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-rw-r--r--engine/overworld/movement.asm69
1 files changed, 34 insertions, 35 deletions
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm
index 7f92a243..fc421c81 100644
--- a/engine/overworld/movement.asm
+++ b/engine/overworld/movement.asm
@@ -1,4 +1,4 @@
-UpdatePlayerSprite: ; 4e31 (1:4e31)
+UpdatePlayerSprite:
ld a, [wSpriteStateData2]
and a
jr z, .checkIfTextBoxInFrontOfSprite
@@ -98,7 +98,7 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
ld [wSpriteStateData2 + 7], a
ret
-UnusedReadSpriteDataFunction: ; 4ec7 (1:4ec7)
+UnusedReadSpriteDataFunction:
push bc
push af
ld a, [H_CURRENTSPRITEOFFSET]
@@ -109,7 +109,7 @@ UnusedReadSpriteDataFunction: ; 4ec7 (1:4ec7)
pop bc
ret
-UpdateNPCSprite: ; 4ed1 (1:4ed1)
+UpdateNPCSprite:
ld a, [H_CURRENTSPRITEOFFSET]
swap a
dec a
@@ -249,7 +249,7 @@ UpdateNPCSprite: ; 4ed1 (1:4ed1)
jr TryWalking
; changes facing direction by zeroing the movement delta and calling TryWalking
-ChangeFacingDirection: ; 4fc8 (1:4fc8)
+ChangeFacingDirection:
ld de, $0
; fall through
@@ -259,7 +259,7 @@ ChangeFacingDirection: ; 4fc8 (1:4fc8)
; e: X movement delta (-1, 0 or 1)
; hl: pointer to tile the sprite would walk onto
; set carry on failure, clears carry on success
-TryWalking: ; 4fcb (1:4fcb)
+TryWalking:
push hl
ld h, $c1
ld a, [H_CURRENTSPRITEOFFSET]
@@ -298,7 +298,7 @@ TryWalking: ; 4fcb (1:4fcb)
jp UpdateSpriteImage
; update the walking animation parameters for a sprite that is currently walking
-UpdateSpriteInWalkingAnimation: ; 4ffe (1:4ffe)
+UpdateSpriteInWalkingAnimation:
ld a, [H_CURRENTSPRITEOFFSET]
add $7
ld l, a
@@ -371,7 +371,7 @@ UpdateSpriteInWalkingAnimation: ; 4ffe (1:4ffe)
ret
; update delay value (c2x8) for sprites in the delayed state (c1x1)
-UpdateSpriteMovementDelay: ; 5057 (1:5057)
+UpdateSpriteMovementDelay:
ld h, $c2
ld a, [H_CURRENTSPRITEOFFSET]
add $6
@@ -392,15 +392,15 @@ UpdateSpriteMovementDelay: ; 5057 (1:5057)
inc a
ld l, a
ld [hl], $1 ; c1x1 = 1 (mark as ready to move)
-notYetMoving: ; 5073 (1:5073)
- ld h, $c1
+notYetMoving:
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $8
ld l, a
ld [hl], $0 ; c1x8 = 0 (walk animation frame)
jp UpdateSpriteImage
-MakeNPCFacePlayer: ; 507f (1:507f)
+MakeNPCFacePlayer:
; Make an NPC face the player if the player has spoken to him or her.
; Check if the behaviour of the NPC facing the player when spoken to is
@@ -408,7 +408,6 @@ MakeNPCFacePlayer: ; 507f (1:507f)
ld a, [wd72d]
bit 5, a
jr nz, notYetMoving
-
res 7, [hl]
ld a, [wPlayerDirection]
bit PLAYER_DIR_BIT_UP, a
@@ -434,7 +433,7 @@ MakeNPCFacePlayer: ; 507f (1:507f)
ld [hl], c ; c1x9: set facing direction
jr notYetMoving
-InitializeSpriteStatus: ; 50ad (1:50ad)
+InitializeSpriteStatus:
ld [hl], $1 ; $c1x1: set movement status to ready
inc l
ld [hl], $ff ; $c1x2: set sprite image to $ff (invisible/off screen)
@@ -449,8 +448,8 @@ InitializeSpriteStatus: ; 50ad (1:50ad)
ret
; calculates the spprite's scrren position form its map position and the player position
-InitializeSpriteScreenPosition: ; 50bd (1:50bd)
- ld h, $c2
+InitializeSpriteScreenPosition:
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a
@@ -485,12 +484,12 @@ Func_515D: ; 515D (1:515D)
ret
; tests if sprite is off screen or otherwise unable to do anything
-CheckSpriteAvailability: ; 50dc (1:50dc)
+CheckSpriteAvailability:
predef IsObjectHidden
ld a, [$ffe5]
and a
jp nz, .spriteInvisible
- ld h, $c2
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $6
ld l, a
@@ -538,7 +537,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
cp d
jr c, .spriteVisible ; standing on tile with ID >=$60 (top right tile)
.spriteInvisible
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $2
ld l, a
@@ -566,7 +565,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
.done
ret
-UpdateSpriteImage: ; 5157 (1:5157)
+UpdateSpriteImage:
ld h, $c1
ld a, [H_CURRENTSPRITEOFFSET]
add $8
@@ -591,8 +590,8 @@ UpdateSpriteImage: ; 5157 (1:5157)
; d: Y movement delta (-1, 0 or 1)
; e: X movement delta (-1, 0 or 1)
; set carry on failure, clears carry on success
-CanWalkOntoTile: ; 516e (1:516e)
- ld h, $c2
+CanWalkOntoTile:
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $6
ld l, a
@@ -603,9 +602,9 @@ CanWalkOntoTile: ; 516e (1:516e)
and a
ret
.notScripted
- ld a, [wTileSetCollisionPtr]
+ ld a, [wTilesetCollisionPtr]
ld l, a
- ld a, [wTileSetCollisionPtr+1]
+ ld a, [wTilesetCollisionPtr+1]
ld h, a
.tilePassableLoop
ld a, [hli]
@@ -620,7 +619,7 @@ CanWalkOntoTile: ; 516e (1:516e)
ld a, [hl] ; $c2x6 (movement byte 1)
inc a
jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a
@@ -639,14 +638,14 @@ CanWalkOntoTile: ; 516e (1:516e)
call DetectCollisionBetweenSprites
pop bc
pop de
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $c
ld l, a
ld a, [hl] ; c1xc (directions in which sprite collision would occur)
and b ; check against chosen direction (1,2,4 or 8)
jr nz, .impassable ; collision between sprites, don't go there
- ld h, $c2
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $2
ld l, a
@@ -702,8 +701,8 @@ CanWalkOntoTile: ; 516e (1:516e)
; calculates the tile pointer pointing to the tile the current sprite stancs on
; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
; hl: output pointer
-GetTileSpriteStandsOn: ; 5207 (1:5207)
- ld h, $c1
+GetTileSpriteStandsOn:
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a
@@ -731,7 +730,7 @@ GetTileSpriteStandsOn: ; 5207 (1:5207)
ret
; loads [de+a] into a
-LoadDEPlusA: ; 522f (1:522f)
+LoadDEPlusA:
add e
ld e, a
jr nc, .noCarry
@@ -740,7 +739,7 @@ LoadDEPlusA: ; 522f (1:522f)
ld a, [de]
ret
-DoScriptedNPCMovement: ; 5236 (1:5236)
+DoScriptedNPCMovement:
; This is an alternative method of scripting an NPC's movement and is only used
; a few times in the game. It is used when the NPC and player must walk together
; in sync, such as when the player is following the NPC somewhere. An NPC can't
@@ -811,23 +810,23 @@ DoScriptedNPCMovement: ; 5236 (1:5236)
inc [hl]
ret
-InitScriptedNPCMovement: ; 52a6 (1:52a6)
+InitScriptedNPCMovement:
xor a
ld [wNPCMovementDirections2Index], a
ld a, 8
ld [wScriptedNPCWalkCounter], a
jp AnimScriptedNPCMovement
-GetSpriteScreenYPointer: ; 52b2 (1:52b2)
+GetSpriteScreenYPointer:
ld a, $4
ld b, a
jr GetSpriteScreenXYPointerCommon
-GetSpriteScreenXPointer: ; 52b7 (1:52b7)
+GetSpriteScreenXPointer:
ld a, $6
ld b, a
-GetSpriteScreenXYPointerCommon: ; 52ba (1:52ba)
+GetSpriteScreenXYPointerCommon:
ld hl, wSpriteStateData1
ld a, [H_CURRENTSPRITEOFFSET]
add l
@@ -835,7 +834,7 @@ GetSpriteScreenXYPointerCommon: ; 52ba (1:52ba)
ld l, a
ret
-AnimScriptedNPCMovement: ; 52c3 (1:52c3)
+AnimScriptedNPCMovement:
ld hl, wSpriteStateData2
ld a, [H_CURRENTSPRITEOFFSET]
add $e
@@ -874,7 +873,7 @@ AnimScriptedNPCMovement: ; 52c3 (1:52c3)
ld [hl], a
ret
-AdvanceScriptedNPCAnimFrameCounter: ; 5301 (1:5301)
+AdvanceScriptedNPCAnimFrameCounter:
ld a, [H_CURRENTSPRITEOFFSET]
add $7
ld l, a