summaryrefslogtreecommitdiff
path: root/engine/overworld/movement.asm
diff options
context:
space:
mode:
Diffstat (limited to 'engine/overworld/movement.asm')
-rw-r--r--engine/overworld/movement.asm24
1 files changed, 13 insertions, 11 deletions
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm
index 6fb388fd..f2334479 100644
--- a/engine/overworld/movement.asm
+++ b/engine/overworld/movement.asm
@@ -1,3 +1,5 @@
+MAP_TILESET_SIZE EQU $60
+
UpdatePlayerSprite:
ld a, [wSpriteStateData2]
and a
@@ -13,7 +15,7 @@ UpdatePlayerSprite:
.checkIfTextBoxInFrontOfSprite
aCoord 8, 9
ld [hTilePlayerStandingOn], a
- cp $60
+ cp MAP_TILESET_SIZE
jr c, .lowerLeftTileIsMapTile
.disableSprite
ld a, $ff
@@ -112,7 +114,7 @@ UpdateNPCSprite:
and a
jp z, InitializeSpriteStatus
call CheckSpriteAvailability
- ret c ; if sprite is invisible, on tile >=$60, in grass or player is currently walking
+ ret c ; if sprite is invisible, on tile >=MAP_TILESET_SIZE, in grass or player is currently walking
ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
ld l, a
@@ -290,9 +292,9 @@ UpdateSpriteInWalkingAnimation:
ld a, [H_CURRENTSPRITEOFFSET]
ld l, a
inc h
- ld a, [hl] ; c2x0 (walk animantion counter)
+ ld a, [hl] ; c2x0 (walk animation counter)
dec a
- ld [hl], a ; update walk animantion counter
+ ld [hl], a ; update walk animation counter
ret nz
ld a, $6 ; walking finished, update state
add l
@@ -406,7 +408,7 @@ InitializeSpriteStatus:
call InitializeSpriteScreenPosition ; could have done fallthrough here
ret
-; calculates the spprite's scrren position form its map position and the player position
+; calculates the sprite's screen position form its map position and the player position
InitializeSpriteScreenPosition:
ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
@@ -480,21 +482,21 @@ CheckSpriteAvailability:
; make the sprite invisible if a text box is in front of it
; $5F is the maximum number for map tiles
call GetTileSpriteStandsOn
- ld d, $60
+ ld d, MAP_TILESET_SIZE
ld a, [hli]
cp d
- jr nc, .spriteInvisible ; standing on tile with ID >=$60 (bottom left tile)
+ jr nc, .spriteInvisible ; standing on tile with ID >=MAP_TILESET_SIZE (bottom left tile)
ld a, [hld]
cp d
- jr nc, .spriteInvisible ; standing on tile with ID >=$60 (bottom right tile)
+ jr nc, .spriteInvisible ; standing on tile with ID >=MAP_TILESET_SIZE (bottom right tile)
ld bc, -20
add hl, bc ; go back one row of tiles
ld a, [hli]
cp d
- jr nc, .spriteInvisible ; standing on tile with ID >=$60 (top left tile)
+ jr nc, .spriteInvisible ; standing on tile with ID >=MAP_TILESET_SIZE (top left tile)
ld a, [hl]
cp d
- jr c, .spriteVisible ; standing on tile with ID >=$60 (top right tile)
+ jr c, .spriteVisible ; standing on tile with ID >=MAP_TILESET_SIZE (top right tile)
.spriteInvisible
ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
@@ -655,7 +657,7 @@ CanWalkOntoTile:
scf ; set carry (marking failure to walk)
ret
-; calculates the tile pointer pointing to the tile the current sprite stancs on
+; calculates the tile pointer pointing to the tile the current sprite stands on
; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
; hl: output pointer
GetTileSpriteStandsOn: