diff options
Diffstat (limited to 'engine')
| -rwxr-xr-x | engine/battle/animations.asm | 30 | 
1 files changed, 15 insertions, 15 deletions
| diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm index e27642c1..6bc6f839 100755 --- a/engine/battle/animations.asm +++ b/engine/battle/animations.asm @@ -17,11 +17,11 @@ DrawFrameBlock:  	ld [wFBTileCounter], a  	ld a, [wSubAnimTransform]  	dec a -	jr z, .flipHorizontalAndVertical   ; 1 +	jr z, .flipHorizontalAndVertical   ; SUBANIMTYPE_HVFLIP  	dec a -	jp z, .flipHorizontalTranslateDown ; 2 +	jp z, .flipHorizontalTranslateDown ; SUBANIMTYPE_HFLIP  	dec a -	jr z, .flipBaseCoords              ; 3 +	jr z, .flipBaseCoords              ; SUBANIMTYPE_COORDFLIP  .noTransformation  	ld a, [wBaseCoordY]  	add [hl] @@ -43,7 +43,7 @@ DrawFrameBlock:  	ld b, a  	ld a, 168  	sub b ; flip X base coordinate -.finishCopying ; finish copying values to OAM (when [wSubAnimTransform] not 1 or 2) +.finishCopying ; finish copying values to OAM (when subanimation not transformed)  	add [hl] ; X offset  	ld [de], a ; store X  	inc hl @@ -271,7 +271,7 @@ LoadSubanimation:  	ld [wSubAnimCounter], a ; number of frame blocks  	ld a, b  	and %11100000 -	cp 5 << 5 ; is subanimation type 5? +	cp SUBANIMTYPE_ENEMY << 5  	jr nz, .isNotType5  .isType5  	call GetSubanimationTransform2 @@ -283,7 +283,7 @@ LoadSubanimation:  	srl a  	swap a  	ld [wSubAnimTransform], a -	cp 4 ; is the animation reversed? +	cp SUBANIMTYPE_REVERSE  	ld hl, 0  	jr nz, .storeSubentryAddr  ; if the animation is reversed, then place the initial subentry address at the end of the list of subentries @@ -303,8 +303,8 @@ LoadSubanimation:  	ld [wSubAnimSubEntryAddr + 1], a  	ret -; called if the subanimation type is not 5 -; sets the transform to 0 (i.e. no transform) if it's the player's turn +; called if the subanimation type is not SUBANIMTYPE_ENEMY +; sets the transform to SUBANIMTYPE_NORMAL if it's the player's turn  ; sets the transform to the subanimation type if it's the enemy's turn  GetSubanimationTransform1:  	ld b, a @@ -312,18 +312,18 @@ GetSubanimationTransform1:  	and a  	ld a, b  	ret nz -	xor a +	xor a ; SUBANIMTYPE_NORMAL << 5  	ret -; called if the subanimation type is 5 -; sets the transform to 2 (i.e. horizontal and vertical flip) if it's the player's turn -; sets the transform to 0 (i.e. no transform) if it's the enemy's turn +; called if the subanimation type is SUBANIMTYPE_ENEMY +; sets the transform to SUBANIMTYPE_HFLIP if it's the player's turn +; sets the transform to SUBANIMTYPE_NORMAL if it's the enemy's turn  GetSubanimationTransform2:  	ldh a, [hWhoseTurn]  	and a -	ld a, 2 << 5 +	ld a, SUBANIMTYPE_HFLIP << 5  	ret z -	xor a +	xor a ; SUBANIMTYPE_NORMAL << 5  	ret  ; loads tile patterns for battle animations @@ -600,7 +600,7 @@ PlaySubanimation:  	ld a, [wSubAnimSubEntryAddr]  	ld l, a  	ld a, [wSubAnimTransform] -	cp 4 ; is the animation reversed? +	cp SUBANIMTYPE_REVERSE  	ld bc, 3  	jr nz, .nextSubanimationSubentry  	ld bc, -3 | 
