diff options
-rw-r--r-- | engine/battle/battle_transitions.asm | 6 | ||||
-rwxr-xr-x | engine/in_game_trades.asm | 4 | ||||
-rwxr-xr-x | engine/items/items.asm | 4 | ||||
-rwxr-xr-x | engine/overworld/cut.asm | 4 | ||||
-rwxr-xr-x | engine/overworld/emotion_bubbles.asm | 24 | ||||
-rw-r--r-- | engine/overworld/oam.asm | 6 | ||||
-rwxr-xr-x | engine/overworld/player_animations.asm | 115 | ||||
-rwxr-xr-x | engine/overworld/ssanne.asm | 2 | ||||
-rw-r--r-- | home.asm | 6 | ||||
-rwxr-xr-x | main.asm | 30 | ||||
-rwxr-xr-x | scripts/pallettown.asm | 6 | ||||
-rwxr-xr-x | scripts/route22.asm | 12 | ||||
-rwxr-xr-x | wram.asm | 57 |
13 files changed, 166 insertions, 110 deletions
diff --git a/engine/battle/battle_transitions.asm b/engine/battle/battle_transitions.asm index 8613560a..997f23ef 100644 --- a/engine/battle/battle_transitions.asm +++ b/engine/battle/battle_transitions.asm @@ -104,12 +104,12 @@ GetBattleTransitionID_CompareLevels: ; 709ef (1c:49ef) jr nc, .highLevelEnemy res 1, c ld a, $1 - ld [wcd47], a + ld [wBattleTransitionSpiralDirection], a ret .highLevelEnemy set 1, c xor a - ld [wcd47], a + ld [wBattleTransitionSpiralDirection], a ret ; fails to recognize VICTORY_ROAD_2, VICTORY_ROAD_3, all ROCKET_HIDEOUT maps, @@ -196,7 +196,7 @@ BattleTransition_BlackScreen: ; 70a69 (1c:4a69) ; outward spiral if enemy is at least 3 levels ; higher than player and does an inward spiral otherwise BattleTransition_Spiral: ; 70a72 (1c:4a72) - ld a, [wcd47] + ld a, [wBattleTransitionSpiralDirection] and a jr z, .outwardSpiral call BattleTransition_InwardSpiral diff --git a/engine/in_game_trades.asm b/engine/in_game_trades.asm index 7366996c..fb263995 100755 --- a/engine/in_game_trades.asm +++ b/engine/in_game_trades.asm @@ -177,9 +177,9 @@ InGameTrade_PrepareTradeData: ; 71cc1 (1c:5cc1) ld bc, $b call InGameTrade_CopyData ld hl, InGameTrade_TrainerString - ld de, wcd4e + ld de, wTradedEnemyMonOT call InGameTrade_CopyData - ld de, W_GRASSRATE + ld de, wLinkEnemyTrainerName call InGameTrade_CopyData ld hl, wPartyMon1OTID ld bc, wPartyMon2 - wPartyMon1 diff --git a/engine/items/items.asm b/engine/items/items.asm index 8d6037eb..c632f57d 100755 --- a/engine/items/items.asm +++ b/engine/items/items.asm @@ -1783,7 +1783,7 @@ SuperRodCode: ; e283 (3:6283) call ReadSuperRodData ld a, e RodResponse: ; e28d (3:628d) - ld [wWhichTrade], a + ld [wRodResponse], a dec a ; is there a bite? jr nz, .next @@ -1801,7 +1801,7 @@ RodResponse: ; e28d (3:628d) push af push hl ld [hl], 0 - callba Func_707b6 + callba FishingAnim pop hl pop af ld [hl], a diff --git a/engine/overworld/cut.asm b/engine/overworld/cut.asm index 26a65b5b..163b32e7 100755 --- a/engine/overworld/cut.asm +++ b/engine/overworld/cut.asm @@ -73,7 +73,7 @@ UsedCutText: ; eff2 (3:6ff2) AnimateCutTree: ; eff7 (3:6ff7) xor a - ld [wcd50], a + ld [wWhichAnimationOffsets], a ld a, $e4 ld [rOBP1], a ld a, [wcd4d] @@ -138,7 +138,7 @@ GetCutTreeBoulderDustAnimationOffsets: ; f068 (3:7068) srl a ld e, a ld d, $0 ; de holds direction (00: down, 02: up, 04: left, 06: right) - ld a, [wcd50] + ld a, [wWhichAnimationOffsets] and a ld hl, CutTreeAnimationOffsets jr z, .asm_f084 diff --git a/engine/overworld/emotion_bubbles.asm b/engine/overworld/emotion_bubbles.asm index 01b3ae85..22dfb24f 100755 --- a/engine/overworld/emotion_bubbles.asm +++ b/engine/overworld/emotion_bubbles.asm @@ -1,7 +1,7 @@ EmotionBubble: ; 17c47 (5:7c47) - ld a, [wcd50] + ld a, [wWhichEmotionBubble] ld c, a - ld b, $0 + ld b, 0 ld hl, EmotionBubblesPointerTable add hl, bc add hl, bc @@ -16,15 +16,18 @@ EmotionBubble: ; 17c47 (5:7c47) ld a, $ff ld [wUpdateSpritesEnabled], a ld a, [wd736] - bit 6, a + bit 6, a ; are the last 4 OAM entries reserved for a shadow or fishing rod? ld hl, wOAMBuffer + $8f ld de, wOAMBuffer + $9f - jr z, .asm_17c7a + jr z, .next ld hl, wOAMBuffer + $7f ld de, wOAMBuffer + $8f -.asm_17c7a + +; Copy OAM data 16 bytes forward to make room for emotion bubble OAM data at the +; start of the OAM buffer. +.next ld bc, $90 -.asm_17c7d +.loop ld a, [hl] ld [de], a dec hl @@ -32,12 +35,14 @@ EmotionBubble: ; 17c47 (5:7c47) dec bc ld a, c or b - jr nz, .asm_17c7d + jr nz, .loop + +; get the screen coordinates of the sprite the bubble is to be displayed above ld hl, wSpriteStateData1 + 4 - ld a, [wcd4f] + ld a, [wEmotionBubbleSpriteIndex] swap a ld c, a - ld b, $0 + ld b, 0 add hl, bc ld a, [hli] ld b, a @@ -45,6 +50,7 @@ EmotionBubble: ; 17c47 (5:7c47) ld a, [hl] add $8 ld c, a + ld de, EmotionBubblesOAM xor a call WriteOAMBlock diff --git a/engine/overworld/oam.asm b/engine/overworld/oam.asm index b4247257..c972ea43 100644 --- a/engine/overworld/oam.asm +++ b/engine/overworld/oam.asm @@ -144,10 +144,14 @@ PrepareOAMData: ld de, $4 ld b, $a0 ld a, [wd736] - bit 6, a + bit 6, a ; jumping down ledge or fishing animation? ld a, $a0 jr z, .clear + +; Don't clear the last 4 entries because they are used for the shadow in the +; jumping down ledge animation and the rod in the fishing animation. ld a, $90 + .clear cp l ret z diff --git a/engine/overworld/player_animations.asm b/engine/overworld/player_animations.asm index d68e4e57..98ea466d 100755 --- a/engine/overworld/player_animations.asm +++ b/engine/overworld/player_animations.asm @@ -1,5 +1,5 @@ EnterMapAnim: ; 70510 (1c:4510) - call InitFacingDirectionBuffer + call InitFacingDirectionList ld a, $ec ld [wSpriteStateData1 + 4], a ; player's sprite Y screen position call Delay3 @@ -32,7 +32,7 @@ EnterMapAnim: ; 70510 (1c:4510) ld a, $8 ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayEndValue ld [hl], $ff ; wPlayerSpinInPlaceAnimSoundID - ld hl, wcd48 + ld hl, wFacingDirectionList call PlayerSpinInPlace .restoreDefaultMusic call PlayDefaultMusic @@ -91,7 +91,7 @@ PlayerSpinWhileMovingDown: ; 705aa (1c:45aa) jp PlayerSpinWhileMovingUpOrDown _LeaveMapAnim: ; 705ba (1c:45ba) - call InitFacingDirectionBuffer + call InitFacingDirectionList call IsPlayerStandingOnWarpPadOrHole ld a, b and a @@ -134,7 +134,7 @@ _LeaveMapAnim: ; 705ba (1c:45ba) xor a ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayEndValue ld [hl], (SFX_02_4d - SFX_Headers_02) / 3 ; wPlayerSpinInPlaceAnimSoundID - ld hl, wcd48 + ld hl, wFacingDirectionList call PlayerSpinInPlace jr .spinWhileMovingUp .flyAnimation @@ -214,7 +214,7 @@ LeaveMapThroughHoleAnim: ; 7067d (1c:467d) ld [wOAMBuffer + 1 * 4], a ld c, 2 call DelayFrames - ; hide lower half of player's sprite + ; hide upper half of player's sprite ld a, $a0 ld [wOAMBuffer + 2 * 4], a ld [wOAMBuffer + 3 * 4], a @@ -231,7 +231,7 @@ DoFlyAnimation: ; 706ae (1c:46ae) call Delay3 ld a, [wFlyAnimUsingCoordList] cp $ff - jr z, .asm_706cd + jr z, .skipCopyingCoords ; if the bird is flapping its wings in place ld hl, wSpriteStateData1 + 4 ld a, [de] inc de @@ -240,7 +240,7 @@ DoFlyAnimation: ; 706ae (1c:46ae) ld a, [de] inc de ld [hl], a -.asm_706cd +.skipCopyingCoords ld a, [wFlyAnimCounter] dec a ld [wFlyAnimCounter], a @@ -252,22 +252,23 @@ LoadBirdSpriteGraphics: ; 706d7 (1c:46d7) ld hl, vNPCSprites ld bc, (BANK(BirdSprite) << 8) + $0c call CopyVideoData - ld de, BirdSprite + $c0 ; moving amination sprite + ld de, BirdSprite + $c0 ; moving animation sprite ld hl, vNPCSprites2 ld bc, (BANK(BirdSprite) << 8) + $0c jp CopyVideoData -InitFacingDirectionBuffer: ; 706ef (1c:46ef) +InitFacingDirectionList: ; 706ef (1c:46ef) ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images) - ld [wcd50], a + ld [wSavedPlayerFacingDirection], a ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position - ld [wcd4f], a + ld [wSavedPlayerScreenY], a ld hl, PlayerSpinningFacingOrder - ld de, wcd48 - ld bc, $4 + ld de, wFacingDirectionList + ld bc, 4 call CopyData ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images) - ld hl, wcd48 + ld hl, wFacingDirectionList +; find the place in the list that matches the current facing direction .loop cp [hl] inc hl @@ -281,15 +282,16 @@ PlayerSpinningFacingOrder: ; 70713 (1c:4713) db SPRITE_FACING_DOWN, SPRITE_FACING_LEFT, SPRITE_FACING_UP, SPRITE_FACING_RIGHT SpinPlayerSprite: ; 70717 (1c:4717) +; copy the current value from the list into the sprite data and rotate the list ld a, [hl] ld [wSpriteStateData1 + 2], a ; player's sprite facing direction (image index is locked to standing images) push hl - ld hl, wcd48 - ld de, wcd47 - ld bc, $4 + ld hl, wFacingDirectionList + ld de, wFacingDirectionList - 1 + ld bc, 4 call CopyData - ld a, [wcd47] - ld [wcd4b], a + ld a, [wFacingDirectionList - 1] + ld [wFacingDirectionList + 3], a pop hl ret @@ -298,11 +300,12 @@ PlayerSpinInPlace: ; 70730 (1c:4730) ld a, [wPlayerSpinInPlaceAnimFrameDelay] ld c, a and $3 - jr nz, .asm_70743 + jr nz, .skipPlayingSound +; when the last delay was a multiple of 4, play a sound if there is one ld a, [wPlayerSpinInPlaceAnimSoundID] cp $ff call nz, PlaySound -.asm_70743 +.skipPlayingSound ld a, [wPlayerSpinInPlaceAnimFrameDelayDelta] add c ld [wPlayerSpinInPlaceAnimFrameDelay], a @@ -330,9 +333,9 @@ PlayerSpinWhileMovingUpOrDown: ; 70755 (1c:4755) jr PlayerSpinWhileMovingUpOrDown RestoreFacingDirectionAndYScreenPos: ; 70772 (1c:4772) - ld a, [wcd4f] + ld a, [wSavedPlayerScreenY] ld [wSpriteStateData1 + 4], a - ld a, [wcd50] + ld a, [wSavedPlayerFacingDirection] ld [wSpriteStateData1 + 2], a ret @@ -378,11 +381,11 @@ IsPlayerStandingOnWarpPadOrHole: ; 70787 (1c:4787) db INTERIOR, $55, 1 ; warp pad db $FF -Func_707b6: ; 707b6 (1c:47b6) +FishingAnim: ; 707b6 (1c:47b6) ld c, 10 call DelayFrames ld hl, wd736 - set 6, [hl] + set 6, [hl] ; reserve the last 4 OAM entries ld de, RedSprite ld hl, vNPCSprites ld bc, (BANK(RedSprite) << 8) + $0c @@ -393,55 +396,67 @@ Func_707b6: ; 707b6 (1c:47b6) ld a, [wSpriteStateData1 + 2] ld c, a ld b, $0 - ld hl, FishingRodGfxProperties + ld hl, FishingRodOAM add hl, bc ld de, wOAMBuffer + $9c ld bc, $4 call CopyData ld c, 100 call DelayFrames - ld a, [wWhichTrade] + ld a, [wRodResponse] and a ld hl, NoNibbleText - jr z, .asm_70836 + jr z, .done cp $2 ld hl, NothingHereText - jr z, .asm_70836 - ld b, $a -.asm_707fe - ld hl, wSpriteStateData1 + 4 - call Func_70842 + jr z, .done + +; there was a bite + +; shake the player's sprite vertically + ld b, 10 +.loop + ld hl, wSpriteStateData1 + 4 ; player's sprite Y screen position + call .ShakePlayerSprite ld hl, wOAMBuffer + $9c - call Func_70842 + call .ShakePlayerSprite call Delay3 dec b - jr nz, .asm_707fe - ld a, [wSpriteStateData1 + 2] - cp $4 - jr nz, .asm_7081c + jr nz, .loop + +; If the player is facing up, hide the fishing rod so it doesn't overlap with +; the exclamation bubble that will be shown next. + ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction + cp SPRITE_FACING_UP + jr nz, .skipHidingFishingRod ld a, $a0 ld [wOAMBuffer + $9c], a -.asm_7081c - ld hl, wcd4f + +.skipHidingFishingRod + ld hl, wEmotionBubbleSpriteIndex xor a - ld [hli], a - ld [hl], a + ld [hli], a ; player's sprite + ld [hl], a ; EXCLAMATION_BUBBLE predef EmotionBubble - ld a, [wSpriteStateData1 + 2] - cp $4 - jr nz, .asm_70833 + +; If the player is facing up, unhide the fishing rod. + ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction + cp SPRITE_FACING_UP + jr nz, .skipUnhidingFishingRod ld a, $44 ld [wOAMBuffer + $9c], a -.asm_70833 + +.skipUnhidingFishingRod ld hl, ItsABiteText -.asm_70836 + +.done call PrintText ld hl, wd736 - res 6, [hl] + res 6, [hl] ; unreserve the last 4 OAM entries call LoadFontTilePatterns ret -Func_70842: ; 70842 (1c:4842) +.ShakePlayerSprite ld a, [hl] xor $1 ld [hl], a @@ -459,7 +474,7 @@ ItsABiteText: ; 70851 (1c:4851) TX_FAR _ItsABiteText db "@" -FishingRodGfxProperties: ; 70856 (1c:4856) +FishingRodOAM: ; 70856 (1c:4856) ; specifies how the fishing rod should be drawn on the screen ; first byte = screen y coordinate ; second byte = screen x coordinate diff --git a/engine/overworld/ssanne.asm b/engine/overworld/ssanne.asm index 4cac4957..a59ae794 100755 --- a/engine/overworld/ssanne.asm +++ b/engine/overworld/ssanne.asm @@ -1,6 +1,6 @@ AnimateBoulderDust: ; 79f54 (1e:5f54) ld a, $1 - ld [wcd50], a ; select the boulder dust offsets + ld [wWhichAnimationOffsets], a ; select the boulder dust offsets ld a, [wUpdateSpritesEnabled] push af ld a, $ff @@ -2350,9 +2350,9 @@ CheckFightingMapTrainers:: ; 3219 (0:3219) .trainerEngaging ld hl, W_FLAGS_D733 set 3, [hl] - ld [wcd4f], a - xor a - ld [wcd50], a + ld [wEmotionBubbleSpriteIndex], a + xor a ; EXCLAMATION_BUBBLE + ld [wWhichEmotionBubble], a predef EmotionBubble ld a, D_RIGHT | D_LEFT | D_UP | D_DOWN ld [wJoyIgnore], a @@ -2973,20 +2973,20 @@ DrawBadges: ; ea03 (3:6a03) ; Instead of removing relevant code, the name graphics were erased. ; Tile ids for face/badge graphics. - ld de, wTrainerFacingDirection + ld de, wBadgeOrFaceTiles ld hl, .FaceBadgeTiles ld bc, 8 call CopyData ; Booleans for each badge. - ld hl, wcd49 + ld hl, wTempObtainedBadgesBooleans ld bc, 8 xor a call FillMemory ; Alter these based on owned badges. - ld de, wcd49 - ld hl, wTrainerFacingDirection + ld de, wTempObtainedBadgesBooleans + ld hl, wBadgeOrFaceTiles ld a, [W_OBTAINEDBADGES] ld b, a ld c, 8 @@ -3005,17 +3005,17 @@ DrawBadges: ; ea03 (3:6a03) jr nz, .CheckBadge ; Draw two rows of badges. - ld hl, wWhichTrade + ld hl, wBadgeNumberTile ld a, $d8 ; [1] ld [hli], a ld [hl], $60 ; First name hlCoord 2, 11 - ld de, wcd49 + ld de, wTempObtainedBadgesBooleans call .DrawBadgeRow hlCoord 2, 14 - ld de, wcd49 + 4 + ld de, wTempObtainedBadgesBooleans + 4 ; call .DrawBadgeRow ; ret @@ -3028,15 +3028,15 @@ DrawBadges: ; ea03 (3:6a03) push hl ; Badge no. - ld a, [wWhichTrade] + ld a, [wBadgeNumberTile] ld [hli], a inc a - ld [wWhichTrade], a + ld [wBadgeNumberTile], a ; Names aren't printed if the badge is owned. ld a, [de] and a - ld a, [wTrainerEngageDistance] + ld a, [wBadgeNameTile] jr nz, .SkipName call .PlaceTiles jr .PlaceBadge @@ -3047,18 +3047,18 @@ DrawBadges: ; ea03 (3:6a03) inc hl .PlaceBadge - ld [wTrainerEngageDistance], a - ld de, 20 - 1 + ld [wBadgeNameTile], a + ld de, SCREEN_WIDTH - 1 add hl, de - ld a, [wTrainerFacingDirection] + ld a, [wBadgeOrFaceTiles] call .PlaceTiles add hl, de call .PlaceTiles ; Shift badge array back one byte. push bc - ld hl, wTrainerFacingDirection + 1 - ld de, wTrainerFacingDirection + ld hl, wBadgeOrFaceTiles + 1 + ld de, wBadgeOrFaceTiles ld bc, 8 call CopyData pop bc diff --git a/scripts/pallettown.asm b/scripts/pallettown.asm index d625a7be..19a06190 100755 --- a/scripts/pallettown.asm +++ b/scripts/pallettown.asm @@ -186,9 +186,9 @@ OakAppearsText: ; 18fb0 (6:4fb0) ld c,10 call DelayFrames xor a - ld [wcd4f],a - ld [wcd50],a - predef EmotionBubble ; display ! over head + ld [wEmotionBubbleSpriteIndex],a ; player's sprite + ld [wWhichEmotionBubble],a ; EXCLAMATION_BUBBLE + predef EmotionBubble ld a,4 ld [wd528],a jp TextScriptEnd diff --git a/scripts/route22.asm b/scripts/route22.asm index 7d70924b..68b3a4b9 100755 --- a/scripts/route22.asm +++ b/scripts/route22.asm @@ -79,9 +79,9 @@ Route22Script0: ; 50f00 (14:4f00) .firstRivalBattle ld a, $1 - ld [wcd4f], a - xor a - ld [wcd50], a + ld [wEmotionBubbleSpriteIndex], a + xor a ; EXCLAMATION_BUBBLE + ld [wWhichEmotionBubble], a predef EmotionBubble ld a, [wWalkBikeSurfState] and a @@ -218,9 +218,9 @@ Route22Script3: ; 5102a (14:502a) Route22Script_5104e: ; 5104e (14:504e) ld a, $2 - ld [wcd4f], a - xor a - ld [wcd50], a + ld [wEmotionBubbleSpriteIndex], a + xor a ; EXCLAMATION_BUBBLE + ld [wWhichEmotionBubble], a predef EmotionBubble ld a, [wWalkBikeSurfState] and a @@ -601,6 +601,14 @@ wOverrideSimulatedJoypadStatesMask:: ; cd3b ds 1 +wBadgeNumberTile:: ; cd3d +; tile ID of the badge number being drawn + +wRodResponse:: ; cd3d +; 0 = no bite +; 1 = bite +; 2 = no fish on map + wWhichTownMapLocation:: ; cd3d wStoppingWhichSlotMachineWheel:: ; cd3d @@ -630,6 +638,9 @@ wWhichTrade:: ; cd3d wTrainerSpriteOffset:: ; cd3d ds 1 +wBadgeNameTile:: ; cd3e +; first tile ID of the name being drawn + wFlyLocationsList:: ; cd3e ; 11 bytes plus $ff sentinel values at each end @@ -650,6 +661,11 @@ wHiddenObjectFunctionRomBank:: ; cd3e wTrainerEngageDistance:: ; cd3e ds 1 +wBadgeOrFaceTiles:: ; cd3f +; 8 bytes +; a list of the first tile IDs of each badge or face (depending on whether the +; badge is owned) to be drawn on the trainer screen + wSlotMachineWheel2Offset:: ; cd3f wNameOfPlayerMonToBeTraded:: ; cd3f @@ -709,17 +725,27 @@ wTempCoins1:: ; cd46 wSlotMachineWheel2TopTile:: ; cd46 ds 1 -wSlotMachineWheel3BottomTile:: ; cd47 +wBattleTransitionSpiralDirection:: ; cd47 +; 0 = outward, 1 = inward -wcd47:: ds 1 ; used in slot machine and spinning player sprite +wSlotMachineWheel3BottomTile:: ; cd47 + ds 1 wSlotMachineWheel3MiddleTile:: ; cd48 -wcd48:: ds 1 ; same as above +wFacingDirectionList:: ; cd48 +; 4 bytes (also, the byte before the start of the list (cd47) is used a temp +; variable when the list is rotated) +; used when spinning the player's sprite + ds 1 wSlotMachineWheel3TopTile:: ; cd49 -wcd49:: ds 1 ; used in slot machine, displaying the gym leaders/badges on the trainer card, and displaying the town map +wTempObtainedBadgesBooleans:: +; 8 bytes +; temporary list created when displaying the badges on the trainer screen +; one byte for each badge; 0 = not obtained, 1 = obtained + ds 1 wTempCoins2:: ; cd4a ; 2 bytes @@ -727,11 +753,7 @@ wTempCoins2:: ; cd4a wPayoutCoins:: ; cd4a ; 2 bytes - ds 1 - -wcd4b:: ; cd4b -; used in player animations - ds 1 + ds 2 wTradedPlayerMonOTID:: ; cd4c @@ -750,19 +772,28 @@ wSlotMachineWheel2SlipCounter:: ; cd4e ; wheel 2 can "slip" while this is non-zero wTradedEnemyMonOT:: ; cd4e + ds 1 -wcd4e:: ds 1 ; used with in-game trades and slot machine +wSavedPlayerScreenY:: ; cd4f wSlotMachineRerollCounter:: ; cd4f ; The remaining number of times wheel 3 will roll down a symbol until a match is ; found, when winning is enabled. It's initialized to 4 each bet. -wcd4f:: ds 1 ; used with in-game trades, emotion bubbles, and player animations +wEmotionBubbleSpriteIndex:: ; cd4f +; the index of the sprite the emotion bubble is to be displayed above + ds 1 + +wWhichEmotionBubble:: ; cd50 wSlotMachineBet:: ; cd50 ; how many coins the player bet on the slot machine (1 to 3) -wcd50:: ds 9 ; used with in-game trades, emotion bubbles, and player and miscellaneous sprite animations +wSavedPlayerFacingDirection:: ; cd50 + +wWhichAnimationOffsets:: ; cd50 +; 0 = cut animation, 1 = boulder dust animation + ds 9 wTradedEnemyMonOTID:: ; cd59 ds 2 @@ -2219,7 +2250,7 @@ wd736:: ; d736 ; bit 0: check if the player is standing on a door and make him walk down a step if so ; bit 1: the player is currently stepping down from a door ; bit 2: standing on a warp -; bit 6: jumping down a ledge +; bit 6: jumping down a ledge / fishing animation ds 1 wCompletedInGameTradeFlags:: ; d737 |