diff options
author | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-07-07 11:57:03 -0400 |
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committer | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-07-07 14:15:39 -0400 |
commit | 1e593d8f8cd07e1072992dc1fc962b6de7508aad (patch) | |
tree | bded15a11f943c7bc63cd0e47faf1ee2c39ed0b0 /wram.asm | |
parent | 13129459f11e73df8c556f0c02cd4fca7266a346 (diff) |
Remove c1x*/c2x* comments, use struct offset constants
Diffstat (limited to 'wram.asm')
-rwxr-xr-x | wram.asm | 68 |
1 files changed, 35 insertions, 33 deletions
@@ -158,22 +158,23 @@ wSpriteStateData1:: ; data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each ; player sprite is always sprite 0 -; C1x0: picture ID (fixed, loaded at map init) -; C1x1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving) -; C1x2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset) -; C1x3: Y screen position delta (-1,0 or 1; added to c1x4 on each walking animation update) -; C1x4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile) -; C1x5: X screen position delta (-1,0 or 1; added to c1x6 on each walking animation update) -; C1x6: X screen position (in pixels, snaps to grid if not currently walking) -; C1x7: intra-animation-frame counter (counting upwards to 4 until c1x8 is incremented) -; C1x8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames) -; C1x9: facing direction (0: down, 4: up, 8: left, $c: right) -; C1xA -; C1xB -; C1xC -; C1xD -; C1xE -; C1xF +; struct fields: +; - 0: picture ID (fixed, loaded at map init) +; - 1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving) +; - 2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset) +; - 3: Y screen position delta (-1,0 or 1; added to Y pixels on each walking animation update) +; - 4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile) +; - 5: X screen position delta (-1,0 or 1; added to field X pixels on each walking animation update) +; - 6: X screen position (in pixels, snaps to grid if not currently walking) +; - 7: intra-animation-frame counter (counting upwards to 4 until animation frame counter is incremented) +; - 8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames) +; - 9: facing direction ($0: down, $4: up, $8: left, $c: right) +; - A: adjusted Y coordinate +; - B: adjusted X coordinate +; - C: direction of collision +; - D +; - E +; - F wSpritePlayerStateData1:: spritestatedata1 wSpritePlayerStateData1 wSprite01StateData1:: spritestatedata1 wSprite01StateData1 wSprite02StateData1:: spritestatedata1 wSprite02StateData1 @@ -195,22 +196,23 @@ wSpriteStateData2:: ; more data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each ; player sprite is always sprite 0 -; C2x0: walk animation counter (counting from $10 backwards when moving) -; C2x1: -; C2x2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged) -; C2x3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged) -; C2x4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4) -; C2x5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4) -; C2x6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown) -; C2x7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite) -; C2x8: delay until next movement (counted downwards, status (c1x1) is set to ready if reached 0) -; C2x9 -; C2xA -; C2xB -; C2xC -; C2xD -; C2xE: sprite image base offset (in video ram, player always has value 1, used to compute c1x2) -; C2xF +; struct fields: +; - 0: walk animation counter (counting from $10 backwards when moving) +; - 1: +; - 2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged) +; - 3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged) +; - 4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4) +; - 5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4) +; - 6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown) +; - 7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite) +; - 8: delay until next movement (counted downwards, movement status is set to ready if reached 0) +; - 9 +; - A +; - B +; - C +; - D: picture ID +; - E: sprite image base offset (in video ram, player always has value 1, used to compute sprite image index) +; - F wSpritePlayerStateData2:: spritestatedata2 wSpritePlayerStateData2 wSprite01StateData2:: spritestatedata2 wSprite01StateData2 wSprite02StateData2:: spritestatedata2 wSprite02StateData2 @@ -2577,7 +2579,7 @@ wMissableObjectFlagsEnd:: ds 7 -wd5cd:: ds 1 ; temp copy of c1x2 (sprite facing/anim) +wd5cd:: ds 1 ; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim) wMissableObjectList:: ; each entry consists of 2 bytes |