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authordannye <corrnondacqb@yahoo.com>2016-07-18 01:32:24 -0500
committerdannye <corrnondacqb@yahoo.com>2016-07-18 01:32:24 -0500
commit7c01509b6b69b4dc33f5d739589d50f26ffd65b0 (patch)
tree89b4000a56c9e3d942666639c83416100f360f88 /engine/overworld/movement.asm
parent80bae03975a84dadf080c79f52216866dd410cf8 (diff)
parentfc474c8ee740acbe662b06db0d9cab8edc6680e9 (diff)
Merge branch 'master' of https://github.com/pret/pokered
Diffstat (limited to 'engine/overworld/movement.asm')
-rw-r--r--engine/overworld/movement.asm23
1 files changed, 11 insertions, 12 deletions
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm
index e60f820a..6d05859e 100644
--- a/engine/overworld/movement.asm
+++ b/engine/overworld/movement.asm
@@ -393,7 +393,7 @@ UpdateSpriteMovementDelay:
ld l, a
ld [hl], $1 ; c1x1 = 1 (mark as ready to move)
notYetMoving:
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $8
ld l, a
@@ -408,7 +408,6 @@ MakeNPCFacePlayer:
ld a, [wd72d]
bit 5, a
jr nz, notYetMoving
-
res 7, [hl]
ld a, [wPlayerDirection]
bit PLAYER_DIR_BIT_UP, a
@@ -449,7 +448,7 @@ InitializeSpriteStatus:
; calculates the spprite's scrren position form its map position and the player position
InitializeSpriteScreenPosition:
- ld h, $c2
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a
@@ -477,7 +476,7 @@ CheckSpriteAvailability:
ld a, [$ffe5]
and a
jp nz, .spriteInvisible
- ld h, $c2
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $6
ld l, a
@@ -525,7 +524,7 @@ CheckSpriteAvailability:
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
@@ -579,7 +578,7 @@ UpdateSpriteImage:
; e: X movement delta (-1, 0 or 1)
; set carry on failure, clears carry on success
CanWalkOntoTile:
- ld h, $c2
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $6
ld l, a
@@ -590,9 +589,9 @@ CanWalkOntoTile:
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]
@@ -607,7 +606,7 @@ CanWalkOntoTile:
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
@@ -626,14 +625,14 @@ CanWalkOntoTile:
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
@@ -690,7 +689,7 @@ CanWalkOntoTile:
; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
; hl: output pointer
GetTileSpriteStandsOn:
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a