diff options
author | ProjectRevoTPP <projectrevotpp@hotmail.com> | 2017-10-18 14:21:43 -0400 |
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committer | ProjectRevoTPP <projectrevotpp@hotmail.com> | 2017-10-18 14:21:43 -0400 |
commit | 17bb6dc21f3b5ab3cf1a694bb966928d1c24482f (patch) | |
tree | 62d071743f4abea54cbd8edbca949d9f47954000 /include | |
parent | 2db57c612570c5a74e6b30bec8074f70132636b1 (diff) |
mbt to mach trans and additional comments
Diffstat (limited to 'include')
-rw-r--r-- | include/bike.h | 29 | ||||
-rw-r--r-- | include/global.fieldmap.h | 4 |
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; |