diff options
| author | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-08-17 14:22:27 -0400 | 
|---|---|---|
| committer | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-08-17 14:22:27 -0400 | 
| commit | f82097b8949c490cd09355dc6d8fee5598498bd4 (patch) | |
| tree | 69309ea07172ab70b2477cb93993afa7128fc3c8 /engine | |
| parent | 3b003960d413090cb1f68da61399e186ea5716bd (diff) | |
Identify some map object related constants
Diffstat (limited to 'engine')
| -rw-r--r-- | engine/overworld/movement.asm | 82 | ||||
| -rwxr-xr-x | engine/slots/game_corner_slots.asm | 6 | 
2 files changed, 44 insertions, 44 deletions
| diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm index 61bcf02f..2fb8c384 100644 --- a/engine/overworld/movement.asm +++ b/engine/overworld/movement.asm @@ -93,9 +93,9 @@ UpdatePlayerSprite:  	ld c, a  	ld a, [wGrassTile]  	cp c -	ld a, $0 +	ld a, 0  	jr nz, .next2 -	ld a, $80 +	ld a, OAM_BEHIND_BG  .next2  	ld [wSpritePlayerStateData2GrassPriority], a  	ret @@ -150,15 +150,15 @@ UpdateNPCSprite:  	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 h, HIGH(wSpriteStateData2)  	ldh a, [hCurrentSpriteOffset]  	add $6  	ld l, a  	ld a, [hl]       ; x#SPRITESTATEDATA2_MOVEMENTBYTE1  	inc a -	jr z, .randomMovement  ; value $FF +	jr z, .randomMovement  ; value STAY  	inc a -	jr z, .randomMovement  ; value $FE +	jr z, .randomMovement  ; value WALK  ; scripted movement  	dec a  	ld [hl], a       ; increment movement byte 1 (movement data index) @@ -184,7 +184,7 @@ UpdateNPCSprite:  .next  	cp WALK  	jr nz, .determineDirection -; current NPC movement data is $fe. this seems buggy +; current NPC movement data is WALK ($fe). this seems buggy  	ld [hl], $1     ; set movement byte 1 to $1  	ld de, wNPCMovementDirections  	call LoadDEPlusA ; a = [wNPCMovementDirections + $fe] (?) @@ -195,20 +195,20 @@ UpdateNPCSprite:  .determineDirection  	ld b, a  	ld a, [wCurSpriteMovement2] -	cp $d0 -	jr z, .moveDown    ; movement byte 2 = $d0 forces down -	cp $d1 -	jr z, .moveUp      ; movement byte 2 = $d1 forces up -	cp $d2 -	jr z, .moveLeft    ; movement byte 2 = $d2 forces left -	cp $d3 -	jr z, .moveRight   ; movement byte 2 = $d3 forces right +	cp DOWN +	jr z, .moveDown +	cp UP +	jr z, .moveUp +	cp LEFT +	jr z, .moveLeft +	cp RIGHT +	jr z, .moveRight  	ld a, b -	cp $40             ; a < $40: down (or left) +	cp NPC_MOVEMENT_UP ; NPC_MOVEMENT_DOWN <= a < NPC_MOVEMENT_UP: down (or left)  	jr nc, .notDown  	ld a, [wCurSpriteMovement2] -	cp $2 -	jr z, .moveLeft    ; movement byte 2 = $2 only allows left or right +	cp LEFT_RIGHT +	jr z, .moveLeft  .moveDown  	ld de, 2*SCREEN_WIDTH  	add hl, de         ; move tile pointer two rows down @@ -216,11 +216,11 @@ UpdateNPCSprite:  	lb bc, 4, SPRITE_FACING_DOWN  	jr TryWalking  .notDown -	cp $80             ; $40 <= a < $80: up (or right) +	cp NPC_MOVEMENT_LEFT ; NPC_MOVEMENT_UP <= a < NPC_MOVEMENT_LEFT: up (or right)  	jr nc, .notUp  	ld a, [wCurSpriteMovement2] -	cp $2 -	jr z, .moveRight   ; movement byte 2 = $2 only allows left or right +	cp LEFT_RIGHT +	jr z, .moveRight  .moveUp  	ld de, -2*SCREEN_WIDTH  	add hl, de         ; move tile pointer two rows up @@ -228,21 +228,21 @@ UpdateNPCSprite:  	lb bc, 8, SPRITE_FACING_UP  	jr TryWalking  .notUp -	cp $c0             ; $80 <= a < $c0: left (or up) +	cp NPC_MOVEMENT_RIGHT ; NPC_MOVEMENT_LEFT <= a < NPC_MOVEMENT_RIGHT: left (or up)  	jr nc, .notLeft  	ld a, [wCurSpriteMovement2] -	cp $1 -	jr z, .moveUp      ; movement byte 2 = $1 only allows up or down +	cp UP_DOWN +	jr z, .moveUp  .moveLeft  	dec hl  	dec hl             ; move tile pointer two columns left  	lb de, 0, -1  	lb bc, 2, SPRITE_FACING_LEFT  	jr TryWalking -.notLeft              ; $c0 <= a: right (or down) +.notLeft               ; NPC_MOVEMENT_RIGHT <= a: right (or down)  	ld a, [wCurSpriteMovement2] -	cp $1 -	jr z, .moveDown    ; movement byte 2 = $1 only allows up or down +	cp UP_DOWN +	jr z, .moveDown  .moveRight  	inc hl  	inc hl             ; move tile pointer two columns right @@ -281,7 +281,7 @@ TryWalking:  	call CanWalkOntoTile  	pop de  	ret c               ; cannot walk there (reinitialization of delay values already done) -	ld h, $c2 +	ld h, HIGH(wSpriteStateData2)  	ldh a, [hCurrentSpriteOffset]  	add $4  	ld l, a @@ -341,8 +341,8 @@ UpdateSpriteInWalkingAnimation:  	add l  	ld l, a  	ld a, [hl]                       ; x#SPRITESTATEDATA2_MOVEMENTBYTE1 -	cp $fe -	jr nc, .initNextMovementCounter  ; values $fe and $ff +	cp WALK +	jr nc, .initNextMovementCounter  ; values WALK or STAY  	ldh a, [hCurrentSpriteOffset]  	inc a  	ld l, a @@ -383,8 +383,8 @@ UpdateSpriteMovementDelay:  	ld a, [hl]              ; x#SPRITESTATEDATA2_MOVEMENTBYTE1  	inc l  	inc l -	cp $fe -	jr nc, .tickMoveCounter ; values $fe or $ff +	cp WALK +	jr nc, .tickMoveCounter ; values WALK or STAY  	ld [hl], $0  	jr .moving  .tickMoveCounter @@ -485,8 +485,8 @@ CheckSpriteAvailability:  	add SPRITESTATEDATA2_MOVEMENTBYTE1  	ld l, a  	ld a, [hl]      ; x#SPRITESTATEDATA2_MOVEMENTBYTE1 -	cp $fe -	jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted) +	cp WALK +	jr c, .skipXVisibilityTest ; movement byte 1 < WALK (i.e. the sprite's movement is scripted)  	ldh a, [hCurrentSpriteOffset]  	add SPRITESTATEDATA2_MAPY  	ld l, a @@ -495,7 +495,7 @@ CheckSpriteAvailability:  	cp b  	jr z, .skipYVisibilityTest  	jr nc, .spriteInvisible ; above screen region -	add $8                  ; screen is 9 tiles high +	add SCREEN_HEIGHT / 2 - 1  	cp b  	jr c, .spriteInvisible  ; below screen region  .skipYVisibilityTest @@ -505,7 +505,7 @@ CheckSpriteAvailability:  	cp b  	jr z, .skipXVisibilityTest  	jr nc, .spriteInvisible ; left of screen region -	add $9                  ; screen is 10 tiles wide +	add SCREEN_WIDTH / 2 - 1  	cp b  	jr c, .spriteInvisible  ; right of screen region  .skipXVisibilityTest @@ -519,7 +519,7 @@ CheckSpriteAvailability:  	ld a, [hld]  	cp d  	jr nc, .spriteInvisible ; standing on tile with ID >=MAP_TILESET_SIZE (bottom right tile) -	ld bc, -20 +	ld bc, -SCREEN_WIDTH  	add hl, bc              ; go back one row of tiles  	ld a, [hli]  	cp d @@ -547,9 +547,9 @@ CheckSpriteAvailability:  	ld l, a  	ld a, [wGrassTile]  	cp c -	ld a, $0 +	ld a, 0  	jr nz, .notInGrass -	ld a, $80 +	ld a, OAM_BEHIND_BG  .notInGrass  	ld [hl], a       ; x#SPRITESTATEDATA2_GRASSPRIORITY  	and a @@ -587,8 +587,8 @@ CanWalkOntoTile:  	add SPRITESTATEDATA2_MOVEMENTBYTE1  	ld l, a  	ld a, [hl]         ; x#SPRITESTATEDATA2_MOVEMENTBYTE1 -	cp $fe -	jr nc, .notScripted    ; values $fe and $ff +	cp WALK +	jr nc, .notScripted    ; values WALK or STAY  ; always allow walking if the movement is scripted  	and a  	ret @@ -603,7 +603,7 @@ CanWalkOntoTile:  	jr z, .impassable  	cp c  	jr nz, .tilePassableLoop -	ld h, $c2 +	ld h, HIGH(wSpriteStateData2)  	ldh a, [hCurrentSpriteOffset]  	add $6  	ld l, a diff --git a/engine/slots/game_corner_slots.asm b/engine/slots/game_corner_slots.asm index c233b0e6..48321974 100755 --- a/engine/slots/game_corner_slots.asm +++ b/engine/slots/game_corner_slots.asm @@ -1,10 +1,10 @@  StartSlotMachine:  	ld a, [wHiddenObjectFunctionArgument] -	cp $fd +	cp SLOTS_OUTOFORDER  	jr z, .printOutOfOrder -	cp $fe +	cp SLOTS_OUTTOLUNCH  	jr z, .printOutToLunch -	cp $ff +	cp SLOTS_SOMEONESKEYS  	jr z, .printSomeonesKeys  	farcall AbleToPlaySlotsCheck  	ld a, [wCanPlaySlots] | 
