summaryrefslogtreecommitdiff
path: root/engine
diff options
context:
space:
mode:
authorRangi <remy.oukaour+rangi42@gmail.com>2020-08-17 14:22:27 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2020-08-17 14:22:27 -0400
commitf82097b8949c490cd09355dc6d8fee5598498bd4 (patch)
tree69309ea07172ab70b2477cb93993afa7128fc3c8 /engine
parent3b003960d413090cb1f68da61399e186ea5716bd (diff)
Identify some map object related constants
Diffstat (limited to 'engine')
-rw-r--r--engine/overworld/movement.asm82
-rwxr-xr-xengine/slots/game_corner_slots.asm6
2 files changed, 44 insertions, 44 deletions
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm
index 61bcf02f..2fb8c384 100644
--- a/engine/overworld/movement.asm
+++ b/engine/overworld/movement.asm
@@ -93,9 +93,9 @@ UpdatePlayerSprite:
ld c, a
ld a, [wGrassTile]
cp c
- ld a, $0
+ ld a, 0
jr nz, .next2
- ld a, $80
+ ld a, OAM_BEHIND_BG
.next2
ld [wSpritePlayerStateData2GrassPriority], a
ret
@@ -150,15 +150,15 @@ UpdateNPCSprite:
and a
ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
call InitializeSpriteScreenPosition
- ld h, $c2
+ ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
inc a
- jr z, .randomMovement ; value $FF
+ jr z, .randomMovement ; value STAY
inc a
- jr z, .randomMovement ; value $FE
+ jr z, .randomMovement ; value WALK
; scripted movement
dec a
ld [hl], a ; increment movement byte 1 (movement data index)
@@ -184,7 +184,7 @@ UpdateNPCSprite:
.next
cp WALK
jr nz, .determineDirection
-; current NPC movement data is $fe. this seems buggy
+; current NPC movement data is WALK ($fe). this seems buggy
ld [hl], $1 ; set movement byte 1 to $1
ld de, wNPCMovementDirections
call LoadDEPlusA ; a = [wNPCMovementDirections + $fe] (?)
@@ -195,20 +195,20 @@ UpdateNPCSprite:
.determineDirection
ld b, a
ld a, [wCurSpriteMovement2]
- cp $d0
- jr z, .moveDown ; movement byte 2 = $d0 forces down
- cp $d1
- jr z, .moveUp ; movement byte 2 = $d1 forces up
- cp $d2
- jr z, .moveLeft ; movement byte 2 = $d2 forces left
- cp $d3
- jr z, .moveRight ; movement byte 2 = $d3 forces right
+ cp DOWN
+ jr z, .moveDown
+ cp UP
+ jr z, .moveUp
+ cp LEFT
+ jr z, .moveLeft
+ cp RIGHT
+ jr z, .moveRight
ld a, b
- cp $40 ; a < $40: down (or left)
+ cp NPC_MOVEMENT_UP ; NPC_MOVEMENT_DOWN <= a < NPC_MOVEMENT_UP: down (or left)
jr nc, .notDown
ld a, [wCurSpriteMovement2]
- cp $2
- jr z, .moveLeft ; movement byte 2 = $2 only allows left or right
+ cp LEFT_RIGHT
+ jr z, .moveLeft
.moveDown
ld de, 2*SCREEN_WIDTH
add hl, de ; move tile pointer two rows down
@@ -216,11 +216,11 @@ UpdateNPCSprite:
lb bc, 4, SPRITE_FACING_DOWN
jr TryWalking
.notDown
- cp $80 ; $40 <= a < $80: up (or right)
+ cp NPC_MOVEMENT_LEFT ; NPC_MOVEMENT_UP <= a < NPC_MOVEMENT_LEFT: up (or right)
jr nc, .notUp
ld a, [wCurSpriteMovement2]
- cp $2
- jr z, .moveRight ; movement byte 2 = $2 only allows left or right
+ cp LEFT_RIGHT
+ jr z, .moveRight
.moveUp
ld de, -2*SCREEN_WIDTH
add hl, de ; move tile pointer two rows up
@@ -228,21 +228,21 @@ UpdateNPCSprite:
lb bc, 8, SPRITE_FACING_UP
jr TryWalking
.notUp
- cp $c0 ; $80 <= a < $c0: left (or up)
+ cp NPC_MOVEMENT_RIGHT ; NPC_MOVEMENT_LEFT <= a < NPC_MOVEMENT_RIGHT: left (or up)
jr nc, .notLeft
ld a, [wCurSpriteMovement2]
- cp $1
- jr z, .moveUp ; movement byte 2 = $1 only allows up or down
+ cp UP_DOWN
+ jr z, .moveUp
.moveLeft
dec hl
dec hl ; move tile pointer two columns left
lb de, 0, -1
lb bc, 2, SPRITE_FACING_LEFT
jr TryWalking
-.notLeft ; $c0 <= a: right (or down)
+.notLeft ; NPC_MOVEMENT_RIGHT <= a: right (or down)
ld a, [wCurSpriteMovement2]
- cp $1
- jr z, .moveDown ; movement byte 2 = $1 only allows up or down
+ cp UP_DOWN
+ jr z, .moveDown
.moveRight
inc hl
inc hl ; move tile pointer two columns right
@@ -281,7 +281,7 @@ TryWalking:
call CanWalkOntoTile
pop de
ret c ; cannot walk there (reinitialization of delay values already done)
- ld h, $c2
+ ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add $4
ld l, a
@@ -341,8 +341,8 @@ UpdateSpriteInWalkingAnimation:
add l
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
- cp $fe
- jr nc, .initNextMovementCounter ; values $fe and $ff
+ cp WALK
+ jr nc, .initNextMovementCounter ; values WALK or STAY
ldh a, [hCurrentSpriteOffset]
inc a
ld l, a
@@ -383,8 +383,8 @@ UpdateSpriteMovementDelay:
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
inc l
inc l
- cp $fe
- jr nc, .tickMoveCounter ; values $fe or $ff
+ cp WALK
+ jr nc, .tickMoveCounter ; values WALK or STAY
ld [hl], $0
jr .moving
.tickMoveCounter
@@ -485,8 +485,8 @@ CheckSpriteAvailability:
add SPRITESTATEDATA2_MOVEMENTBYTE1
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
- cp $fe
- jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted)
+ cp WALK
+ jr c, .skipXVisibilityTest ; movement byte 1 < WALK (i.e. the sprite's movement is scripted)
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA2_MAPY
ld l, a
@@ -495,7 +495,7 @@ CheckSpriteAvailability:
cp b
jr z, .skipYVisibilityTest
jr nc, .spriteInvisible ; above screen region
- add $8 ; screen is 9 tiles high
+ add SCREEN_HEIGHT / 2 - 1
cp b
jr c, .spriteInvisible ; below screen region
.skipYVisibilityTest
@@ -505,7 +505,7 @@ CheckSpriteAvailability:
cp b
jr z, .skipXVisibilityTest
jr nc, .spriteInvisible ; left of screen region
- add $9 ; screen is 10 tiles wide
+ add SCREEN_WIDTH / 2 - 1
cp b
jr c, .spriteInvisible ; right of screen region
.skipXVisibilityTest
@@ -519,7 +519,7 @@ CheckSpriteAvailability:
ld a, [hld]
cp d
jr nc, .spriteInvisible ; standing on tile with ID >=MAP_TILESET_SIZE (bottom right tile)
- ld bc, -20
+ ld bc, -SCREEN_WIDTH
add hl, bc ; go back one row of tiles
ld a, [hli]
cp d
@@ -547,9 +547,9 @@ CheckSpriteAvailability:
ld l, a
ld a, [wGrassTile]
cp c
- ld a, $0
+ ld a, 0
jr nz, .notInGrass
- ld a, $80
+ ld a, OAM_BEHIND_BG
.notInGrass
ld [hl], a ; x#SPRITESTATEDATA2_GRASSPRIORITY
and a
@@ -587,8 +587,8 @@ CanWalkOntoTile:
add SPRITESTATEDATA2_MOVEMENTBYTE1
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
- cp $fe
- jr nc, .notScripted ; values $fe and $ff
+ cp WALK
+ jr nc, .notScripted ; values WALK or STAY
; always allow walking if the movement is scripted
and a
ret
@@ -603,7 +603,7 @@ CanWalkOntoTile:
jr z, .impassable
cp c
jr nz, .tilePassableLoop
- ld h, $c2
+ ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add $6
ld l, a
diff --git a/engine/slots/game_corner_slots.asm b/engine/slots/game_corner_slots.asm
index c233b0e6..48321974 100755
--- a/engine/slots/game_corner_slots.asm
+++ b/engine/slots/game_corner_slots.asm
@@ -1,10 +1,10 @@
StartSlotMachine:
ld a, [wHiddenObjectFunctionArgument]
- cp $fd
+ cp SLOTS_OUTOFORDER
jr z, .printOutOfOrder
- cp $fe
+ cp SLOTS_OUTTOLUNCH
jr z, .printOutToLunch
- cp $ff
+ cp SLOTS_SOMEONESKEYS
jr z, .printSomeonesKeys
farcall AbleToPlaySlotsCheck
ld a, [wCanPlaySlots]