shithub: pokecrystal

Download patch

ref: 8f2d68a9e6484eb9ca3b5ea7e3da8419002ce155
parent: ef98c44edd40d28f56afb271d0a64e52ee59fc96
author: PikalaxALT <pikalaxalt@gmail.com>
date: Tue Sep 27 06:10:13 EDT 2016

Person action and facing labels, part 2

--- a/constants/sprite_constants.asm
+++ b/constants/sprite_constants.asm
@@ -230,8 +230,7 @@
 	const SPRITEMOVEDATA_BOULDERDUST          ; 22
 	const SPRITEMOVEDATA_GRASS                ; 23
 	const SPRITEMOVEDATA_LAPRAS               ; 24
-	const SPRITEMOVEDATA_25                   ; 25
-NUM_SPRITEMOVEDATA EQU const_value +- 1
+NUM_SPRITEMOVEDATA EQU const_value
 SPRITEMOVEDATA_FIELDS EQU 6
 
 ; sprite movement functions
@@ -303,16 +302,16 @@
 	const PERSON_ACTION_SPIN
 	const PERSON_ACTION_SPIN_FLICKER
 	const PERSON_ACTION_FISHING
-	const PERSON_ACTION_07
+	const PERSON_ACTION_SHADOW
 	const PERSON_ACTION_EMOTE
-	const PERSON_ACTION_09
-	const PERSON_ACTION_0A
-	const PERSON_ACTION_0B
-	const PERSON_ACTION_0C
-	const PERSON_ACTION_0D
-	const PERSON_ACTION_0E
+	const PERSON_ACTION_BIG_SNORLAX
+	const PERSON_ACTION_BOUNCE
+	const PERSON_ACTION_WEIRD_TREE
+	const PERSON_ACTION_BIG_LAPRAS
+	const PERSON_ACTION_BIG_DOLL
+	const PERSON_ACTION_BOULDER_DUST
 	const PERSON_ACTION_GRASS_SHAKE
-	const PERSON_ACTION_10
+	const PERSON_ACTION_SKYFALL
 
 	const_def
 	const FACING_STEP_DOWN_0
@@ -336,15 +335,15 @@
 	const FACING_FISH_LEFT
 	const FACING_FISH_RIGHT
 	const FACING_EMOTE
-	const FACING_15
-	const FACING_16
-	const FACING_17
-	const FACING_18
-	const FACING_19
-	const FACING_1A
-	const FACING_1B
-	const FACING_1C
-	const FACING_1D
+	const FACING_SHADOW
+	const FACING_BIG_DOLL_ASYM
+	const FACING_BIG_DOLL_SYM
+	const FACING_WEIRD_TREE_0
+	const FACING_WEIRD_TREE_1
+	const FACING_WEIRD_TREE_2
+	const FACING_WEIRD_TREE_3
+	const FACING_BOULDER_DUST_1
+	const FACING_BOULDER_DUST_2
 	const FACING_GRASS_1
 	const FACING_GRASS_2
 
--- a/data/map_objects.asm
+++ b/data/map_objects.asm
@@ -3,42 +3,42 @@
 	dn \6, 0
 endm
 
-	; function,                                              facing, action,                 flags1, flags2, palette flags
-	sprite_movement_data SPRITEMOVEFN_00,                    DOWN,   PERSON_ACTION_STAND,       $02,    $00,    %0000 ; 00
-	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_STAND,       $0c,    $00,    %0000 ; 01
-	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY,        DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 02
-	sprite_movement_data SPRITEMOVEFN_SLOW_RANDOM_SPIN,      DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 03
-	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_Y,         DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 04
-	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_X,         DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 05
-	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 06
-	sprite_movement_data SPRITEMOVEFN_STANDING,              UP,     PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 07
-	sprite_movement_data SPRITEMOVEFN_STANDING,              LEFT,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 08
-	sprite_movement_data SPRITEMOVEFN_STANDING,              RIGHT,  PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 09
-	sprite_movement_data SPRITEMOVEFN_FAST_RANDOM_SPIN,      DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 0a
-	sprite_movement_data SPRITEMOVEFN_OBEY_DPAD,             DOWN,   PERSON_ACTION_STAND,       $02,    $00,    %0000 ; 0b
-	sprite_movement_data SPRITEMOVEFN_08,                    DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 0c
-	sprite_movement_data SPRITEMOVEFN_09,                    DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 0d
-	sprite_movement_data SPRITEMOVEFN_0A,                    DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 0e
-	sprite_movement_data SPRITEMOVEFN_0B,                    DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 0f
-	sprite_movement_data SPRITEMOVEFN_0C,                    DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 10
-	sprite_movement_data SPRITEMOVEFN_0D,                    DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 11
-	sprite_movement_data SPRITEMOVEFN_0E,                    DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 12
-	sprite_movement_data SPRITEMOVEFN_FOLLOW,                DOWN,   PERSON_ACTION_STAND,       $02,    $00,    %0000 ; 13
-	sprite_movement_data SPRITEMOVEFN_SCRIPTED,              DOWN,   PERSON_ACTION_STAND,       $02,    $00,    %0000 ; 14
-	sprite_movement_data SPRITEMOVEFN_BIG_SNORLAX,           DOWN,   PERSON_ACTION_09,          $2e,    $01,    %1100 ; 15
-	sprite_movement_data SPRITEMOVEFN_BOUNCE,                DOWN,   PERSON_ACTION_0A,          $2e,    $00,    %0000 ; 16
-	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_STAND,       $0c,    $00,    %0000 ; 17
-	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_STAND,       $2e,    $10,    %0000 ; 18
-	sprite_movement_data SPRITEMOVEFN_STRENGTH,              DOWN,   PERSON_ACTION_STAND,       $2e,    $00,    %0100 ; 19
-	sprite_movement_data SPRITEMOVEFN_FOLLOWNOTEXACT,        DOWN,   PERSON_ACTION_STAND,       $02,    $00,    %0000 ; 1a
-	sprite_movement_data SPRITEMOVEFN_SHADOW,                DOWN,   PERSON_ACTION_00,          $8e,    $01,    %0000 ; 1b
-	sprite_movement_data SPRITEMOVEFN_EMOTE,                 DOWN,   PERSON_ACTION_EMOTE,       $8e,    $02,    %0000 ; 1c
-	sprite_movement_data SPRITEMOVEFN_SCREENSHAKE,           DOWN,   PERSON_ACTION_00,          $82,    $00,    %0000 ; 1d
-	sprite_movement_data SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE, LEFT,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 1e
-	sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE,        RIGHT,  PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 1f
-	sprite_movement_data SPRITEMOVEFN_STRENGTH,              DOWN,   PERSON_ACTION_0C,          $2e,    $01,    %1100 ; 20
-	sprite_movement_data SPRITEMOVEFN_STRENGTH,              DOWN,   PERSON_ACTION_0D,          $2e,    $01,    %1100 ; 21
-	sprite_movement_data SPRITEMOVEFN_BOULDERDUST,           DOWN,   PERSON_ACTION_0E,          $8e,    $01,    %0000 ; 22
-	sprite_movement_data SPRITEMOVEFN_GRASS,                 DOWN,   PERSON_ACTION_GRASS_SHAKE, $8e,    $02,    %0000 ; 23
-	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY,        DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0010 ; 24
-	sprite_movement_data SPRITEMOVEFN_00,                    DOWN,   PERSON_ACTION_STAND,       $00,    $00,    %0000 ; 25
+	; function,                                              facing, action,                  flags1, flags2, palette flags
+	sprite_movement_data SPRITEMOVEFN_00,                    DOWN,   PERSON_ACTION_STAND,        $02,    $00,    %0000 ; 00
+	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_STAND,        $0c,    $00,    %0000 ; 01
+	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY,        DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 02
+	sprite_movement_data SPRITEMOVEFN_SLOW_RANDOM_SPIN,      DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 03
+	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_Y,         DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 04
+	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_X,         DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 05
+	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 06
+	sprite_movement_data SPRITEMOVEFN_STANDING,              UP,     PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 07
+	sprite_movement_data SPRITEMOVEFN_STANDING,              LEFT,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 08
+	sprite_movement_data SPRITEMOVEFN_STANDING,              RIGHT,  PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 09
+	sprite_movement_data SPRITEMOVEFN_FAST_RANDOM_SPIN,      DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 0a
+	sprite_movement_data SPRITEMOVEFN_OBEY_DPAD,             DOWN,   PERSON_ACTION_STAND,        $02,    $00,    %0000 ; 0b
+	sprite_movement_data SPRITEMOVEFN_08,                    DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 0c
+	sprite_movement_data SPRITEMOVEFN_09,                    DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 0d
+	sprite_movement_data SPRITEMOVEFN_0A,                    DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 0e
+	sprite_movement_data SPRITEMOVEFN_0B,                    DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 0f
+	sprite_movement_data SPRITEMOVEFN_0C,                    DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 10
+	sprite_movement_data SPRITEMOVEFN_0D,                    DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 11
+	sprite_movement_data SPRITEMOVEFN_0E,                    DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 12
+	sprite_movement_data SPRITEMOVEFN_FOLLOW,                DOWN,   PERSON_ACTION_STAND,        $02,    $00,    %0000 ; 13
+	sprite_movement_data SPRITEMOVEFN_SCRIPTED,              DOWN,   PERSON_ACTION_STAND,        $02,    $00,    %0000 ; 14
+	sprite_movement_data SPRITEMOVEFN_BIG_SNORLAX,           DOWN,   PERSON_ACTION_BIG_SNORLAX,  $2e,    $01,    %1100 ; 15
+	sprite_movement_data SPRITEMOVEFN_BOUNCE,                DOWN,   PERSON_ACTION_BOUNCE,       $2e,    $00,    %0000 ; 16
+	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_STAND,        $0c,    $00,    %0000 ; 17
+	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_STAND,        $2e,    $10,    %0000 ; 18
+	sprite_movement_data SPRITEMOVEFN_STRENGTH,              DOWN,   PERSON_ACTION_STAND,        $2e,    $00,    %0100 ; 19
+	sprite_movement_data SPRITEMOVEFN_FOLLOWNOTEXACT,        DOWN,   PERSON_ACTION_STAND,        $02,    $00,    %0000 ; 1a
+	sprite_movement_data SPRITEMOVEFN_SHADOW,                DOWN,   PERSON_ACTION_00,           $8e,    $01,    %0000 ; 1b
+	sprite_movement_data SPRITEMOVEFN_EMOTE,                 DOWN,   PERSON_ACTION_EMOTE,        $8e,    $02,    %0000 ; 1c
+	sprite_movement_data SPRITEMOVEFN_SCREENSHAKE,           DOWN,   PERSON_ACTION_00,           $82,    $00,    %0000 ; 1d
+	sprite_movement_data SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE, LEFT,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 1e
+	sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE,        RIGHT,  PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 1f
+	sprite_movement_data SPRITEMOVEFN_STRENGTH,              DOWN,   PERSON_ACTION_BIG_LAPRAS,   $2e,    $01,    %1100 ; 20
+	sprite_movement_data SPRITEMOVEFN_STRENGTH,              DOWN,   PERSON_ACTION_BIG_DOLL,     $2e,    $01,    %1100 ; 21
+	sprite_movement_data SPRITEMOVEFN_BOULDERDUST,           DOWN,   PERSON_ACTION_BOULDER_DUST, $8e,    $01,    %0000 ; 22
+	sprite_movement_data SPRITEMOVEFN_GRASS,                 DOWN,   PERSON_ACTION_GRASS_SHAKE,  $8e,    $02,    %0000 ; 23
+	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY,        DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0010 ; 24
+	sprite_movement_data SPRITEMOVEFN_00,                    DOWN,   PERSON_ACTION_STAND,        $00,    $00,    %0000 ; 25
--- a/engine/facings.asm
+++ b/engine/facings.asm
@@ -20,15 +20,15 @@
 	dw FacingFishLeft
 	dw FacingFishRight
 	dw FacingEmote
-	dw Facing21
-	dw Facing22
-	dw Facing23
-	dw Facing24
-	dw Facing25
-	dw Facing26
-	dw Facing27
-	dw Facing28
-	dw Facing29
+	dw FacingShadow
+	dw FacingBigDollAsymmetric
+	dw FacingBigDollSymmetric
+	dw FacingWeirdTree0
+	dw FacingWeirdTree1
+	dw FacingWeirdTree2
+	dw FacingWeirdTree3
+	dw FacingBoulderDust1
+	dw FacingBoulderDust2
 	dw FacingGrass1
 	dw FacingGrass2
 FacingsEnd: dw 0
@@ -49,8 +49,8 @@
 
 FacingStepDown0:
 FacingStepDown2:
-Facing24:
-Facing26: ; standing down
+FacingWeirdTree0:
+FacingWeirdTree2: ; standing down
 	db 4 ; #
 	db  0,  0, 0, $00
 	db  0,  8, 0, $01
@@ -179,13 +179,13 @@
 	db  8,  8, 4, $fb
 ; 419a
 
-Facing21: ; shadow
+FacingShadow: ; shadow
 	db 2 ; #
 	db  0,  0, 4, $fc
 	db  0,  8, 4 | X_FLIP, $fc
 ; 41a3
 
-Facing23: ; big snorlax or lapras doll
+FacingBigDollSymmetric: ; big snorlax or lapras doll
 	db 16 ; #
 	db  0,  0, 0, $00
 	db  0,  8, 0, $01
@@ -205,7 +205,7 @@
 	db 24, 16, X_FLIP, $07
 ; 41e4
 
-Facing25: ; 41e4
+FacingWeirdTree1: ; 41e4
 	db 4 ; #
 	db  0,  0, 0, $04
 	db  0,  8, 0, $05
@@ -213,7 +213,7 @@
 	db  8,  8, 0, $07
 ; 41f5
 
-Facing27: ; 41f5
+FacingWeirdTree3: ; 41f5
 	db 4 ; #
 	db  0,  8, X_FLIP, $04
 	db  0,  0, X_FLIP, $05
@@ -221,7 +221,7 @@
 	db  8,  0, X_FLIP, $07
 ; 4206
 
-Facing22: ; big doll other than snorlax or lapras
+FacingBigDollAsymmetric: ; big doll other than snorlax or lapras
 	db 14 ; #
 	db  0,  0, 0, $00
 	db  0,  8, 0, $01
@@ -239,7 +239,7 @@
 	db 24, 16, 0, $0b
 ; 423f
 
-Facing28: ; boulder dust 1
+FacingBoulderDust1: ; boulder dust 1
 	db 4 ; #
 	db  0,  0, 4, $fe
 	db  0,  8, 4, $fe
@@ -247,7 +247,7 @@
 	db  8,  8, 4, $fe
 ; 4250
 
-Facing29: ; boulder dust 2
+FacingBoulderDust2: ; boulder dust 2
 	db 4 ; #
 	db  0,  0, 4, $ff
 	db  0,  8, 4, $ff
--- a/engine/map_object_action.asm
+++ b/engine/map_object_action.asm
@@ -21,16 +21,16 @@
 	dw SetFacingCounterclockwiseSpin,  SetFacingCurrent ; 04
 	dw SetFacingCounterclockwiseSpin2, SetFacingStanding ; 05
 	dw SetFacingFish,                  SetFacingFish ; 06
-	dw Function457b,                   SetFacingStanding ; 07
-	dw Function4582,                   Function4582 ; 08
-	dw Function4589,                   Function4589 ; 09
-	dw Function4590,                   Function45a4 ; 0a
-	dw Function45ab,                   SetFacingCurrent ; 0c
-	dw Function45be,                   Function45be ; 0b
-	dw Function45c5,                   Function45c5 ; 0d
-	dw Function45da,                   SetFacingStanding ; 0e
+	dw SetFacingShadow,                SetFacingStanding ; 07
+	dw SetFacingEmote,                 SetFacingEmote ; 08
+	dw SetFacingBigDollSym,            SetFacingBigDollSym ; 09
+	dw SetFacingBounce,                SetFacingFreezeBounce ; 0a
+	dw SetFacingWeirdTree,             SetFacingCurrent ; 0b
+	dw SetFacingBigDollAsym,           SetFacingBigDollAsym ; 0c
+	dw SetFacingBigDoll,               SetFacingBigDoll ; 0d
+	dw SetFacingBoulderDust,           SetFacingStanding ; 0e
 	dw SetFacingGrassShake,            SetFacingStanding ; 0f
-	dw Function44e4,                   SetFacingCurrent ; 10
+	dw SetFacingSkyfall,               SetFacingCurrent ; 10
 ; 44a3
 
 SetFacingStanding: ; 44a3
@@ -42,7 +42,7 @@
 
 SetFacingCurrent: ; 44aa
 	call GetSpriteDirection
-	or 0 ; useless
+	or FACING_STEP_DOWN_0 ; useless
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
 	ld [hl], a
@@ -77,7 +77,7 @@
 	ld d, a
 
 	call GetSpriteDirection
-	or 0 ; useless
+	or FACING_STEP_DOWN_0 ; useless
 	or d
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
@@ -85,7 +85,7 @@
 	ret
 ; 44e4
 
-Function44e4: ; 44e4
+SetFacingSkyfall: ; 44e4
 	ld hl, OBJECT_FLAGS1
 	add hl, bc
 	bit SLIDING, [hl]
@@ -104,7 +104,7 @@
 	ld d, a
 
 	call GetSpriteDirection
-	or 0 ; useless
+	or FACING_STEP_DOWN_0 ; useless
 	or d
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
@@ -130,7 +130,7 @@
 	ld d, a
 
 	call GetSpriteDirection
-	or 0 ; useless
+	or FACING_STEP_DOWN_0 ; useless
 	or d
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
@@ -143,7 +143,7 @@
 	ld hl, OBJECT_FACING
 	add hl, bc
 	ld a, [hl]
-	or 0 ; useless
+	or FACING_STEP_DOWN_0 ; useless
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
 	ld [hl], a
@@ -210,14 +210,14 @@
 	ret
 ; 457b
 
-Function457b: ; 457b
+SetFacingShadow: ; 457b
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
-	ld [hl], FACING_15
+	ld [hl], FACING_SHADOW
 	ret
 ; 4582
 
-Function4582: ; 4582 emote
+SetFacingEmote: ; 4582 emote
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
 	ld [hl], FACING_EMOTE
@@ -224,14 +224,14 @@
 	ret
 ; 4589
 
-Function4589: ; 4589
+SetFacingBigDollSym: ; 4589
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
-	ld [hl], FACING_17
+	ld [hl], FACING_BIG_DOLL_SYM
 	ret
 ; 4590
 
-Function4590: ; 4590
+SetFacingBounce: ; 4590
 	ld hl, OBJECT_STEP_FRAME
 	add hl, bc
 	ld a, [hl]
@@ -239,7 +239,7 @@
 	and %00001111
 	ld [hl], a
 	and %00001000
-	jr z, Function45a4
+	jr z, SetFacingFreezeBounce
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
 	ld [hl], FACING_STEP_UP_0
@@ -246,14 +246,14 @@
 	ret
 ; 45a4
 
-Function45a4: ; 45a4
+SetFacingFreezeBounce: ; 45a4
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
-	ld [hl], 0
+	ld [hl], FACING_STEP_DOWN_0
 	ret
 ; 45ab
 
-Function45ab: ; 45ab
+SetFacingWeirdTree: ; 45ab
 	ld hl, OBJECT_STEP_FRAME
 	add hl, bc
 	ld a, [hl]
@@ -262,7 +262,7 @@
 	and %00001100
 	rrca
 	rrca
-	add $18
+	add FACING_WEIRD_TREE_0
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
 	ld [hl], a
@@ -269,21 +269,21 @@
 	ret
 ; 45be
 
-Function45be: ; 45be
+SetFacingBigDollAsym: ; 45be
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
-	ld [hl], FACING_16
+	ld [hl], FACING_BIG_DOLL_ASYM
 	ret
 ; 45c5
 
-Function45c5: ; 45c5
+SetFacingBigDoll: ; 45c5
 	ld a, [VariableSprites + SPRITE_BIG_DOLL - SPRITE_VARS]
-	ld d, FACING_17 ; symmetric
+	ld d, FACING_BIG_DOLL_SYM ; symmetric
 	cp SPRITE_BIG_SNORLAX
 	jr z, .ok
 	cp SPRITE_BIG_LAPRAS
 	jr z, .ok
-	ld d, FACING_16 ; asymmetric
+	ld d, FACING_BIG_DOLL_ASYM ; asymmetric
 
 .ok
 	ld hl, OBJECT_FACING_STEP
@@ -292,7 +292,7 @@
 	ret
 ; 45da
 
-Function45da: ; 45da
+SetFacingBoulderDust: ; 45da
 	ld hl, OBJECT_STEP_FRAME
 	add hl, bc
 	inc [hl]
@@ -301,9 +301,9 @@
 	ld hl, OBJECT_FACING_STEP
 	add hl, bc
 	and 2
-	ld a, FACING_1C
+	ld a, FACING_BOULDER_DUST_1
 	jr z, .ok
-	inc a ; FACING_1D
+	inc a ; FACING_BOULDER_DUST_2
 .ok
 	ld [hl], a
 	ret
--- a/engine/map_objects.asm
+++ b/engine/map_objects.asm
@@ -776,7 +776,7 @@
 	ld [hl], STANDING
 	ld hl, OBJECT_ACTION
 	add hl, bc
-	ld [hl], PERSON_ACTION_09
+	ld [hl], PERSON_ACTION_BIG_SNORLAX
 	ld hl, OBJECT_STEP_TYPE
 	add hl, bc
 	ld [hl], STEP_TYPE_04
@@ -789,7 +789,7 @@
 	ld [hl], STANDING
 	ld hl, OBJECT_ACTION
 	add hl, bc
-	ld [hl], PERSON_ACTION_0A
+	ld [hl], PERSON_ACTION_BOUNCE
 	ld hl, OBJECT_STEP_TYPE
 	add hl, bc
 	ld [hl], STEP_TYPE_04
@@ -864,7 +864,7 @@
 	call ._MovementShadow_Grass_Emote_BoulderDust
 	ld hl, OBJECT_ACTION
 	add hl, bc
-	ld [hl], PERSON_ACTION_07
+	ld [hl], PERSON_ACTION_SHADOW
 	ld hl, OBJECT_STEP_DURATION
 	add hl, de
 	ld a, [hl]
@@ -921,7 +921,7 @@
 	call ._MovementShadow_Grass_Emote_BoulderDust
 	ld hl, OBJECT_ACTION
 	add hl, bc
-	ld [hl], PERSON_ACTION_0E
+	ld [hl], PERSON_ACTION_BOULDER_DUST
 	ld hl, OBJECT_STEP_DURATION
 	add hl, de
 	ld a, [hl]
@@ -1804,7 +1804,7 @@
 .Init:
 	ld hl, OBJECT_ACTION
 	add hl, bc
-	ld [hl], PERSON_ACTION_10
+	ld [hl], PERSON_ACTION_SKYFALL
 	ld hl, OBJECT_STEP_DURATION
 	add hl, bc
 	ld [hl], 16
--- a/engine/movement.asm
+++ b/engine/movement.asm
@@ -365,7 +365,7 @@
 
 	ld hl, OBJECT_ACTION
 	add hl, bc
-	ld [hl], PERSON_ACTION_0B
+	ld [hl], PERSON_ACTION_WEIRD_TREE
 
 	ld hl, OBJECT_DIRECTION_WALKING
 	add hl, bc
--