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authorYamaArashi <shadow962@live.com>2016-06-11 17:30:20 -0700
committerGitHub <noreply@github.com>2016-06-11 17:30:20 -0700
commit7e12ca56a8d04d33f3945bb5b981c311fcdd44ef (patch)
tree8a61aee33d6b47e960dc71dbb89c096622bbdc95 /engine/overworld/movement.asm
parentd8dae96f35222ababb9688ce2aed3292515f8ca2 (diff)
parent7f34e28f242ee4d0caba0bd96b040811dcb86c50 (diff)
Merge pull request #133 from YamaArashi/master
Remove address comments
Diffstat (limited to 'engine/overworld/movement.asm')
-rw-r--r--engine/overworld/movement.asm46
1 files changed, 23 insertions, 23 deletions
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm
index 2af2e518..e60f820a 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
@@ -392,7 +392,7 @@ UpdateSpriteMovementDelay: ; 5057 (1:5057)
inc a
ld l, a
ld [hl], $1 ; c1x1 = 1 (mark as ready to move)
-notYetMoving: ; 5073 (1:5073)
+notYetMoving:
ld h, $c1
ld a, [H_CURRENTSPRITEOFFSET]
add $8
@@ -400,7 +400,7 @@ notYetMoving: ; 5073 (1:5073)
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
@@ -434,7 +434,7 @@ 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)
@@ -448,7 +448,7 @@ InitializeSpriteStatus: ; 50ad (1:50ad)
ret
; calculates the spprite's scrren position form its map position and the player position
-InitializeSpriteScreenPosition: ; 50bd (1:50bd)
+InitializeSpriteScreenPosition:
ld h, $c2
ld a, [H_CURRENTSPRITEOFFSET]
add $4
@@ -472,7 +472,7 @@ InitializeSpriteScreenPosition: ; 50bd (1:50bd)
ret
; tests if sprite is off screen or otherwise unable to do anything
-CheckSpriteAvailability: ; 50dc (1:50dc)
+CheckSpriteAvailability:
predef IsObjectHidden
ld a, [$ffe5]
and a
@@ -553,7 +553,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
.done
ret
-UpdateSpriteImage: ; 5157 (1:5157)
+UpdateSpriteImage:
ld h, $c1
ld a, [H_CURRENTSPRITEOFFSET]
add $8
@@ -578,7 +578,7 @@ 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)
+CanWalkOntoTile:
ld h, $c2
ld a, [H_CURRENTSPRITEOFFSET]
add $6
@@ -689,7 +689,7 @@ 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)
+GetTileSpriteStandsOn:
ld h, $c1
ld a, [H_CURRENTSPRITEOFFSET]
add $4
@@ -718,7 +718,7 @@ GetTileSpriteStandsOn: ; 5207 (1:5207)
ret
; loads [de+a] into a
-LoadDEPlusA: ; 522f (1:522f)
+LoadDEPlusA:
add e
ld e, a
jr nc, .noCarry
@@ -727,7 +727,7 @@ 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
@@ -798,23 +798,23 @@ 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
@@ -822,7 +822,7 @@ GetSpriteScreenXYPointerCommon: ; 52ba (1:52ba)
ld l, a
ret
-AnimScriptedNPCMovement: ; 52c3 (1:52c3)
+AnimScriptedNPCMovement:
ld hl, wSpriteStateData2
ld a, [H_CURRENTSPRITEOFFSET]
add $e
@@ -861,7 +861,7 @@ AnimScriptedNPCMovement: ; 52c3 (1:52c3)
ld [hl], a
ret
-AdvanceScriptedNPCAnimFrameCounter: ; 5301 (1:5301)
+AdvanceScriptedNPCAnimFrameCounter:
ld a, [H_CURRENTSPRITEOFFSET]
add $7
ld l, a