2
ld hl, NothingHereText
- jr z, .asm_70836
- ld b, $a
-.asm_707fe
- ld hl, wSpriteStateData1 + 4
- call Func_70842
+ jr z, .done
+
+; there was a bite
+
+; shake the player's sprite vertically
+ ld b, 10
+.loop
+ ld hl, wSpriteStateData1 + 4 ; player's sprite Y screen position
+ call .ShakePlayerSprite
ld hl, wOAMBuffer + $9c
- call Func_70842
+ call .ShakePlayerSprite
call Delay3
dec b
- jr nz, .asm_707fe
- ld a, [wSpriteStateData1 + 2]
- cp $4
- jr nz, .asm_7081c
+ jr nz, .loop
+
+; If the player is facing up, hide the fishing rod so it doesn't overlap with
+; the exclamation bubble that will be shown next.
+ ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction
+ cp SPRITE_FACING_UP
+ jr nz, .skipHidingFishingRod
ld a, $a0
ld [wOAMBuffer + $9c], a
-.asm_7081c
- ld hl, wcd4f
+
+.skipHidingFishingRod
+ ld hl, wEmotionBubbleSpriteIndex
xor a
- ld [hli], a
- ld [hl], a
+ ld [hli], a ; player's sprite
+ ld [hl], a ; EXCLAMATION_BUBBLE
predef EmotionBubble
- ld a, [wSpriteStateData1 + 2]
- cp $4
- jr nz, .asm_70833
+
+; If the player is facing up, unhide the fishing rod.
+ ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction
+ cp SPRITE_FACING_UP
+ jr nz, .skipUnhidingFishingRod
ld a, $44
ld [wOAMBuffer + $9c], a
-.asm_70833
+
+.skipUnhidingFishingRod
ld hl, ItsABiteText
-.asm_70836
+
+.done
call PrintText
ld hl, wd736
- res 6, [hl]
+ res 6, [hl] ; unreserve the last 4 OAM entries
call LoadFontTilePatterns
ret
-Func_70842: ; 70842 (1c:4842)
+.ShakePlayerSprite
ld a, [hl]
xor $1
ld [hl], a
@@ -459,7 +474,7 @@ ItsABiteText: ; 70851 (1c:4851)
TX_FAR _ItsABiteText
db "@"
-FishingRodGfxProperties: ; 70856 (1c:4856)
+FishingRodOAM: ; 70856 (1c:4856)
; specifies how the fishing rod should be drawn on the screen
; first byte = screen y coordinate
; second byte = screen x coordinate