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-rw-r--r--engine/overworld/movement.asm401
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