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-rw-r--r--home/overworld.asm48
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