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authorU-Daniel-PC\Daniel <corrnondacqb@yahoo.com>2015-07-03 14:37:53 -0500
committerU-Daniel-PC\Daniel <corrnondacqb@yahoo.com>2015-07-03 14:37:53 -0500
commitcd649184f556db777d592671a7274bfa4a8423d7 (patch)
treedca56b6c0accb03b4256268faaee2705d373b933 /engine/overworld/movement.asm
parentae420a4d8f24d4c4290b7b2e7ccc02f363272548 (diff)
Rename/organize part 1 of 4
rename functions, clean up address/wram comments, other misc only broken up so that all changes are viewable on github
Diffstat (limited to 'engine/overworld/movement.asm')
-rw-r--r--engine/overworld/movement.asm20
1 files changed, 10 insertions, 10 deletions
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm
index c4482700..75b4f3ea 100644
--- a/engine/overworld/movement.asm
+++ b/engine/overworld/movement.asm
@@ -22,7 +22,7 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
.lowerLeftTileIsMapTile
call DetectCollisionBetweenSprites
ld h, $c1
- ld a, [wWalkCounter] ; wcfc5
+ ld a, [wWalkCounter]
and a
jr nz, .asm_4e90
ld a, [wd528]
@@ -108,7 +108,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
swap a
dec a
add a
- ld hl, W_MAPSPRITEDATA ; wd4e4
+ ld hl, W_MAPSPRITEDATA
add l
ld l, a
ld a, [hl] ; read movement byte 2
@@ -138,7 +138,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
jp z, UpdateSpriteMovementDelay ; c1x1 == 2
cp $3
jp z, UpdateSpriteInWalkingAnimation ; c1x1 == 3
- ld a, [wWalkCounter] ; wcfc5
+ ld a, [wWalkCounter]
and a
ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
call InitializeSpriteScreenPosition
@@ -212,7 +212,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
cp $2
jr z, .moveRight ; movement byte 2 = $2 only allows left or right
.moveUp
- ld de, -2*20 ; $ffd8
+ ld de, -2*20
add hl, de ; move tile pointer two rows up
ld de, $ff00
ld bc, $804
@@ -440,7 +440,7 @@ InitializeSpriteScreenPosition: ; 50bd (1:50bd)
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a
- ld a, [W_YCOORD] ; wd361
+ ld a, [W_YCOORD]
ld b, a
ld a, [hl] ; c2x4 (Y position + 4)
sub b ; relative to player position
@@ -449,7 +449,7 @@ InitializeSpriteScreenPosition: ; 50bd (1:50bd)
dec h
ld [hli], a ; c1x4 (screen Y position)
inc h
- ld a, [W_XCOORD] ; wd362
+ ld a, [W_XCOORD]
ld b, a
ld a, [hli] ; c2x6 (X position + 4)
sub b ; relative to player position
@@ -475,7 +475,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
add $4
ld l, a
ld b, [hl] ; c2x4: Y pos (+4)
- ld a, [W_YCOORD] ; wd361
+ ld a, [W_YCOORD]
cp b
jr z, .skipYVisibilityTest
jr nc, .spriteInvisible ; above screen region
@@ -485,7 +485,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
.skipYVisibilityTest
inc l
ld b, [hl] ; c2x5: X pos (+4)
- ld a, [W_XCOORD] ; wd362
+ ld a, [W_XCOORD]
cp b
jr z, .skipXVisibilityTest
jr nc, .spriteInvisible ; left of screen region
@@ -503,7 +503,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
ld a, [hld]
cp d
jr nc, .spriteInvisible ; standing on tile with ID >=$60 (bottom right tile)
- ld bc, -20 ; $ffec
+ ld bc, -20
add hl, bc ; go back one row of tiles
ld a, [hli]
cp d
@@ -521,7 +521,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
jr .done
.spriteVisible
ld c, a
- ld a, [wWalkCounter] ; wcfc5
+ ld a, [wWalkCounter]
and a
jr nz, .done ; if player is currently walking, we're done
call UpdateSpriteImage