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authorProjectRevoTPP <projectrevotpp@hotmail.com>2017-10-18 14:21:43 -0400
committerProjectRevoTPP <projectrevotpp@hotmail.com>2017-10-18 14:21:43 -0400
commit17bb6dc21f3b5ab3cf1a694bb966928d1c24482f (patch)
tree62d071743f4abea54cbd8edbca949d9f47954000 /include
parent2db57c612570c5a74e6b30bec8074f70132636b1 (diff)
mbt to mach trans and additional comments
Diffstat (limited to 'include')
-rw-r--r--include/bike.h29
-rw-r--r--include/global.fieldmap.h4
2 files changed, 17 insertions, 16 deletions
diff --git a/include/bike.h b/include/bike.h
index b6f5f42e4..28aa2037d 100644
--- a/include/bike.h
+++ b/include/bike.h
@@ -1,16 +1,17 @@
#ifndef GUARD_BIKE_H
#define GUARD_BIKE_H
-// BikeHistoryInputInfo
+// the struct below is used for checking button combinations of the last input so that the acro can potentially perform a side/turn jump.
+// its possible that at some point Game Freak intended for the acro bike to have more complex tricks: but only the acro jump combinations can be seen in the final ROM.
struct BikeHistoryInputInfo
{
- u32 dirHistoryMatch;
- u32 abStartSelectHistoryMatch;
- u32 dirHistoryMask;
- u32 abStartSelectHistoryMask;
- const u8 *dirTimerHistoryList;
- const u8 *abStartSelectHistoryList;
- u32 direction;
+ u32 dirHistoryMatch; // the direction you need to press
+ u32 abStartSelectHistoryMatch; // the button you need to press
+ u32 dirHistoryMask; // mask applied so that way only the recent nybble (the recent input) is checked
+ u32 abStartSelectHistoryMask; // mask applied so that way only the recent nybble (the recent input) is checked
+ const u8 *dirTimerHistoryList; // list of timers to check for direction before the button+dir combination can be verified.
+ const u8 *abStartSelectHistoryList; // list of timers to check for buttons before the button+dir combination can be verified.
+ u32 direction; // direction to jump
};
// Player speeds
@@ -26,13 +27,13 @@ enum
// mach bike transitions enum
enum
{
- MBT_FACE_DIRECTION,
- MBT_TURN_FRAME,
- MBT_KEEP_MOVING,
- MBT_START_MOVING
+ MACH_TRANS_FACE_DIRECTION,
+ MACH_TRANS_TURN_DIRECTION,
+ MACH_TRANS_KEEP_MOVING,
+ MACH_TRANS_START_MOVING
};
-//Acro bike states
+// Acro bike states
enum
{
ACRO_STATE_NORMAL,
@@ -44,7 +45,7 @@ enum
ACRO_STATE_TURN_JUMP,
};
-//Acro bike transitions
+// Acro bike transitions
enum
{
ACRO_TRANS_FACE_DIRECTION,
diff --git a/include/global.fieldmap.h b/include/global.fieldmap.h
index eb99cc19f..488cc11d9 100644
--- a/include/global.fieldmap.h
+++ b/include/global.fieldmap.h
@@ -357,7 +357,7 @@ enum
enum
{
NOT_MOVING,
- TURN_FRAME, // not the same as turning! turns your avatar without moving.
+ TURN_DIRECTION, // not the same as turning! turns your avatar without moving. also known as a turn frame in some circles
MOVING,
};
@@ -373,7 +373,7 @@ struct PlayerAvatar /* 0x202E858 */
{
/*0x00*/ u8 flags;
/*0x01*/ u8 unk1; // used to be named bike, but its definitely not that. seems to be some transition flags
- /*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is a turn frame, 02 is moving.
+ /*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
/*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning.
/*0x04*/ u8 spriteId;
/*0x05*/ u8 mapObjectId;