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-rwxr-xr-xengine/overworld/player_animations.asm52
1 files changed, 26 insertions, 26 deletions
diff --git a/engine/overworld/player_animations.asm b/engine/overworld/player_animations.asm
index bea43308..eea1b375 100755
--- a/engine/overworld/player_animations.asm
+++ b/engine/overworld/player_animations.asm
@@ -1,4 +1,4 @@
-EnterMapAnim: ; 70567 (1c:4567)
+EnterMapAnim:
call InitFacingDirectionList
ld a, $ec
ld [wSpriteStateData1 + 4], a ; player's sprite Y screen position
@@ -66,7 +66,7 @@ EnterMapAnim: ; 70567 (1c:4567)
ld [wPikachuSpawnState], a
jr .restoreDefaultMusic
-FlyAnimationEnterScreenCoords: ; 705ed (1c:45ed)
+FlyAnimationEnterScreenCoords:
; y, x pairs
; This is the sequence of screen coordinates used by the overworld
; Fly animation when the player is entering a map.
@@ -83,7 +83,7 @@ FlyAnimationEnterScreenCoords: ; 705ed (1c:45ed)
db $3C, $48
db $3C, $40
-PlayerSpinWhileMovingDown: ; 70605 (1c:4605)
+PlayerSpinWhileMovingDown:
ld hl, wPlayerSpinWhileMovingUpOrDownAnimDeltaY
ld a, $10
ld [hli], a ; wPlayerSpinWhileMovingUpOrDownAnimDeltaY
@@ -94,7 +94,7 @@ PlayerSpinWhileMovingDown: ; 70605 (1c:4605)
jp PlayerSpinWhileMovingUpOrDown
-_LeaveMapAnim: ; 70615 (1c:4615)
+_LeaveMapAnim:
call Func_1510
call InitFacingDirectionList
call IsPlayerStandingOnWarpPadOrHole
@@ -172,7 +172,7 @@ _LeaveMapAnim: ; 70615 (1c:4615)
call GBFadeOutToWhite
jp RestoreFacingDirectionAndYScreenPos
-FlyAnimationScreenCoords1: ; 706ad (1c:46ad)
+FlyAnimationScreenCoords1:
; y, x pairs
; This is the sequence of screen coordinates used by the first part
; of the Fly overworld animation.
@@ -189,7 +189,7 @@ FlyAnimationScreenCoords1: ; 706ad (1c:46ad)
db $2A, $98
db $27, $A0
-FlyAnimationScreenCoords2: ; 706c5 (1c:46c5)
+FlyAnimationScreenCoords2:
; y, x pairs
; This is the sequence of screen coordinates used by the second part
; of the Fly overworld animation.
@@ -206,7 +206,7 @@ FlyAnimationScreenCoords2: ; 706c5 (1c:46c5)
db $F0, $00
-LeaveMapThroughHoleAnim: ; 706db (1c:46db)
+LeaveMapThroughHoleAnim:
ld a, $ff
ld [wUpdateSpritesEnabled], a ; disable UpdateSprites
; shift upper half of player's sprite down 8 pixels and hide lower half
@@ -228,7 +228,7 @@ LeaveMapThroughHoleAnim: ; 706db (1c:46db)
ld [wUpdateSpritesEnabled], a ; enable UpdateSprites
jp RestoreFacingDirectionAndYScreenPos
-DoFlyAnimation: ; 7070c (1c:470c)
+DoFlyAnimation:
ld a, [wFlyAnimBirdSpriteImageIndex]
xor $1 ; make the bird flap its wings
ld [wFlyAnimBirdSpriteImageIndex], a
@@ -252,7 +252,7 @@ DoFlyAnimation: ; 7070c (1c:470c)
jr nz, DoFlyAnimation
ret
-LoadBirdSpriteGraphics: ; 70735 (1c:4735)
+LoadBirdSpriteGraphics:
ld de, BirdSprite ; $4d80
ld b, BANK(BirdSprite)
ld c, $c
@@ -264,7 +264,7 @@ LoadBirdSpriteGraphics: ; 70735 (1c:4735)
ld hl, vNPCSprites2
jp CopyVideoData
-InitFacingDirectionList: ; 7074f (1c:474f)
+InitFacingDirectionList:
ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images)
ld [wSavedPlayerFacingDirection], a
ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position
@@ -283,12 +283,12 @@ InitFacingDirectionList: ; 7074f (1c:474f)
dec hl
ret
-PlayerSpinningFacingOrder: ; 70773 (1c:4773)
+PlayerSpinningFacingOrder:
; The order of the direction the player's sprite is facing when teleporting
; away. Creates a spinning effect.
db SPRITE_FACING_DOWN, SPRITE_FACING_LEFT, SPRITE_FACING_UP, SPRITE_FACING_RIGHT
-SpinPlayerSprite: ; 70777 (1c:4777)
+SpinPlayerSprite:
; copy the current value from the list into the sprite data and rotate the list
ld a, [hl]
ld [wSpriteStateData1 + 2], a ; player's sprite facing direction (image index is locked to standing images)
@@ -302,7 +302,7 @@ SpinPlayerSprite: ; 70777 (1c:4777)
pop hl
ret
-PlayerSpinInPlace: ; 70790 (1c:4790)
+PlayerSpinInPlace:
call SpinPlayerSprite
ld a, [wPlayerSpinInPlaceAnimFrameDelay]
ld c, a
@@ -323,7 +323,7 @@ PlayerSpinInPlace: ; 70790 (1c:4790)
call DelayFrames
jr PlayerSpinInPlace
-PlayerSpinWhileMovingUpOrDown: ; 707b5 (1c:47b5)
+PlayerSpinWhileMovingUpOrDown:
call SpinPlayerSprite
ld a, [wPlayerSpinWhileMovingUpOrDownAnimDeltaY]
ld c, a
@@ -339,7 +339,7 @@ PlayerSpinWhileMovingUpOrDown: ; 707b5 (1c:47b5)
call DelayFrames
jr PlayerSpinWhileMovingUpOrDown
-RestoreFacingDirectionAndYScreenPos: ; 707d2 (1c:47d2)
+RestoreFacingDirectionAndYScreenPos:
ld a, [wSavedPlayerScreenY]
ld [wSpriteStateData1 + 4], a
ld a, [wSavedPlayerFacingDirection]
@@ -347,14 +347,14 @@ RestoreFacingDirectionAndYScreenPos: ; 707d2 (1c:47d2)
ret
; if SGB, 2 frames, else 3 frames
-GetPlayerTeleportAnimFrameDelay: ; 707df (1c:47df)
+GetPlayerTeleportAnimFrameDelay:
ld a, [wOnSGB]
xor $1
inc a
inc a
ret
-IsPlayerStandingOnWarpPadOrHole: ; 707e7 (1c:47e7)
+IsPlayerStandingOnWarpPadOrHole:
ld b, 0
ld hl, .warpPadAndHoleData
ld a, [wCurMapTileset]
@@ -381,14 +381,14 @@ IsPlayerStandingOnWarpPadOrHole: ; 707e7 (1c:47e7)
ret
; format: db tileset id, tile id, value to be put in [wStandingOnWarpPadOrHole]
-.warpPadAndHoleData: ; 70809 (1c:4809)
+.warpPadAndHoleData:
db FACILITY, $20, 1 ; warp pad
db FACILITY, $11, 2 ; hole
db CAVERN, $22, 2 ; hole
db INTERIOR, $55, 1 ; warp pad
db $FF
-FishingAnim: ; 70816 (1c:4816)
+FishingAnim:
ld c, 10
call DelayFrames
ld hl, wd736
@@ -469,19 +469,19 @@ FishingAnim: ; 70816 (1c:4816)
ld [hl], a
ret
-NoNibbleText: ; 708a8 (1c:48a8)
+NoNibbleText:
TX_FAR _NoNibbleText
db "@"
-NothingHereText: ; 708ad (1c:48ad)
+NothingHereText:
TX_FAR _NothingHereText
db "@"
-ItsABiteText: ; 708b2 (1c:48b2)
+ItsABiteText:
TX_FAR _ItsABiteText
db "@"
-FishingRodOAM: ; 708b7 (1c:48b7)
+FishingRodOAM:
; specifies how the fishing rod should be drawn on the screen
; first byte = screen y coordinate
; second byte = screen x coordinate
@@ -492,7 +492,7 @@ FishingRodOAM: ; 708b7 (1c:48b7)
db $50, $40, $FE, $00 ; player facing left
db $50, $58, $FE, $20 ; player facing right ($20 means "horizontally flip the tile")
-RedFishingTiles: ; 708c7 (1c:48c7)
+RedFishingTiles:
dw RedFishingTilesFront
db 2, BANK(RedFishingTilesFront)
dw vNPCSprites + $20
@@ -509,7 +509,7 @@ RedFishingTiles: ; 708c7 (1c:48c7)
db 3, BANK(RedFishingRodTiles)
dw vNPCSprites2 + $7d0
-_HandleMidJump: ; 708df (1c:48df)
+_HandleMidJump:
ld a, [wPlayerJumpingYScreenCoordsIndex]
ld c, a
inc a
@@ -541,6 +541,6 @@ _HandleMidJump: ; 708df (1c:48df)
ld [wJoyIgnore], a
ret
-PlayerJumpingYScreenCoords: ; 7091b (1c:491b)
+PlayerJumpingYScreenCoords:
; Sequence of y screen coordinates for player's sprite when jumping over a ledge.
db $38, $36, $34, $32, $31, $30, $30, $30, $31, $32, $33, $34, $36, $38, $3C, $3C