diff options
Diffstat (limited to 'home/overworld.asm')
-rw-r--r-- | home/overworld.asm | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/home/overworld.asm b/home/overworld.asm index 79e4ea97..be4af6ee 100644 --- a/home/overworld.asm +++ b/home/overworld.asm @@ -75,8 +75,8 @@ OverworldLoopLessDelay:: bit 3, a ; start button jr z, .startButtonNotPressed ; if START is pressed - xor a - ld [hSpriteIndexOrTextID], a ; start menu text ID + xor a ; TEXT_START_MENU + ld [hSpriteIndexOrTextID], a jp .displayDialogue .startButtonNotPressed bit 0, a ; A button @@ -88,7 +88,7 @@ OverworldLoopLessDelay:: call IsPlayerCharacterBeingControlledByGame jr nz, .checkForOpponent call CheckForHiddenObjectOrBookshelfOrCardKeyDoor - ld a, [hFoundHiddenObjectOrBookshelf] + ld a, [hItemAlreadyFound] and a jp z, OverworldLoop ; jump if a hidden object or bookshelf was found, but not if a card key door was found call IsSpriteOrSignInFrontOfPlayer @@ -149,7 +149,7 @@ OverworldLoopLessDelay:: bit 7, a ; down button jr z, .checkIfUpButtonIsPressed ld a, 1 - ld [wSpriteStateData1 + 3], a ; delta Y + ld [wSpritePlayerStateData1YStepVector], a ld a, PLAYER_DIR_DOWN jr .handleDirectionButtonPress @@ -157,7 +157,7 @@ OverworldLoopLessDelay:: bit 6, a ; up button jr z, .checkIfLeftButtonIsPressed ld a, -1 - ld [wSpriteStateData1 + 3], a ; delta Y + ld [wSpritePlayerStateData1YStepVector], a ld a, PLAYER_DIR_UP jr .handleDirectionButtonPress @@ -165,7 +165,7 @@ OverworldLoopLessDelay:: bit 5, a ; left button jr z, .checkIfRightButtonIsPressed ld a, -1 - ld [wSpriteStateData1 + 5], a ; delta X + ld [wSpritePlayerStateData1XStepVector], a ld a, PLAYER_DIR_LEFT jr .handleDirectionButtonPress @@ -173,7 +173,7 @@ OverworldLoopLessDelay:: bit 4, a ; right button jr z, .noDirectionButtonsPressed ld a, 1 - ld [wSpriteStateData1 + 5], a ; delta X + ld [wSpritePlayerStateData1XStepVector], a .handleDirectionButtonPress @@ -1133,7 +1133,7 @@ IsSpriteInFrontOfPlayer:: ld d, $10 ; talking range in pixels (normal range) IsSpriteInFrontOfPlayer2:: lb bc, $3c, $40 ; Y and X position of player sprite - ld a, [wSpriteStateData1 + 9] ; direction the player is facing + ld a, [wSpritePlayerStateData1FacingDirection] .checkIfPlayerFacingUp cp SPRITE_FACING_UP jr nz, .checkIfPlayerFacingDown @@ -1176,7 +1176,7 @@ IsSpriteInFrontOfPlayer2:: and a ret z ; if there are sprites - ld hl, wSpriteStateData1 + $10 + ld hl, wSprite01StateData1 ld d, a ld e, $01 .spriteLoop @@ -1228,7 +1228,7 @@ CollisionCheckOnLand:: jr nz, .noCollision ; no collisions when the player's movements are being controlled by the game ld a, [wPlayerDirection] ; the direction that the player is trying to go in ld d, a - ld a, [wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) + ld a, [wSpritePlayerStateData1CollisionData] and d ; check if a sprite is in the direction the player is trying to go jr nz, .collision xor a @@ -1462,9 +1462,9 @@ LoadCurrentMapView:: ret AdvancePlayerSprite:: - ld a, [wSpriteStateData1 + 3] ; delta Y + ld a, [wSpritePlayerStateData1YStepVector] ld b, a - ld a, [wSpriteStateData1 + 5] ; delta X + ld a, [wSpritePlayerStateData1XStepVector] ld c, a ld hl, wWalkCounter ; walking animation counter dec [hl] @@ -1596,7 +1596,7 @@ AdvancePlayerSprite:: call MoveTileBlockMapPointerNorth .updateMapView call LoadCurrentMapView - ld a, [wSpriteStateData1 + 3] ; delta Y + ld a, [wSpritePlayerStateData1YStepVector] cp $01 jr nz, .checkIfMovingNorth2 ; if moving south @@ -1609,7 +1609,7 @@ AdvancePlayerSprite:: call ScheduleNorthRowRedraw jr .scrollBackgroundAndSprites .checkIfMovingEast2 - ld a, [wSpriteStateData1 + 5] ; delta X + ld a, [wSpritePlayerStateData1XStepVector] cp $01 jr nz, .checkIfMovingWest2 ; if moving east @@ -1621,9 +1621,9 @@ AdvancePlayerSprite:: ; if moving west call ScheduleWestColumnRedraw .scrollBackgroundAndSprites - ld a, [wSpriteStateData1 + 3] ; delta Y + ld a, [wSpritePlayerStateData1YStepVector] ld b, a - ld a, [wSpriteStateData1 + 5] ; delta X + ld a, [wSpritePlayerStateData1XStepVector] ld c, a sla b sla c @@ -1635,7 +1635,7 @@ AdvancePlayerSprite:: ld [hSCX], a ; update background scroll X ; shift all the sprites in the direction opposite of the player's motion ; so that the player appears to move relative to them - ld hl, wSpriteStateData1 + $14 + ld hl, wSprite01StateData1YPixels ld a, [wNumSprites] ; number of sprites and a ; are there any sprites? jr z, .done @@ -1845,8 +1845,8 @@ DrawTileBlock:: ; function to update joypad state and simulate button presses JoypadOverworld:: xor a - ld [wSpriteStateData1 + 3], a - ld [wSpriteStateData1 + 5], a + ld [wSpritePlayerStateData1YStepVector], a + ld [wSpritePlayerStateData1XStepVector], a call RunMapScript call Joypad ld a, [wFlags_D733] @@ -1920,7 +1920,7 @@ CollisionCheckOnWater:: jp nz, .noCollision ; return and clear carry if button presses are being simulated ld a, [wPlayerDirection] ; the direction that the player is trying to go in ld d, a - ld a, [wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) + ld a, [wSpritePlayerStateData1CollisionData] and d ; check if a sprite is in the direction the player is trying to go jr nz, .checkIfNextTileIsPassable ; bug? ld hl, TilePairCollisionsWater @@ -2168,8 +2168,8 @@ LoadMapHeader:: ld [wNumSprites], a ; save the number of sprites push hl ; zero C110-C1FF and C210-C2FF - ld hl, wSpriteStateData1 + $10 - ld de, wSpriteStateData2 + $10 + ld hl, wSprite01StateData1 + ld de, wSprite01StateData2 xor a ld b, $f0 .zeroSpriteDataLoop @@ -2179,7 +2179,7 @@ LoadMapHeader:: dec b jr nz, .zeroSpriteDataLoop ; initialize all C100-C1FF sprite entries to disabled (other than player's) - ld hl, wSpriteStateData1 + $12 + ld hl, wSprite01StateData1ImageIndex ld de, $10 ld c, $0f .disableSpriteEntriesLoop @@ -2188,7 +2188,7 @@ LoadMapHeader:: dec c jr nz, .disableSpriteEntriesLoop pop hl - ld de, wSpriteStateData1 + $10 + ld de, wSprite01StateData1 ld a, [wNumSprites] ; number of sprites and a ; are there any sprites? jp z, .finishUp ; if there are no sprites, skip the rest |