diff options
Diffstat (limited to 'engine/overworld/movement.asm')
-rw-r--r-- | engine/overworld/movement.asm | 329 |
1 files changed, 168 insertions, 161 deletions
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm index d27ccb4b..58481613 100644 --- a/engine/overworld/movement.asm +++ b/engine/overworld/movement.asm @@ -13,8 +13,8 @@ UpdatePlayerSprite: ; background tile the sprite is standing on is greater than $5F, which is ; the maximum number for map tiles .checkIfTextBoxInFrontOfSprite - aCoord 8, 9 - ld [hTilePlayerStandingOn], a + lda_coord 8, 9 + ldh [hTilePlayerStandingOn], a cp MAP_TILESET_SIZE jr c, .lowerLeftTileIsMapTile .disableSprite @@ -23,7 +23,7 @@ UpdatePlayerSprite: ret .lowerLeftTileIsMapTile call DetectCollisionBetweenSprites - ld h, wSpriteStateData1 / $100 + ld h, HIGH(wSpriteStateData1) ld a, [wWalkCounter] and a jr nz, .moving @@ -63,7 +63,7 @@ UpdatePlayerSprite: ld a, [wd736] bit 7, a ; is the player sprite spinning due to a spin tile? jr nz, .skipSpriteAnim - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $7 ld l, a ld a, [hl] @@ -89,7 +89,7 @@ UpdatePlayerSprite: ; lower priority than the background so that it's partially obscured by the ; grass. Only the lower half of the sprite is permitted to have the priority ; bit set by later logic. - ld a, [hTilePlayerStandingOn] + ldh a, [hTilePlayerStandingOn] ld c, a ld a, [wGrassTile] cp c @@ -103,7 +103,7 @@ UpdatePlayerSprite: UnusedReadSpriteDataFunction: push bc push af - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] ld c, a pop af add c @@ -112,7 +112,7 @@ UnusedReadSpriteDataFunction: ret UpdateNPCSprite: - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] swap a dec a add a @@ -121,20 +121,20 @@ UpdateNPCSprite: ld l, a ld a, [hl] ; read movement byte 2 ld [wCurSpriteMovement2], a - ld h, $c1 - ld a, [hCurrentSpriteOffset] + ld h, HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] ld l, a inc l - ld a, [hl] ; c1x1 + ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS and a jp z, InitializeSpriteStatus call CheckSpriteAvailability ret c ; if sprite is invisible, on tile >=MAP_TILESET_SIZE, in grass or player is currently walking - ld h, $c1 - ld a, [hCurrentSpriteOffset] + ld h, HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] ld l, a inc l - ld a, [hl] ; c1x1 + ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS bit 7, a ; is the face player flag set? jp nz, MakeNPCFacePlayer ld b, a @@ -143,18 +143,18 @@ UpdateNPCSprite: jp nz, notYetMoving ld a, b cp $2 - jp z, UpdateSpriteMovementDelay ; c1x1 == 2 + jp z, UpdateSpriteMovementDelay ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 2 cp $3 - jp z, UpdateSpriteInWalkingAnimation ; c1x1 == 3 + jp z, UpdateSpriteInWalkingAnimation ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 3 ld a, [wWalkCounter] 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 a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $6 ld l, a - ld a, [hl] ; c2x6: movement byte 1 + ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1 inc a jr z, .randomMovement ; value $FF inc a @@ -263,18 +263,18 @@ ChangeFacingDirection: ; set carry on failure, clears carry on success TryWalking: push hl - ld h, $c1 - ld a, [hCurrentSpriteOffset] + ld h, HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] add $9 ld l, a - ld [hl], c ; c1x9 (update facing direction) - ld a, [hCurrentSpriteOffset] + ld [hl], c ; x#SPRITESTATEDATA1_FACINGDIRECTION + ldh a, [hCurrentSpriteOffset] add $3 ld l, a - ld [hl], d ; c1x3 (update Y movement delta) + ld [hl], d ; x#SPRITESTATEDATA1_YSTEPVECTOR inc l inc l - ld [hl], e ; c1x5 (update X movement delta) + ld [hl], e ; x#SPRITESTATEDATA1_XSTEPVECTOR pop hl push de ld c, [hl] ; read tile to walk onto @@ -282,103 +282,105 @@ TryWalking: pop de ret c ; cannot walk there (reinitialization of delay values already done) ld h, $c2 - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $4 ld l, a - ld a, [hl] ; c2x4: Y position + ld a, [hl] ; x#SPRITESTATEDATA2_MAPY add d ld [hli], a ; update Y position - ld a, [hl] ; c2x5: X position + ld a, [hl] ; x#SPRITESTATEDATA2_MAPX add e ld [hl], a ; update X position - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] ld l, a - ld [hl], $10 ; c2x0=16: walk animation counter + ld [hl], $10 ; [x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER] = 16 dec h inc l - ld [hl], $3 ; c1x1: set movement status to walking + ld [hl], $3 ; x#SPRITESTATEDATA1_MOVEMENTSTATUS jp UpdateSpriteImage ; update the walking animation parameters for a sprite that is currently walking UpdateSpriteInWalkingAnimation: - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $7 ld l, a - ld a, [hl] ; c1x7 (counter until next walk animation frame) + ld a, [hl] ; x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER inc a - ld [hl], a ; c1x7 += 1 + ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER]++ cp $4 jr nz, .noNextAnimationFrame xor a - ld [hl], a ; c1x7 = 0 + ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER] = 0 inc l - ld a, [hl] ; c1x8 (walk animation frame) + ld a, [hl] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER inc a and $3 ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step) .noNextAnimationFrame - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $3 ld l, a - ld a, [hli] ; c1x3 (movement Y delta) + ld a, [hli] ; x#SPRITESTATEDATA1_YSTEPVECTOR ld b, a - ld a, [hl] ; c1x4 (screen Y position) + ld a, [hl] ; x#SPRITESTATEDATA1_YPIXELS add b - ld [hli], a ; update screen Y position - ld a, [hli] ; c1x5 (movement X delta) + ld [hli], a ; update [x#SPRITESTATEDATA1_YPIXELS] + ld a, [hli] ; x#SPRITESTATEDATA1_XSTEPVECTOR ld b, a - ld a, [hl] ; c1x6 (screen X position) + ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS add b - ld [hl], a ; update screen X position - ld a, [hCurrentSpriteOffset] + ld [hl], a ; update [x#SPRITESTATEDATA1_XPIXELS] + ldh a, [hCurrentSpriteOffset] ld l, a inc h - ld a, [hl] ; c2x0 (walk animation counter) + ld a, [hl] ; x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER dec a ld [hl], a ; update walk animation counter ret nz ld a, $6 ; walking finished, update state add l ld l, a - ld a, [hl] ; c2x6 (movement byte 1) + ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1 cp $fe jr nc, .initNextMovementCounter ; values $fe and $ff - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] inc a ld l, a dec h - ld [hl], $1 ; c1x1 = 1 (movement status ready) + ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 1 (movement status ready) ret .initNextMovementCounter call Random - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $8 ld l, a - ld a, [hRandomAdd] + ldh a, [hRandomAdd] and $7f - ld [hl], a ; c2x8: set next movement delay to a random value in [0,$7f] - dec h ; note that value 0 actually makes the delay $100 (bug?) - ld a, [hCurrentSpriteOffset] + ld [hl], a ; x#SPRITESTATEDATA2_MOVEMENTDELAY: + ; set next movement delay to a random value in [0,$7f] + ; note that value 0 actually makes the delay $100 (bug?) + dec h ; HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] inc a ld l, a - ld [hl], $2 ; c1x1 = 2 (movement status) + ld [hl], $2 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 2 (movement status) inc l inc l xor a - ld b, [hl] ; c1x3 (movement Y delta) - ld [hli], a ; reset movement Y delta + ld b, [hl] ; x#SPRITESTATEDATA1_YSTEPVECTOR + ld [hli], a ; [x#SPRITESTATEDATA1_YSTEPVECTOR] = 0 inc l - ld c, [hl] ; c1x5 (movement X delta) - ld [hl], a ; reset movement X delta + ld c, [hl] ; x#SPRITESTATEDATA1_XSTEPVECTOR + ld [hl], a ; [x#SPRITESTATEDATA1_XSTEPVECTOR] = 0 ret -; update delay value (c2x8) for sprites in the delayed state (c1x1) +; update [x#SPRITESTATEDATA2_MOVEMENTDELAY] for sprites in the delayed state (x#SPRITESTATEDATA1_MOVEMENTSTATUS) UpdateSpriteMovementDelay: - ld h, $c2 - ld a, [hCurrentSpriteOffset] + ld h, HIGH(wSpriteStateData2) + ldh a, [hCurrentSpriteOffset] add $6 ld l, a - ld a, [hl] ; c2x6: movement byte 1 + ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1 inc l inc l cp $fe @@ -386,20 +388,20 @@ UpdateSpriteMovementDelay: ld [hl], $0 jr .moving .tickMoveCounter - dec [hl] ; c2x8: frame counter until next movement + dec [hl] ; x#SPRITESTATEDATA2_MOVEMENTDELAY jr nz, notYetMoving .moving dec h - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] inc a ld l, a - ld [hl], $1 ; c1x1 = 1 (mark as ready to move) + ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 1 (mark as ready to move) notYetMoving: - ld h, wSpriteStateData1 / $100 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData1AnimFrameCounter - wSpritePlayerStateData1 + ld h, HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA1_ANIMFRAMECOUNTER ld l, a - ld [hl], $0 ; c1x8 = 0 (walk animation frame) + ld [hl], $0 ; [x#SPRITESTATEDATA1_ANIMFRAMECOUNTER] = 0 (walk animation frame) jp UpdateSpriteImage MakeNPCFacePlayer: @@ -429,66 +431,66 @@ MakeNPCFacePlayer: .notFacingRight ld c, SPRITE_FACING_LEFT .facingDirectionDetermined - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $9 ld l, a - ld [hl], c ; c1x9: set facing direction + ld [hl], c ; [x#SPRITESTATEDATA1_FACINGDIRECTION]: set facing direction jr notYetMoving InitializeSpriteStatus: - ld [hl], $1 ; $c1x1: set movement status to ready + ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = ready inc l - ld [hl], $ff ; $c1x2: set sprite image to $ff (invisible/off screen) - inc h - ld a, [hCurrentSpriteOffset] + ld [hl], $ff ; [x#SPRITESTATEDATA1_IMAGEINDEX] = invisible/off screen + inc h ; HIGH(wSpriteStateData2) + ldh a, [hCurrentSpriteOffset] add $2 ld l, a ld a, $8 - ld [hli], a ; $c2x2: set Y displacement to 8 - ld [hl], a ; $c2x3: set X displacement to 8 + ld [hli], a ; [x#SPRITESTATEDATA2_YDISPLACEMENT] = 8 + ld [hl], a ; [x#SPRITESTATEDATA2_XDISPLACEMENT] = 8 ret -; calculates the sprite's screen position form its map position and the player position +; calculates the sprite's screen position from its map position and the player position InitializeSpriteScreenPosition: - ld h, wSpriteStateData2 / $100 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData2MapY - wSpritePlayerStateData2 + ld h, HIGH(wSpriteStateData2) + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA2_MAPY ld l, a ld a, [wYCoord] ld b, a - ld a, [hl] ; c2x4 (Y position + 4) + ld a, [hl] ; x#SPRITESTATEDATA2_MAPY sub b ; relative to player position swap a ; * 16 sub $4 ; - 4 dec h - ld [hli], a ; c1x4 (screen Y position) + ld [hli], a ; [x#SPRITESTATEDATA1_YPIXELS] inc h ld a, [wXCoord] ld b, a - ld a, [hli] ; c2x6 (X position + 4) + ld a, [hli] ; x#SPRITESTATEDATA2_MAPX sub b ; relative to player position swap a ; * 16 dec h - ld [hl], a ; c1x6 (screen X position) + ld [hl], a ; [x#SPRITESTATEDATA1_XPIXELS] ret ; tests if sprite is off screen or otherwise unable to do anything CheckSpriteAvailability: predef IsObjectHidden - ld a, [hIsHiddenMissableObject] + ldh a, [hIsHiddenMissableObject] and a jp nz, .spriteInvisible - ld h, wSpriteStateData2 / $100 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2 + ld h, HIGH(wSpriteStateData2) + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA2_MOVEMENTBYTE1 ld l, a - ld a, [hl] ; c2x6: movement byte 1 + ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1 cp $fe jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted) - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData2MapY - wSpritePlayerStateData2 + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA2_MAPY ld l, a - ld b, [hl] ; c2x4: Y pos (+4) + ld b, [hl] ; x#SPRITESTATEDATA2_MAPY ld a, [wYCoord] cp b jr z, .skipYVisibilityTest @@ -498,7 +500,7 @@ CheckSpriteAvailability: jr c, .spriteInvisible ; below screen region .skipYVisibilityTest inc l - ld b, [hl] ; c2x5: X pos (+4) + ld b, [hl] ; x#SPRITESTATEDATA2_MAPX ld a, [wXCoord] cp b jr z, .skipXVisibilityTest @@ -526,11 +528,11 @@ CheckSpriteAvailability: cp d jr c, .spriteVisible ; standing on tile with ID >=MAP_TILESET_SIZE (top right tile) .spriteInvisible - ld h, wSpriteStateData1 / $100 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1 + ld h, HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA1_IMAGEINDEX ld l, a - ld [hl], $ff ; c1x2 + ld [hl], $ff ; x#SPRITESTATEDATA1_IMAGEINDEX scf jr .done .spriteVisible @@ -540,7 +542,7 @@ CheckSpriteAvailability: jr nz, .done ; if player is currently walking, we're done call UpdateSpriteImage inc h - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $7 ld l, a ld a, [wGrassTile] @@ -549,28 +551,28 @@ CheckSpriteAvailability: jr nz, .notInGrass ld a, $80 .notInGrass - ld [hl], a ; c2x7 + ld [hl], a ; x#SPRITESTATEDATA2_GRASSPRIORITY and a .done ret UpdateSpriteImage: - ld h, $c1 - ld a, [hCurrentSpriteOffset] + ld h, HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] add $8 ld l, a - ld a, [hli] ; c1x8: walk animation frame + ld a, [hli] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER ld b, a - ld a, [hl] ; c1x9: facing direction + ld a, [hl] ; x#SPRITESTATEDATA1_FACINGDIRECTION add b ld b, a - ld a, [hTilePlayerStandingOn] + ldh a, [hTilePlayerStandingOn] add b ld b, a - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $2 ld l, a - ld [hl], b ; c1x2: sprite to display + ld [hl], b ; x#SPRITESTATEDATA1_IMAGEINDEX ret ; tests if sprite can walk the specified direction @@ -580,11 +582,11 @@ UpdateSpriteImage: ; e: X movement delta (-1, 0 or 1) ; set carry on failure, clears carry on success CanWalkOntoTile: - ld h, wSpriteStateData2 / $100 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2 + ld h, HIGH(wSpriteStateData2) + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA2_MOVEMENTBYTE1 ld l, a - ld a, [hl] ; c2x6 (movement byte 1) + ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1 cp $fe jr nc, .notScripted ; values $fe and $ff ; always allow walking if the movement is scripted @@ -602,23 +604,23 @@ CanWalkOntoTile: cp c jr nz, .tilePassableLoop ld h, $c2 - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $6 ld l, a - ld a, [hl] ; $c2x6 (movement byte 1) + ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1 inc a jr z, .impassable ; if $ff, no movement allowed (however, changing direction is) - ld h, wSpriteStateData1 / $100 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1 + ld h, HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA1_YPIXELS ld l, a - ld a, [hli] ; c1x4 (screen Y pos) + ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS add $4 ; align to blocks (Y pos is always 4 pixels off) add d ; add Y delta cp $80 ; if value is >$80, the destination is off screen (either $81 or $FF underflow) jr nc, .impassable ; don't walk off screen inc l - ld a, [hl] ; c1x6 (screen X pos) + ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS add e ; add X delta cp $90 ; if value is >$90, the destination is off screen (either $91 or $FF underflow) jr nc, .impassable ; don't walk off screen @@ -627,30 +629,35 @@ CanWalkOntoTile: call DetectCollisionBetweenSprites pop bc pop de - ld h, wSpriteStateData1 / $100 - ld a, [hCurrentSpriteOffset] + ld h, HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] add $c ld l, a - ld a, [hl] ; c1xc (directions in which sprite collision would occur) + ld a, [hl] ; x#SPRITESTATEDATA1_COLLISIONDATA (directions in which sprite collision would occur) and b ; check against chosen direction (1,2,4 or 8) jr nz, .impassable ; collision between sprites, don't go there - ld h, wSpriteStateData2 / $100 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData2YDisplacement - wSpritePlayerStateData2 + ld h, HIGH(wSpriteStateData2) + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA2_YDISPLACEMENT ld l, a - ld a, [hli] ; c2x2 (sprite Y displacement, initialized at $8, keep track of where a sprite did go) + ld a, [hli] ; x#SPRITESTATEDATA2_YDISPLACEMENT (initialized at $8, keep track of where a sprite did go) bit 7, d ; check if going upwards (d=$ff) jr nz, .upwards add d + ; bug: these tests against $5 probably were supposed to prevent + ; sprites from walking out too far, but this line makes sprites get + ; stuck whenever they walked upwards 5 steps + ; on the other hand, the amount a sprite can walk out to the + ; right of bottom is not limited (until the counter overflows) cp $5 - jr c, .impassable ; if c2x2+d < 5, don't go ;bug: this tests probably were supposed to prevent sprites - jr .checkHorizontal ; from walking out too far, but this line makes sprites get stuck -.upwards ; whenever they walked upwards 5 steps - sub $1 ; on the other hand, the amount a sprite can walk out to the - jr c, .impassable ; if d2x2 == 0, don't go ; right of bottom is not limited (until the counter overflows) + jr c, .impassable ; if [x#SPRITESTATEDATA2_YDISPLACEMENT]+d < 5, don't go + jr .checkHorizontal +.upwards + sub $1 + jr c, .impassable ; if [x#SPRITESTATEDATA2_YDISPLACEMENT] == 0, don't go .checkHorizontal ld d, a - ld a, [hl] ; c2x3 (sprite X displacement, initialized at $8, keep track of where a sprite did go) + ld a, [hl] ; x#SPRITESTATEDATA2_XDISPLACEMENT (initialized at $8, keep track of where a sprite did go) bit 7, e ; check if going left (e=$ff) jr nz, .left add e @@ -658,32 +665,32 @@ CanWalkOntoTile: jr .passable .left sub $1 - jr c, .impassable ; if d2x3 == 0, don't go + jr c, .impassable ; if [x#SPRITESTATEDATA2_XDISPLACEMENT] == 0, don't go .passable - ld [hld], a ; update c2x3 - ld [hl], d ; update c2x2 + ld [hld], a ; update x#SPRITESTATEDATA2_XDISPLACEMENT + ld [hl], d ; update x#SPRITESTATEDATA2_YDISPLACEMENT and a ; clear carry (marking success) ret .impassable - ld h, wSpriteStateData1 / $100 - ld a, [hCurrentSpriteOffset] + ld h, HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] inc a ld l, a - ld [hl], $2 ; c1x1 = 2 (set movement status to delayed) + ld [hl], $2 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 2 (delayed) inc l inc l xor a - ld [hli], a ; c1x3 = 0 (clear Y movement delta) + ld [hli], a ; [x#SPRITESTATEDATA1_YSTEPVECTOR] = 0 inc l - ld [hl], a ; c1x5 = 0 (clear X movement delta) + ld [hl], a ; [x#SPRITESTATEDATA1_XSTEPVECTOR] = 0 inc h - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $8 ld l, a call Random - ld a, [hRandomAdd] + ldh a, [hRandomAdd] and $7f - ld [hl], a ; c2x8: set next movement delay to a random value in [0,$7f] (again with delay $100 if value is 0) + ld [hl], a ; x#SPRITESTATEDATA2_MOVEMENTDELAY: set to a random value in [0,$7f] (again with delay $100 if value is 0) scf ; set carry (marking failure to walk) ret @@ -691,25 +698,25 @@ CanWalkOntoTile: ; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to ; hl: output pointer GetTileSpriteStandsOn: - ld h, wSpriteStateData1 / $100 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1 + ld h, HIGH(wSpriteStateData1) + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA1_YPIXELS ld l, a - ld a, [hli] ; c1x4: screen Y position + ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS add $4 ; align to 2*2 tile blocks (Y position is always off 4 pixels to the top) and $f0 ; in case object is currently moving srl a ; screen Y tile * 4 ld c, a ld b, $0 inc l - ld a, [hl] ; c1x6: screen X position + ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS srl a srl a srl a ; screen X tile add SCREEN_WIDTH ; screen X tile + 20 ld d, $0 ld e, a - coord hl, 0, 0 + hlcoord 0, 0 add hl, bc add hl, bc add hl, bc @@ -784,7 +791,7 @@ DoScriptedNPCMovement: ld a, [hl] add b ld [hl], a - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $9 ld l, a ld a, c @@ -807,17 +814,17 @@ InitScriptedNPCMovement: jp AnimScriptedNPCMovement GetSpriteScreenYPointer: - ld a, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1 + ld a, SPRITESTATEDATA1_YPIXELS ld b, a jr GetSpriteScreenXYPointerCommon GetSpriteScreenXPointer: - ld a, wSpritePlayerStateData1XPixels - wSpritePlayerStateData1 + ld a, SPRITESTATEDATA1_XPIXELS ld b, a GetSpriteScreenXYPointerCommon: ld hl, wSpriteStateData1 - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add l add b ld l, a @@ -825,16 +832,16 @@ GetSpriteScreenXYPointerCommon: AnimScriptedNPCMovement: ld hl, wSpriteStateData2 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2 + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA2_IMAGEBASEOFFSET ld l, a ld a, [hl] ; VRAM slot dec a swap a ld b, a ld hl, wSpriteStateData1 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData1FacingDirection - wSpritePlayerStateData1 + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA1_FACINGDIRECTION ld l, a ld a, [hl] ; facing direction cp SPRITE_FACING_DOWN @@ -849,21 +856,21 @@ AnimScriptedNPCMovement: .anim add b ld b, a - ld [hSpriteVRAMSlotAndFacing], a + ldh [hSpriteVRAMSlotAndFacing], a call AdvanceScriptedNPCAnimFrameCounter ld hl, wSpriteStateData1 - ld a, [hCurrentSpriteOffset] - add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1 + ldh a, [hCurrentSpriteOffset] + add SPRITESTATEDATA1_IMAGEINDEX ld l, a - ld a, [hSpriteVRAMSlotAndFacing] + ldh a, [hSpriteVRAMSlotAndFacing] ld b, a - ld a, [hSpriteAnimFrameCounter] + ldh a, [hSpriteAnimFrameCounter] add b ld [hl], a ret AdvanceScriptedNPCAnimFrameCounter: - ld a, [hCurrentSpriteOffset] + ldh a, [hCurrentSpriteOffset] add $7 ld l, a ld a, [hl] ; intra-animation frame counter @@ -878,5 +885,5 @@ AdvanceScriptedNPCAnimFrameCounter: inc a and $3 ld [hl], a - ld [hSpriteAnimFrameCounter], a + ldh [hSpriteAnimFrameCounter], a ret |