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-rw-r--r--engine/overworld/sprite_collisions.asm126
1 files changed, 64 insertions, 62 deletions
diff --git a/engine/overworld/sprite_collisions.asm b/engine/overworld/sprite_collisions.asm
index 48cd95b9..dc57d5b9 100644
--- a/engine/overworld/sprite_collisions.asm
+++ b/engine/overworld/sprite_collisions.asm
@@ -1,15 +1,15 @@
_UpdateSprites::
ld h, $c1
inc h
- ld a, wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
+ ld a, SPRITESTATEDATA2_IMAGEBASEOFFSET
.spriteLoop
ld l, a
- sub wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
+ sub SPRITESTATEDATA2_IMAGEBASEOFFSET
ld c, a
- ld [hCurrentSpriteOffset], a
+ ldh [hCurrentSpriteOffset], a
ld a, [hl]
and a
- jr z, .skipSprite ; tests $c2Xe
+ jr z, .skipSprite ; tests SPRITESTATEDATA2_IMAGEBASEOFFSET
push hl
push de
push bc
@@ -20,7 +20,7 @@ _UpdateSprites::
.skipSprite
ld a, l
add $10 ; move to next sprite
- cp wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2 ; test for overflow (back at beginning)
+ cp SPRITESTATEDATA2_IMAGEBASEOFFSET ; test for overflow (back at beginning)
jr nz, .spriteLoop
ret
.updateCurrentSprite
@@ -31,10 +31,10 @@ _UpdateSprites::
UpdateNonPlayerSprite:
dec a
swap a
- ld [hTilePlayerStandingOn], a ; $10 * sprite#
+ ldh [hTilePlayerStandingOn], a ; $10 * sprite#
ld a, [wNPCMovementScriptSpriteOffset] ; some sprite offset?
ld b, a
- ld a, [hCurrentSpriteOffset]
+ ldh a, [hCurrentSpriteOffset]
cp b
jr nz, .unequal
jp DoScriptedNPCMovement
@@ -43,22 +43,23 @@ UpdateNonPlayerSprite:
; This detects if the current sprite (whose offset is at hCurrentSpriteOffset)
; is going to collide with another sprite by looping over the other sprites.
-; The current sprite's offset will be labelled with i (e.g. $c1i0).
-; The loop sprite's offset will labelled with j (e.g. $c1j0).
+; The current sprite's offset will be labelled with i (e.g. i#SPRITESTATEDATA1_PICTUREID).
+; The loop sprite's offset will labelled with j (e.g. j#SPRITESTATEDATA1_PICTUREID).
;
-; Note that the Y coordinate of the sprite (in [$c1k4]) is one of the following
-; 9 values when the sprite is aligned with the grid: $fc, $0c, $1c, $2c, ..., $7c.
+; Note that the Y coordinate of the sprite (in [k#SPRITESTATEDATA1_YPIXELS])
+; is one of the following 9 values when the sprite is aligned with the grid:
+; $fc, $0c, $1c, $2c, ..., $7c.
; The reason that 4 is added below to the coordinate is to make it align with a
; multiple of $10 to make comparisons easier.
DetectCollisionBetweenSprites:
nop
- ld h, wSpriteStateData1 / $100
- ld a, [hCurrentSpriteOffset]
- add wSpriteStateData1 % $100
+ ld h, HIGH(wSpriteStateData1)
+ ldh a, [hCurrentSpriteOffset]
+ add LOW(wSpriteStateData1)
ld l, a
- ld a, [hl] ; a = [$c1i0] (picture) (0 if slot is unused)
+ ld a, [hl] ; a = [i#SPRITESTATEDATA1_PICTUREID] (0 if slot is unused)
and a ; is this sprite slot slot used?
ret z ; return if not used
@@ -66,10 +67,10 @@ DetectCollisionBetweenSprites:
add 3
ld l, a
- ld a, [hli] ; a = [$c1i3] (delta Y) (-1, 0, or 1)
+ ld a, [hli] ; a = [i#SPRITESTATEDATA1_YSTEPVECTOR] (-1, 0, or 1)
call SetSpriteCollisionValues
- ld a, [hli] ; a = [$C1i4] (Y screen coordinate)
+ ld a, [hli] ; a = [i#SPRITESTATEDATA1_YPIXELS]
add 4 ; align with multiple of $10
; The effect of the following 3 lines is to
@@ -79,11 +80,11 @@ DetectCollisionBetweenSprites:
and $f0
or c
- ld [hFF90], a ; store Y coordinate adjusted for direction of movement
+ ldh [hFF90], a ; store Y coordinate adjusted for direction of movement
- ld a, [hli] ; a = [$c1i5] (delta X) (-1, 0, or 1)
+ ld a, [hli] ; a = [i#SPRITESTATEDATA1_XSTEPVECTOR] (-1, 0, or 1)
call SetSpriteCollisionValues
- ld a, [hl] ; a = [$C1i6] (X screen coordinate)
+ ld a, [hl] ; a = [i#SPRITESTATEDATA1_XPIXELS]
; The effect of the following 3 lines is to
; add 7 to a if moving east or
@@ -92,52 +93,52 @@ DetectCollisionBetweenSprites:
and $f0
or c
- ld [hFF91], a ; store X coordinate adjusted for direction of movement
+ ldh [hFF91], a ; store X coordinate adjusted for direction of movement
ld a, l
add 7
ld l, a
xor a
- ld [hld], a ; zero [$c1id] XXX what's [$c1id] for?
- ld [hld], a ; zero [$c1ic] (directions in which collisions occurred)
+ ld [hld], a ; zero [i#SPRITESTATEDATA1_0D] XXX what's this for?
+ ld [hld], a ; zero [i#SPRITESTATEDATA1_COLLISIONDATA]
- ld a, [hFF91]
- ld [hld], a ; [$c1ib] = adjusted X coordinate
- ld a, [hFF90]
- ld [hl], a ; [$c1ia] = adjusted Y coordinate
+ ldh a, [hFF91]
+ ld [hld], a ; [i#SPRITESTATEDATA1_XADJUSTED]
+ ldh a, [hFF90]
+ ld [hl], a ; [i#SPRITESTATEDATA1_YADJUSTED]
xor a ; zero the loop counter
.loop
- ld [hFF8F], a ; store loop counter
+ ldh [hFF8F], a ; store loop counter
swap a
ld e, a
- ld a, [hCurrentSpriteOffset]
+ ldh a, [hCurrentSpriteOffset]
cp e ; does the loop sprite match the current sprite?
jp z, .next ; go to the next sprite if they match
ld d, h
- ld a, [de] ; a = [$c1j0] (picture) (0 if slot is unused)
+ ld a, [de] ; a = [j#SPRITESTATEDATA1_PICTUREID] (0 if slot is unused)
and a ; is this sprite slot slot used?
jp z, .next ; go the next sprite if not used
inc e
inc e
- ld a, [de] ; a = [$c1j2] ($ff means the sprite is offscreen)
+ ld a, [de] ; a = [j#SPRITESTATEDATA1_IMAGEINDEX] ($ff means the sprite is offscreen)
inc a
jp z, .next ; go the next sprite if offscreen
- ld a, [hCurrentSpriteOffset]
+ ldh a, [hCurrentSpriteOffset]
add 10
ld l, a
inc e
- ld a, [de] ; a = [$c1j3] (delta Y)
+ ld a, [de] ; a = [j#SPRITESTATEDATA1_YSTEPVECTOR]
call SetSpriteCollisionValues
inc e
- ld a, [de] ; a = [$C1j4] (Y screen coordinate)
+ ld a, [de] ; a = [j#SPRITESTATEDATA1_YPIXELS]
add 4 ; align with multiple of $10
; The effect of the following 3 lines is to
@@ -147,18 +148,18 @@ DetectCollisionBetweenSprites:
and $f0
or c
- sub [hl] ; subtract the adjusted Y coordinate of sprite i ([$c1ia]) from that of sprite j
+ sub [hl] ; subtract [i#SPRITESTATEDATA1_YADJUSTED] from [j#SPRITESTATEDATA1_YADJUSTED]
; calculate the absolute value of the difference to get the distance
jr nc, .noCarry1
cpl
inc a
.noCarry1
- ld [hFF90], a ; store the distance between the two sprites' adjusted Y values
+ ldh [hFF90], a ; store the distance between the two sprites' adjusted Y values
; Use the carry flag set by the above subtraction to determine which sprite's
-; Y coordinate is larger. This information is used later to set [$c1ic],
-; which stores which direction the collision occurred in.
+; Y coordinate is larger. This information is used later to set
+; [i#SPRITESTATEDATA1_COLLISIONDATA].
; The following 5 lines set the lowest 2 bits of c, which are later shifted left by 2.
; If sprite i's Y is larger, set lowest 2 bits of c to 10.
; If sprite j's Y is larger or both are equal, set lowest 2 bits of c to 01.
@@ -170,30 +171,30 @@ DetectCollisionBetweenSprites:
; If sprite i's delta Y is 0, then b = 7, else b = 9.
ld b, 7
- ld a, [hl] ; a = [$c1ia] (adjusted Y coordinate)
+ ld a, [hl] ; a = [i#SPRITESTATEDATA1_YADJUSTED]
and $f
jr z, .next1
ld b, 9
.next1
- ld a, [hFF90] ; a = distance between adjusted Y coordinates
+ ldh a, [hFF90] ; a = distance between adjusted Y coordinates
sub b
- ld [hFF92], a ; store distance adjusted using sprite i's direction
+ ldh [hFF92], a ; store distance adjusted using sprite i's direction
ld a, b
- ld [hFF90], a ; store 7 or 9 depending on sprite i's delta Y
+ ldh [hFF90], a ; store 7 or 9 depending on sprite i's delta Y
jr c, .checkXDistance
; If sprite j's delta Y is 0, then b = 7, else b = 9.
ld b, 7
dec e
- ld a, [de] ; a = [$c1j3] (delta Y)
+ ld a, [de] ; a = [j#SPRITESTATEDATA1_YSTEPVECTOR]
inc e
and a
jr z, .next2
ld b, 9
.next2
- ld a, [hFF92] ; a = distance adjusted using sprite i's direction
+ ldh a, [hFF92] ; a = distance adjusted using sprite i's direction
sub b ; adjust distance using sprite j's direction
jr z, .checkXDistance
jr nc, .next ; go to next sprite if distance is still positive after both adjustments
@@ -201,13 +202,13 @@ DetectCollisionBetweenSprites:
.checkXDistance
inc e
inc l
- ld a, [de] ; a = [$c1j5] (delta X)
+ ld a, [de] ; a = [j#SPRITESTATEDATA1_XSTEPVECTOR]
push bc
call SetSpriteCollisionValues
inc e
- ld a, [de] ; a = [$c1j6] (X screen coordinate)
+ ld a, [de] ; a = [j#SPRITESTATEDATA1_XPIXELS]
; The effect of the following 3 lines is to
; add 7 to a if moving east or
@@ -218,18 +219,18 @@ DetectCollisionBetweenSprites:
pop bc
- sub [hl] ; subtract the adjusted X coordinate of sprite i ([$c1ib]) from that of sprite j
+ sub [hl] ; subtract [i#SPRITESTATEDATA1_XADJUSTED] from [j#SPRITESTATEDATA1_XADJUSTED]
; calculate the absolute value of the difference to get the distance
jr nc, .noCarry2
cpl
inc a
.noCarry2
- ld [hFF91], a ; store the distance between the two sprites' adjusted X values
+ ldh [hFF91], a ; store the distance between the two sprites' adjusted X values
; Use the carry flag set by the above subtraction to determine which sprite's
-; X coordinate is larger. This information is used later to set [$c1ic],
-; which stores which direction the collision occurred in.
+; X coordinate is larger. This information is used later to set
+; [i#SPRITESTATEDATA1_COLLISIONDATA].
; The following 5 lines set the lowest 2 bits of c.
; If sprite i's X is larger, set lowest 2 bits of c to 10.
; If sprite j's X is larger or both are equal, set lowest 2 bits of c to 01.
@@ -241,38 +242,38 @@ DetectCollisionBetweenSprites:
; If sprite i's delta X is 0, then b = 7, else b = 9.
ld b, 7
- ld a, [hl] ; a = [$c1ib] (adjusted X coordinate)
+ ld a, [hl] ; a = [i#SPRITESTATEDATA1_XADJUSTED]
and $f
jr z, .next3
ld b, 9
.next3
- ld a, [hFF91] ; a = distance between adjusted X coordinates
+ ldh a, [hFF91] ; a = distance between adjusted X coordinates
sub b
- ld [hFF92], a ; store distance adjusted using sprite i's direction
+ ldh [hFF92], a ; store distance adjusted using sprite i's direction
ld a, b
- ld [hFF91], a ; store 7 or 9 depending on sprite i's delta X
+ ldh [hFF91], a ; store 7 or 9 depending on sprite i's delta X
jr c, .collision
; If sprite j's delta X is 0, then b = 7, else b = 9.
ld b, 7
dec e
- ld a, [de] ; a = [$c1j5] (delta X)
+ ld a, [de] ; a = [j#SPRITESTATEDATA1_XSTEPVECTOR]
inc e
and a
jr z, .next4
ld b, 9
.next4
- ld a, [hFF92] ; a = distance adjusted using sprite i's direction
+ ldh a, [hFF92] ; a = distance adjusted using sprite i's direction
sub b ; adjust distance using sprite j's direction
jr z, .collision
jr nc, .next ; go to next sprite if distance is still positive after both adjustments
.collision
- ld a, [hFF91] ; a = 7 or 9 depending on sprite i's delta X
+ ldh a, [hFF91] ; a = 7 or 9 depending on sprite i's delta X
ld b, a
- ld a, [hFF90] ; a = 7 or 9 depending on sprite i's delta Y
+ ldh a, [hFF90] ; a = 7 or 9 depending on sprite i's delta Y
inc l
; If delta X isn't 0 and delta Y is 0, then b = %0011, else b = %1100.
@@ -287,14 +288,15 @@ DetectCollisionBetweenSprites:
.next6
ld a, c ; c has 2 bits set (one of bits 0-1 is set for the X axis and one of bits 2-3 for the Y axis)
and b ; we select either the bit in bits 0-1 or bits 2-3 based on the calculation immediately above
- or [hl] ; or with existing collision direction bits in [$c1ic]
+ or [hl] ; or with existing collision direction bits in [i#SPRITESTATEDATA1_COLLISIONDATA]
ld [hl], a ; store new value
ld a, c ; useless code because a is overwritten before being used again
-; set bit in [$c1ie] or [$c1if] to indicate which sprite the collision occurred with
+; set bit in [i#SPRITESTATEDATA1_0E] or [i#SPRITESTATEDATA1_0F]
+; to indicate which sprite the collision occurred with
inc l
inc l
- ld a, [hFF8F] ; a = loop counter
+ ldh a, [hFF8F] ; a = loop counter
ld de, SpriteCollisionBitTable
add a
add e
@@ -311,7 +313,7 @@ DetectCollisionBetweenSprites:
ld [hl], a
.next
- ld a, [hFF8F] ; a = loop counter
+ ldh a, [hFF8F] ; a = loop counter
inc a
cp $10
jp nz, .loop