diff options
Diffstat (limited to 'engine/overworld/movement.asm')
-rw-r--r-- | engine/overworld/movement.asm | 401 |
1 files changed, 293 insertions, 108 deletions
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm index f272f497..f2334479 100644 --- a/engine/overworld/movement.asm +++ b/engine/overworld/movement.asm @@ -22,7 +22,13 @@ UpdatePlayerSprite: ld [wSpriteStateData1 + 2], a ret .lowerLeftTileIsMapTile + ld a, [wUpdateSpritesEnabled] + push af + ld a, $ff + ld [wUpdateSpritesEnabled], a call DetectCollisionBetweenSprites + pop af + ld [wUpdateSpritesEnabled], a ld h, wSpriteStateData1 / $100 ld a, [wWalkCounter] and a @@ -48,42 +54,24 @@ UpdatePlayerSprite: jr z, .notMoving ld a, SPRITE_FACING_RIGHT jr .next +.next + ld [wSpritePlayerStateData1FacingDirection], a ; facing direction + ld a, [wFontLoaded] + bit 0, a + jr z, .moving .notMoving ; zero the animation counters xor a ld [wSpriteStateData1 + 7], a ld [wSpriteStateData1 + 8], a - jr .calcImageIndex -.next - ld [wSpriteStateData1 + 9], a ; facing direction - ld a, [wFontLoaded] - bit 0, a - jr nz, .notMoving + call Func_4e32 + jr .skipSpriteAnim .moving ld a, [wd736] bit 7, a ; is the player sprite spinning due to a spin tile? jr nz, .skipSpriteAnim - ld a, [H_CURRENTSPRITEOFFSET] - add $7 - ld l, a - ld a, [hl] - inc a - ld [hl], a - cp 4 - jr nz, .calcImageIndex - xor a - ld [hl], a - inc hl - ld a, [hl] - inc a - and $3 - ld [hl], a -.calcImageIndex - ld a, [wSpriteStateData1 + 8] - ld b, a - ld a, [wSpriteStateData1 + 9] - add b - ld [wSpriteStateData1 + 2], a + call Func_5274 + call Func_4e32 .skipSpriteAnim ; If the player is standing on a grass tile, make the player's sprite have ; lower priority than the background so that it's partially obscured by the @@ -97,18 +85,15 @@ UpdatePlayerSprite: jr nz, .next2 ld a, $80 .next2 - ld [wSpriteStateData2 + 7], a + ld [wSpriteStateData2 + $07], a ret -UnusedReadSpriteDataFunction: - push bc - push af - ld a, [H_CURRENTSPRITEOFFSET] - ld c, a - pop af - add c - ld l, a - pop bc +Func_4e32: + ld a, [wSpriteStateData1 + 8] + ld b, a + ld a, [wSpritePlayerStateData1FacingDirection] + add b + ld [wSpriteStateData1 + 2], a ret UpdateNPCSprite: @@ -121,7 +106,7 @@ UpdateNPCSprite: ld l, a ld a, [hl] ; read movement byte 2 ld [wCurSpriteMovement2], a - ld h, $c1 + ld h, wSpriteStateData1 / $100 ld a, [H_CURRENTSPRITEOFFSET] ld l, a inc l @@ -130,7 +115,7 @@ UpdateNPCSprite: 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 h, wSpriteStateData1 / $100 ld a, [H_CURRENTSPRITEOFFSET] ld l, a inc l @@ -146,19 +131,21 @@ UpdateNPCSprite: jp z, UpdateSpriteMovementDelay ; c1x1 == 2 cp $3 jp z, UpdateSpriteInWalkingAnimation ; c1x1 == 3 + cp $4 + jp z, Func_5357 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 h, wSpriteStateData2 / $100 ld a, [H_CURRENTSPRITEOFFSET] add $6 ld l, a ld a, [hl] ; c2x6: movement byte 1 inc a - jr z, .randomMovement ; value $FF + jp z, .randomMovement ; value $FF inc a - jr z, .randomMovement ; value $FE + jp z, .randomMovement ; value $FE ; scripted movement dec a ld [hl], a ; increment movement byte 1 (movement data index) @@ -183,12 +170,18 @@ UpdateNPCSprite: ret .next cp WALK - jr nz, .determineDirection + jr nz, .asm_4ecb ; current NPC movement data is $fe. this seems buggy ld [hl], $1 ; set movement byte 1 to $1 ld de, wNPCMovementDirections call LoadDEPlusA ; a = [wNPCMovementDirections + $fe] (?) - jr .determineDirection +.asm_4ecb + push af + call Func_5288 + pop bc + ld a, b + jr nc, .determineDirection + ret .randomMovement call GetTileSpriteStandsOn call Random @@ -263,59 +256,25 @@ ChangeFacingDirection: ; set carry on failure, clears carry on success TryWalking: push hl - ld h, $c1 - ld a, [H_CURRENTSPRITEOFFSET] - add $9 - ld l, a - ld [hl], c ; c1x9 (update facing direction) - ld a, [H_CURRENTSPRITEOFFSET] - add $3 - ld l, a - ld [hl], d ; c1x3 (update Y movement delta) - inc l - inc l - ld [hl], e ; c1x5 (update X movement delta) + call Func_5337 pop hl push de - ld c, [hl] ; read tile to walk onto + ld c, [hl] call CanWalkOntoTile pop de - ret c ; cannot walk there (reinitialization of delay values already done) - ld h, $c2 + ret c + call Func_5349 ld a, [H_CURRENTSPRITEOFFSET] - add $4 ld l, a - ld a, [hl] ; c2x4: Y position - add d - ld [hli], a ; update Y position - ld a, [hl] ; c2x5: X position - add e - ld [hl], a ; update X position - ld a, [H_CURRENTSPRITEOFFSET] - ld l, a - ld [hl], $10 ; c2x0=16: walk animation counter + ld [hl], $10 ; c1x9 (update facing direction) dec h inc l - ld [hl], $3 ; c1x1: set movement status to walking + ld [hl], $3 jp UpdateSpriteImage ; update the walking animation parameters for a sprite that is currently walking UpdateSpriteInWalkingAnimation: - ld a, [H_CURRENTSPRITEOFFSET] - add $7 - ld l, a - ld a, [hl] ; c1x7 (counter until next walk animation frame) - inc a - ld [hl], a ; c1x7 += 1 - cp $4 - jr nz, .noNextAnimationFrame - xor a - ld [hl], a ; c1x7 = 0 - inc l - ld a, [hl] ; c1x8 (walk animation frame) - inc a - and $3 - ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step) + call Func_5274 .noNextAnimationFrame ld a, [H_CURRENTSPRITEOFFSET] add $3 @@ -446,6 +405,7 @@ InitializeSpriteStatus: ld a, $8 ld [hli], a ; $c2x2: set Y displacement to 8 ld [hl], a ; $c2x3: set X displacement to 8 + call InitializeSpriteScreenPosition ; could have done fallthrough here ret ; calculates the sprite's screen position form its map position and the player position @@ -458,7 +418,7 @@ InitializeSpriteScreenPosition: ld b, a ld a, [hl] ; c2x4 (Y position + 4) sub b ; relative to player position - swap a ; * 16 + call Func_5033 sub $4 ; - 4 dec h ld [hli], a ; c1x4 (screen Y position) @@ -467,11 +427,23 @@ InitializeSpriteScreenPosition: ld b, a ld a, [hli] ; c2x6 (X position + 4) sub b ; relative to player position - swap a ; * 16 + call Func_5033 dec h ld [hl], a ; c1x6 (screen X position) ret +Func_5033: + jr nc, .asm_503c + cpl + inc a + swap a + cpl + inc a + ret +.asm_503c + swap a + ret + ; tests if sprite is off screen or otherwise unable to do anything CheckSpriteAvailability: predef IsObjectHidden @@ -591,17 +563,9 @@ CanWalkOntoTile: and a ret .notScripted - ld a, [wTilesetCollisionPtr] - ld l, a - ld a, [wTilesetCollisionPtr+1] - ld h, a -.tilePassableLoop - ld a, [hli] - cp $ff - jr z, .impassable - cp c - jr nz, .tilePassableLoop - ld h, $c2 + call _IsTilePassable + jr c, .impassable + ld h, wSpriteStateData2 / $100 ld a, [H_CURRENTSPRITEOFFSET] add $6 ld l, a @@ -624,7 +588,13 @@ CanWalkOntoTile: jr nc, .impassable ; don't walk off screen push de push bc + ld a, [wUpdateSpritesEnabled] + push af + ld a, $ff + ld [wUpdateSpritesEnabled], a call DetectCollisionBetweenSprites + pop af + ld [wUpdateSpritesEnabled], a pop bc pop de ld h, wSpriteStateData1 / $100 @@ -643,7 +613,7 @@ CanWalkOntoTile: jr nz, .upwards add d cp $5 - jr c, .impassable ; if c2x2+d < 5, don't go ;bug: this tests probably were supposed to prevent sprites + ;jr c, .impassable (bugfix) ; 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 @@ -665,7 +635,7 @@ CanWalkOntoTile: and a ; clear carry (marking success) ret .impassable - ld h, $c1 + ld h, wSpriteStateData1 / $100 ld a, [H_CURRENTSPRITEOFFSET] inc a ld l, a @@ -697,7 +667,7 @@ GetTileSpriteStandsOn: ld l, a ld a, [hli] ; c1x4: screen Y position 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 + and $f8 ; in case object is currently moving (XXX why changed to $f8?) srl a ; screen Y tile * 4 ld c, a ld b, $0 @@ -863,20 +833,235 @@ AnimScriptedNPCMovement: ret AdvanceScriptedNPCAnimFrameCounter: + call Func_5274 + ld h, wSpriteStateData1 / $100 ld a, [H_CURRENTSPRITEOFFSET] - add $7 + add $8 ld l, a ld a, [hl] ; intra-animation frame counter + and $3 + ld [hSpriteAnimFrameCounter], a + ret + +Func_5274: + ld a, [H_CURRENTSPRITEOFFSET] + add $7 + ld l, a + ld h, wSpriteStateData1 / $100 + ld a, [hl] ; c1x7 (counter until next walk animation frame) inc a + and $3 + ld [hl], a ; c1x7 += 1 + ret nz ; c1x7 = 0 + inc l + ld a, [hl] ; c1x8 (walk animation frame) + inc a + and $3 + ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step) + ret + +Func_5288: +; nice lookup table +; a is supposedly [wNPCMovementDirections + $fe] + cp $5 + jr z, .asm_52af + cp $4 + jr z, .asm_52aa + cp $6 + jr z, .asm_52b4 + cp $7 + jr z, .asm_52b9 + cp $11 + jr z, .asm_52c3 + cp $12 + jr z, .asm_52be + cp $13 + jr z, .asm_52c8 + cp $14 + jr z, .asm_52cd + xor a + ret +; set 1? +.asm_52aa + call Func_531f + jr .asm_52e6 +.asm_52af + call Func_5325 + jr .asm_52e6 +.asm_52b4 + call Func_5331 + jr .asm_52e6 +.asm_52b9 + call Func_532b + jr .asm_52e6 +; set 2? +.asm_52be + call Func_531f + jr .asm_52fa +.asm_52c3 + call Func_5325 + jr .asm_52fa +.asm_52c8 + call Func_5331 + jr .asm_52fa +.asm_52cd + call Func_532b + jr .asm_52fa +; set 3? (unused) +.asm_52d2 + call Func_531f + jr .asm_530b +.asm_52d7 + call Func_5325 + jr .asm_530b +.asm_52dc + call Func_5331 + jr .asm_530b +.asm_52e1 + call Func_532b + jr .asm_530b + +.asm_52e6 + call Func_5337 + call Func_5349 + ld a, [H_CURRENTSPRITEOFFSET] + ld l, a + ld [hl], $8 + dec h + inc l + ld [hl], $4 + call UpdateSpriteImage + scf + ret + +.asm_52fa + call Func_5337 + ld a, [H_CURRENTSPRITEOFFSET] + ld l, a + ld [hl], $8 + dec h + inc l + ld [hl], $3 + call UpdateSpriteImage + scf + ret + +.asm_530b + call Func_5337 + call Func_5349 + ld a, [H_CURRENTSPRITEOFFSET] + ld l, a + ld [hl], $8 + dec h + inc l + ld [hl], $3 + call UpdateSpriteImage + scf + ret + +Func_531f: + lb de, 1, 0 + ld c, SPRITE_FACING_DOWN + ret + +Func_5325: + lb de, -1, 0 + ld c, SPRITE_FACING_UP + ret + +Func_532b: + lb de, 0, 1 + ld c, SPRITE_FACING_RIGHT + ret + +Func_5331: + lb de, 0, -1 + ld c, SPRITE_FACING_LEFT + ret + +Func_5337: + ld a, [H_CURRENTSPRITEOFFSET] + add $9 + ld l, a + ld h, wSpriteStateData1 / $100 + ld [hl], c ; c1x9 (update facing direction) + ld a, [H_CURRENTSPRITEOFFSET] + add $3 + ld l, a + ld [hl], d ; c1x3 (update Y movement delta) + inc l + inc l + ld [hl], e ; c1x5 (update X movement delta) + ret + +Func_5349: + ld h, wSpriteStateData2 / $100 + ld a, [H_CURRENTSPRITEOFFSET] + add $4 + ld l, a + ld a, [hl] ; c2x4: Y position + add d + ld [hli], a ; update Y position + ld a, [hl] ; c2x5: X position + add e + ld [hl], a ; update X position + ret + +Func_5357: + call Func_5274 + ld a, [H_CURRENTSPRITEOFFSET] + add $3 + ld l, a + ld h, wSpriteStateData1 / $100 + ld a, [hli] + add a + ld b, a + ld a, [hl] + add b + ld [hli], a + ld a, [hli] + add a + ld b, a + ld a, [hl] + add b ld [hl], a - cp 4 + ld a, [H_CURRENTSPRITEOFFSET] + ld l, a + ld h, wSpriteStateData2 / $100 + dec [hl] ret nz + ld a, $6 + add l + ld l, a + ld a, [hl] + cp $fe + jr nc, .asm_5386 + ld a, [H_CURRENTSPRITEOFFSET] + inc a + ld l, a + ld h, wSpriteStateData1 / $100 + ld [hl], $1 + ret +.asm_5386 + call Random + ld a, [H_CURRENTSPRITEOFFSET] + add $8 + ld l, a + ld h, wSpriteStateData2 / $100 + ld a, [hRandomAdd] + and $7f + ld [hl], a + dec h + ld a, [H_CURRENTSPRITEOFFSET] + inc a + ld l, a + ld [hl], $2 + inc l + inc l xor a - ld [hl], a ; reset intra-animation frame counter + ld b, [hl] + ld [hli], a inc l - ld a, [hl] ; animation frame counter - inc a - and $3 + ld c, [hl] ld [hl], a - ld [hSpriteAnimFrameCounter], a ret |