ref: 2b2ed54bbf017943ba2343cd6c1dbe88b8f34a4e
parent: 7ab43f4d17aa63d4ef1050d80560379f19200088
author: Rangi <remy.oukaour+rangi42@gmail.com>
date: Sun Jul 5 13:29:11 EDT 2020
Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellow
--- a/engine/battle/battle_transitions.asm
+++ b/engine/battle/battle_transitions.asm
@@ -10,7 +10,7 @@
; Determine which OAM block is being used by the enemy trainer sprite (if there
; is one).
- ld hl, wSpriteStateData1 + 2
+ ld hl, wSpritePlayerStateData1ImageIndex
ld a, [hSpriteIndexOrTextID] ; enemy trainer sprite index (0 if wild battle)
ld c, a
ld b, 0
--- a/engine/events/card_key.asm
+++ b/engine/events/card_key.asm
@@ -88,7 +88,7 @@
ld d, a
ld a, [wXCoord]
ld e, a
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
and a
jr nz, .notFacingDown
; facing down
--- a/engine/events/hidden_objects/bench_guys.asm
+++ b/engine/events/hidden_objects/bench_guys.asm
@@ -15,7 +15,7 @@
.match
ld a, [hli]
ld b, a
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp b
jr nz, .loop ; player isn't facing left at the bench guy
ld a, [hl]
--- a/engine/events/hidden_objects/bills_house_pc.asm
+++ b/engine/events/hidden_objects/bills_house_pc.asm
@@ -1,6 +1,6 @@
BillsHousePC:
call EnableAutoTextBoxDrawing
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
CheckEvent EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING
--- a/engine/events/hidden_objects/bookshelves.asm
+++ b/engine/events/hidden_objects/bookshelves.asm
@@ -1,6 +1,6 @@
; prints text for bookshelves in buildings without sign events
PrintBookshelfText::
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
jr nz, .noMatch
; facing up
--- a/engine/events/hidden_objects/cinnabar_gym_quiz.asm
+++ b/engine/events/hidden_objects/cinnabar_gym_quiz.asm
@@ -1,5 +1,5 @@
PrintCinnabarQuiz:
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
call EnableAutoTextBoxDrawing
--- a/engine/events/hidden_objects/gym_statues.asm
+++ b/engine/events/hidden_objects/gym_statues.asm
@@ -3,7 +3,7 @@
; if in a gym and don’t have the corresponding badge, a = GymStatueText1_id and jp PrintPredefTextID
; else ret
call EnableAutoTextBoxDrawing
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
ld hl, .BadgeFlags
--- a/engine/events/hidden_objects/indigo_plateau_hq.asm
+++ b/engine/events/hidden_objects/indigo_plateau_hq.asm
@@ -1,5 +1,5 @@
PrintIndigoPlateauHQText:
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
call EnableAutoTextBoxDrawing
--- a/engine/events/hidden_objects/oaks_lab_email.asm
+++ b/engine/events/hidden_objects/oaks_lab_email.asm
@@ -1,5 +1,5 @@
DisplayOakLabEmailText:
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
call EnableAutoTextBoxDrawing
--- a/engine/events/hidden_objects/pokecenter_pc.asm
+++ b/engine/events/hidden_objects/pokecenter_pc.asm
@@ -1,6 +1,6 @@
OpenPokemonCenterPC:
- ld a, [wSpriteStateData1 + 9]
- cp SPRITE_FACING_UP ; check to see if player is facing up
+ ld a, [wSpritePlayerStateData1FacingDirection]
+ cp SPRITE_FACING_UP
ret nz
call EnableAutoTextBoxDrawing
ld a, $1
--- a/engine/events/hidden_objects/route_15_binoculars.asm
+++ b/engine/events/hidden_objects/route_15_binoculars.asm
@@ -1,5 +1,5 @@
Route15GateLeftBinoculars:
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
call EnableAutoTextBoxDrawing
--- a/engine/events/pokecenter.asm
+++ b/engine/events/pokecenter.asm
@@ -19,7 +19,7 @@
ld hl, NeedYourPokemonText
call PrintText
ld a, $18
- ld [wSpriteStateData1 + $12], a ; make the nurse turn to face the machine
+ ld [wSprite01StateData1ImageIndex], a ; make the nurse turn to face the machine
call Delay3
predef HealParty
callba AnimateHealingMachine ; do the healing machine animation
@@ -34,7 +34,7 @@
ld hl, PokemonFightingFitText
call PrintText
ld a, $14
- ld [wSpriteStateData1 + $12], a ; make the nurse bow
+ ld [wSprite01StateData1ImageIndex], a ; make the nurse bow
ld c, a
call DelayFrames
jr .done
--- a/engine/menus/display_text_id_init.asm
+++ b/engine/menus/display_text_id_init.asm
@@ -41,7 +41,7 @@
; loop to copy C1X9 (direction the sprite is facing) to C2X9 for each sprite
; this is done because when you talk to an NPC, they turn to look your way
; the original direction they were facing must be restored after the dialogue is over
- ld hl, wSpriteStateData1 + $19
+ ld hl, wSprite01StateData1FacingDirection
ld c, $0f
ld de, $10
.spriteFacingDirectionCopyLoop
@@ -54,7 +54,7 @@
jr nz, .spriteFacingDirectionCopyLoop
; loop to force all the sprites in the middle of animation to stand still
; (so that they don't like they're frozen mid-step during the dialogue)
- ld hl, wSpriteStateData1 + 2
+ ld hl, wSpritePlayerStateData1ImageIndex
ld de, $10
ld c, e
.spriteStandStillLoop
--- a/engine/movie/oak_speech/oak_speech.asm
+++ b/engine/movie/oak_speech/oak_speech.asm
@@ -9,8 +9,8 @@
ld bc, wBoxDataEnd - wPlayerName
xor a
call FillMemory
- ld hl, wSpriteStateData1
- ld bc, $200
+ ld hl, wSpriteDataStart
+ ld bc, wSpriteDataEnd - wSpriteDataStart
xor a
call FillMemory
pop af
--- a/engine/overworld/auto_movement.asm
+++ b/engine/overworld/auto_movement.asm
@@ -12,7 +12,7 @@
ld a, D_DOWN
ld [wSimulatedJoypadStatesEnd], a
xor a
- ld [wSpriteStateData1 + 2], a
+ ld [wSpritePlayerStateData1ImageIndex], a
call StartSimulatingJoypadStates
ret
.notStandingOnDoor
@@ -110,7 +110,7 @@
swap a
ld [wNPCMovementScriptSpriteOffset], a
xor a
- ld [wSpriteStateData2 + $06], a
+ ld [wSpritePlayerStateData2MovementByte1], a
ld hl, wSimulatedJoypadStatesEnd
ld de, RLEList_PlayerWalkToLab
call DecodeRLEList
@@ -228,7 +228,7 @@
swap a
ld [wNPCMovementScriptSpriteOffset], a
xor a
- ld [wSpriteStateData2 + $06], a
+ ld [wSpritePlayerStateData2MovementByte1], a
ld hl, wSimulatedJoypadStatesEnd
ld de, RLEList_PewterGymPlayer
call DecodeRLEList
--- a/engine/overworld/cut.asm
+++ b/engine/overworld/cut.asm
@@ -127,7 +127,7 @@
db $FE,$10,$FF,$10
GetCutOrBoulderDustAnimationOffsets:
- ld hl, wSpriteStateData1 + 4
+ ld hl, wSpritePlayerStateData1YPixels
ld a, [hli] ; player's sprite screen Y position
ld b, a
inc hl
@@ -187,7 +187,7 @@
ld h, [hl]
ld l, a
add hl, bc
- ld a, [wSpriteStateData1 + 9] ; player sprite's facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
and a
jr z, .down
cp SPRITE_FACING_UP
--- a/engine/overworld/dust_smoke.asm
+++ b/engine/overworld/dust_smoke.asm
@@ -30,7 +30,7 @@
jp LoadPlayerSpriteGraphics
GetMoveBoulderDustFunctionPointer:
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
ld hl, MoveBoulderDustFunctionPointerTable
ld c, a
ld b, $0
--- a/engine/overworld/emotion_bubbles.asm
+++ b/engine/overworld/emotion_bubbles.asm
@@ -38,7 +38,7 @@
jr nz, .loop
; get the screen coordinates of the sprite the bubble is to be displayed above
- ld hl, wSpriteStateData1 + 4
+ ld hl, wSpritePlayerStateData1YPixels
ld a, [wEmotionBubbleSpriteIndex]
swap a
ld c, a
--- a/engine/overworld/hidden_objects.asm
+++ b/engine/overworld/hidden_objects.asm
@@ -87,7 +87,7 @@
; checks if the coordinates in front of the player's sprite match Y in b and X in c
; [hCoordsInFrontOfPlayerMatch] = $00 if they match, $ff if they don't match
CheckIfCoordsInFrontOfPlayerMatch:
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
jr z, .facingUp
cp SPRITE_FACING_LEFT
--- a/engine/overworld/ledges.asm
+++ b/engine/overworld/ledges.asm
@@ -6,7 +6,7 @@
and a ; OVERWORLD
ret nz
predef GetTileAndCoordsInFrontOfPlayer
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
ld b, a
aCoord 8, 9
ld c, a
--- a/engine/overworld/map_sprites.asm
+++ b/engine/overworld/map_sprites.asm
@@ -12,8 +12,8 @@
call InitOutsideMapSprites
ret c ; return if the map is an outside map (already handled by above call)
; if the map is an inside map (i.e. mapID >= $25)
- ld hl, wSpriteStateData1
- ld de, wSpriteStateData2 + $0d
+ ld hl, wSpritePlayerStateData1PictureID
+ ld de, wSpritePlayerStateData2PictureID
; Loop to copy picture ID's from $C1X0 to $C2XD for LoadMapSpriteTilePatterns.
.copyPictureIDLoop
ld a, [hl] ; $C1X0 (picture ID)
@@ -37,7 +37,7 @@
.spritesExist
ld c, a ; c = [wNumSprites]
ld b, $10 ; number of sprite slots
- ld hl, wSpriteStateData2 + $0d
+ ld hl, wSpritePlayerStateData2PictureID
xor a
ld [hFourTileSpriteCount], a
.copyPictureIDLoop ; loop to copy picture ID from $C2XD to $C2XE
@@ -48,9 +48,9 @@
ld l, a
dec b
jr nz, .copyPictureIDLoop
- ld hl, wSpriteStateData2 + $1e
+ ld hl, wSprite01StateData2ImageBaseOffset
.loadTilePatternLoop
- ld de, wSpriteStateData2 + $1d
+ ld de, wSprite01StateData2PictureID
; Check if the current picture ID has already had its tile patterns loaded.
; This done by looping through the previous sprite slots and seeing if any of
; their picture ID's match that of the current sprite slot.
@@ -70,7 +70,7 @@
ld e, a
jr .checkIfAlreadyLoadedLoop
.notAlreadyLoaded
- ld de, wSpriteStateData2 + $0e
+ ld de, wSpritePlayerStateData2ImageBaseOffset
ld b, $01
; loop to find the highest tile pattern VRAM slot (among the first 10 slots) used by a previous sprite slot
; this is done in order to find the first free VRAM slot available
@@ -215,7 +215,7 @@
ld l, a
dec c
jp nz, .loadTilePatternLoop
- ld hl, wSpriteStateData2 + $0d
+ ld hl, wSpritePlayerStateData2PictureID
ld b, $10
; the pictures ID's stored at $C2XD are no longer needed, so zero them
.zeroStoredPictureIDLoop
@@ -287,7 +287,7 @@
jr nc, .noCarry2
inc d
.noCarry2
- ld hl, wSpriteStateData2 + $0d
+ ld hl, wSpritePlayerStateData2PictureID
ld a, SPRITE_RED
ld [hl], a
ld bc, wSpriteSet
@@ -323,7 +323,7 @@
call LoadMapSpriteTilePatterns
pop af
ld [wNumSprites], a ; restore number of sprites
- ld hl, wSpriteStateData2 + $1e
+ ld hl, wSprite01StateData2ImageBaseOffset
ld b, $0f
; The VRAM tile pattern slots that LoadMapSpriteTilePatterns set are in the
; order of the map's sprite set, not the order of the actual sprites loaded
@@ -337,7 +337,7 @@
dec b
jr nz, .zeroVRAMSlotsLoop
.skipLoadingSpriteSet
- ld hl, wSpriteStateData1 + $10
+ ld hl, wSprite01StateData1
; This loop stores the correct VRAM tile pattern slots according the sprite
; data from the map's header. Since the VRAM tile pattern slots are filled in
; the order of the sprite set, in order to find the VRAM tile pattern slot
--- a/engine/overworld/movement.asm
+++ b/engine/overworld/movement.asm
@@ -1,13 +1,13 @@
MAP_TILESET_SIZE EQU $60
UpdatePlayerSprite:
- ld a, [wSpriteStateData2]
+ ld a, [wSpritePlayerStateData2WalkAnimationCounter]
and a
jr z, .checkIfTextBoxInFrontOfSprite
cp $ff
jr z, .disableSprite
dec a
- ld [wSpriteStateData2], a
+ ld [wSpritePlayerStateData2WalkAnimationCounter], a
jr .disableSprite
; check if a text box is in front of the sprite by checking if the lower left
; background tile the sprite is standing on is greater than $5F, which is
@@ -19,7 +19,7 @@
jr c, .lowerLeftTileIsMapTile
.disableSprite
ld a, $ff
- ld [wSpriteStateData1 + 2], a
+ ld [wSpritePlayerStateData1ImageIndex], a
ret
.lowerLeftTileIsMapTile
call DetectCollisionBetweenSprites
@@ -51,11 +51,11 @@
.notMoving
; zero the animation counters
xor a
- ld [wSpriteStateData1 + 7], a
- ld [wSpriteStateData1 + 8], a
+ ld [wSpritePlayerStateData1IntraAnimFrameCounter], a
+ ld [wSpritePlayerStateData1AnimFrameCounter], a
jr .calcImageIndex
.next
- ld [wSpriteStateData1 + 9], a ; facing direction
+ ld [wSpritePlayerStateData1FacingDirection], a
ld a, [wFontLoaded]
bit 0, a
jr nz, .notMoving
@@ -79,11 +79,11 @@
and $3
ld [hl], a
.calcImageIndex
- ld a, [wSpriteStateData1 + 8]
+ ld a, [wSpritePlayerStateData1AnimFrameCounter]
ld b, a
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
add b
- ld [wSpriteStateData1 + 2], a
+ ld [wSpritePlayerStateData1ImageIndex], a
.skipSpriteAnim
; If the player is standing on a grass tile, make the player's sprite have
; lower priority than the background so that it's partially obscured by the
@@ -97,7 +97,7 @@
jr nz, .next2
ld a, $80
.next2
- ld [wSpriteStateData2 + 7], a
+ ld [wSpritePlayerStateData2GrassPriority], a
ret
UnusedReadSpriteDataFunction:
@@ -397,7 +397,7 @@
notYetMoving:
ld h, wSpriteStateData1 / $100
ld a, [hCurrentSpriteOffset]
- add $8
+ add wSpritePlayerStateData1AnimFrameCounter - wSpritePlayerStateData1
ld l, a
ld [hl], $0 ; c1x8 = 0 (walk animation frame)
jp UpdateSpriteImage
@@ -452,7 +452,7 @@
InitializeSpriteScreenPosition:
ld h, wSpriteStateData2 / $100
ld a, [hCurrentSpriteOffset]
- add $4
+ add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
ld l, a
ld a, [wYCoord]
ld b, a
@@ -480,13 +480,13 @@
jp nz, .spriteInvisible
ld h, wSpriteStateData2 / $100
ld a, [hCurrentSpriteOffset]
- add $6
+ add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
ld l, a
ld a, [hl] ; c2x6: movement byte 1
cp $fe
jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted)
ld a, [hCurrentSpriteOffset]
- add $4
+ add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
ld l, a
ld b, [hl] ; c2x4: Y pos (+4)
ld a, [wYCoord]
@@ -528,7 +528,7 @@
.spriteInvisible
ld h, wSpriteStateData1 / $100
ld a, [hCurrentSpriteOffset]
- add $2
+ add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
ld l, a
ld [hl], $ff ; c1x2
scf
@@ -582,7 +582,7 @@
CanWalkOntoTile:
ld h, wSpriteStateData2 / $100
ld a, [hCurrentSpriteOffset]
- add $6
+ add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
ld l, a
ld a, [hl] ; c2x6 (movement byte 1)
cp $fe
@@ -610,7 +610,7 @@
jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
ld h, wSpriteStateData1 / $100
ld a, [hCurrentSpriteOffset]
- add $4
+ add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
ld l, a
ld a, [hli] ; c1x4 (screen Y pos)
add $4 ; align to blocks (Y pos is always 4 pixels off)
@@ -636,7 +636,7 @@
jr nz, .impassable ; collision between sprites, don't go there
ld h, wSpriteStateData2 / $100
ld a, [hCurrentSpriteOffset]
- add $2
+ add wSpritePlayerStateData2YDisplacement - wSpritePlayerStateData2
ld l, a
ld a, [hli] ; c2x2 (sprite Y displacement, initialized at $8, keep track of where a sprite did go)
bit 7, d ; check if going upwards (d=$ff)
@@ -665,7 +665,7 @@
and a ; clear carry (marking success)
ret
.impassable
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [hCurrentSpriteOffset]
inc a
ld l, a
@@ -693,7 +693,7 @@
GetTileSpriteStandsOn:
ld h, wSpriteStateData1 / $100
ld a, [hCurrentSpriteOffset]
- add $4
+ add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
ld l, a
ld a, [hli] ; c1x4: screen Y position
add $4 ; align to 2*2 tile blocks (Y position is always off 4 pixels to the top)
@@ -807,12 +807,12 @@
jp AnimScriptedNPCMovement
GetSpriteScreenYPointer:
- ld a, $4
+ ld a, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
ld b, a
jr GetSpriteScreenXYPointerCommon
GetSpriteScreenXPointer:
- ld a, $6
+ ld a, wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
ld b, a
GetSpriteScreenXYPointerCommon:
@@ -826,7 +826,7 @@
AnimScriptedNPCMovement:
ld hl, wSpriteStateData2
ld a, [hCurrentSpriteOffset]
- add $e
+ add wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
ld l, a
ld a, [hl] ; VRAM slot
dec a
@@ -834,7 +834,7 @@
ld b, a
ld hl, wSpriteStateData1
ld a, [hCurrentSpriteOffset]
- add $9
+ add wSpritePlayerStateData1FacingDirection - wSpritePlayerStateData1
ld l, a
ld a, [hl] ; facing direction
cp SPRITE_FACING_DOWN
@@ -853,7 +853,7 @@
call AdvanceScriptedNPCAnimFrameCounter
ld hl, wSpriteStateData1
ld a, [hCurrentSpriteOffset]
- add $2
+ add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
ld l, a
ld a, [hSpriteVRAMSlotAndFacing]
ld b, a
--- a/engine/overworld/pathfinding.asm
+++ b/engine/overworld/pathfinding.asm
@@ -77,14 +77,14 @@
CalcPositionOfPlayerRelativeToNPC:
xor a
ld [hNPCPlayerRelativePosFlags], a
- ld a, [wSpriteStateData1 + 4] ; player's sprite screen Y position in pixels
+ ld a, [wSpritePlayerStateData1YPixels]
ld d, a
- ld a, [wSpriteStateData1 + 6] ; player's sprite screen X position in pixels
+ ld a, [wSpritePlayerStateData1XPixels]
ld e, a
ld hl, wSpriteStateData1
ld a, [hNPCSpriteOffset]
add l
- add $4
+ add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
ld l, a
jr nc, .noCarry
inc h
--- a/engine/overworld/player_animations.asm
+++ b/engine/overworld/player_animations.asm
@@ -1,7 +1,7 @@
EnterMapAnim::
call InitFacingDirectionList
ld a, $ec
- ld [wSpriteStateData1 + 4], a ; player's sprite Y screen position
+ ld [wSpritePlayerStateData1YPixels], a
call Delay3
push hl
call GBFadeInFromWhite
@@ -227,19 +227,19 @@
ld a, [wFlyAnimBirdSpriteImageIndex]
xor $1 ; make the bird flap its wings
ld [wFlyAnimBirdSpriteImageIndex], a
- ld [wSpriteStateData1 + 2], a
+ ld [wSpritePlayerStateData1ImageIndex], a
call Delay3
ld a, [wFlyAnimUsingCoordList]
cp $ff
jr z, .skipCopyingCoords ; if the bird is flapping its wings in place
- ld hl, wSpriteStateData1 + 4
+ ld hl, wSpritePlayerStateData1YPixels
ld a, [de]
inc de
- ld [hli], a
+ ld [hli], a ; y
inc hl
ld a, [de]
inc de
- ld [hl], a
+ ld [hl], a ; x
.skipCopyingCoords
ld a, [wFlyAnimCounter]
dec a
@@ -258,15 +258,15 @@
jp CopyVideoData
InitFacingDirectionList:
- ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images)
+ ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images)
ld [wSavedPlayerFacingDirection], a
- ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position
+ ld a, [wSpritePlayerStateData1YPixels]
ld [wSavedPlayerScreenY], a
ld hl, PlayerSpinningFacingOrder
ld de, wFacingDirectionList
ld bc, 4
call CopyData
- ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images)
+ ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images)
ld hl, wFacingDirectionList
; find the place in the list that matches the current facing direction
.loop
@@ -284,7 +284,7 @@
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)
+ ld [wSpritePlayerStateData1ImageIndex], a ; (image index is locked to standing images)
push hl
ld hl, wFacingDirectionList
ld de, wFacingDirectionList - 1
@@ -320,9 +320,9 @@
call SpinPlayerSprite
ld a, [wPlayerSpinWhileMovingUpOrDownAnimDeltaY]
ld c, a
- ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position
+ ld a, [wSpritePlayerStateData1YPixels]
add c
- ld [wSpriteStateData1 + 4], a
+ ld [wSpritePlayerStateData1YPixels], a
ld c, a
ld a, [wPlayerSpinWhileMovingUpOrDownAnimMaxY]
cp c
@@ -334,9 +334,9 @@
RestoreFacingDirectionAndYScreenPos:
ld a, [wSavedPlayerScreenY]
- ld [wSpriteStateData1 + 4], a
+ ld [wSpritePlayerStateData1YPixels], a
ld a, [wSavedPlayerFacingDirection]
- ld [wSpriteStateData1 + 2], a
+ ld [wSpritePlayerStateData1ImageIndex], a ; (image index is locked to standing images)
ret
; if SGB, 2 frames, else 3 frames
@@ -387,7 +387,7 @@
ld a, $4
ld hl, RedFishingTiles
call LoadAnimSpriteGfx
- ld a, [wSpriteStateData1 + 2]
+ ld a, [wSpritePlayerStateData1ImageIndex]
ld c, a
ld b, $0
ld hl, FishingRodOAM
@@ -410,7 +410,7 @@
; shake the player's sprite vertically
ld b, 10
.loop
- ld hl, wSpriteStateData1 + 4 ; player's sprite Y screen position
+ ld hl, wSpritePlayerStateData1YPixels
call .ShakePlayerSprite
ld hl, wOAMBuffer + $9c
call .ShakePlayerSprite
@@ -420,7 +420,7 @@
; If the player is facing up, hide the fishing rod so it doesn't overlap with
; the exclamation bubble that will be shown next.
- ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images)
cp SPRITE_FACING_UP
jr nz, .skipHidingFishingRod
ld a, $a0
@@ -434,7 +434,7 @@
predef EmotionBubble
; If the player is facing up, unhide the fishing rod.
- ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1ImageIndex] ; (image index is locked to standing images)
cp SPRITE_FACING_UP
jr nz, .skipUnhidingFishingRod
ld a, $44
@@ -507,7 +507,7 @@
ld hl, PlayerJumpingYScreenCoords
add hl, bc
ld a, [hl]
- ld [wSpriteStateData1 + 4], a ; player's sprite y coordinate
+ ld [wSpritePlayerStateData1YPixels], a
ret
.finishedJump
ld a, [wWalkCounter]
--- a/engine/overworld/player_state.asm
+++ b/engine/overworld/player_state.asm
@@ -88,7 +88,7 @@
push hl
push de
push bc
- ld a, [wSpriteStateData1 + 9] ; player sprite's facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
srl a
ld c, a
ld b, $0
@@ -158,7 +158,7 @@
ld a, [wCurMap]
cp SS_ANNE_BOW
jr z, IsSSAnneBowWarpTileInFrontOfPlayer
- ld a, [wSpriteStateData1 + 9] ; player sprite's facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
srl a
ld c, a
ld b, 0
@@ -263,7 +263,7 @@
ld d, a
ld a, [wXCoord]
ld e, a
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
and a ; cp SPRITE_FACING_DOWN
jr nz, .notFacingDown
; facing down
@@ -302,7 +302,7 @@
ld a, [hli]
ld d, a
ld e, [hl]
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
and a ; cp SPRITE_FACING_DOWN
jr nz, .notFacingDown
; facing down
@@ -375,7 +375,7 @@
swap a
ld d, 0
ld e, a
- ld hl, wSpriteStateData2 + $14
+ ld hl, wSprite01StateData2MapY
add hl, de
ld a, [hli] ; map Y position
ld [hPlayerYCoord], a
@@ -384,7 +384,7 @@
ld a, [wNumSprites]
ld c, a
ld de, $f
- ld hl, wSpriteStateData2 + $14
+ ld hl, wSprite01StateData2MapY
ld a, [hPlayerFacing]
and $3 ; facing up or down?
jr z, .pushingHorizontallyLoop
--- a/engine/overworld/push_boulder.asm
+++ b/engine/overworld/push_boulder.asm
@@ -12,7 +12,7 @@
ld [wBoulderSpriteIndex], a
and a
jp z, ResetBoulderPushFlags
- ld hl, wSpriteStateData1 + 1
+ ld hl, wSpritePlayerStateData1MovementStatus
ld d, $0
ld a, [hSpriteIndexOrTextID]
swap a
@@ -36,7 +36,7 @@
jp nz, ResetBoulderPushFlags
ld a, [hJoyHeld]
ld b, a
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
jr z, .pushBoulderUp
cp SPRITE_FACING_LEFT
--- a/engine/overworld/sprite_collisions.asm
+++ b/engine/overworld/sprite_collisions.asm
@@ -1,10 +1,10 @@
_UpdateSprites::
ld h, $c1
inc h
- ld a, $e ; wSpriteStateData2 + $0e
+ ld a, wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
.spriteLoop
ld l, a
- sub $e
+ sub wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
ld c, a
ld [hCurrentSpriteOffset], a
ld a, [hl]
@@ -20,7 +20,7 @@
.skipSprite
ld a, l
add $10 ; move to next sprite
- cp $e ; test for overflow (back at $0e)
+ cp wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2 ; test for overflow (back at beginning)
jr nz, .spriteLoop
ret
.updateCurrentSprite
--- a/engine/overworld/trainer_sight.asm
+++ b/engine/overworld/trainer_sight.asm
@@ -1,6 +1,6 @@
_GetSpritePosition1::
ld hl, wSpriteStateData1
- ld de, $4
+ ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
ld a, [wSpriteIndex]
ld [hSpriteIndex], a
call GetSpriteDataPointer
@@ -9,7 +9,7 @@
inc hl
ld a, [hl] ; c1x6 (screen X pos)
ld [hSpriteScreenXCoord], a
- ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
+ ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
add hl, de
ld a, [hli] ; c2x4 (map Y pos)
ld [hSpriteMapYCoord], a
@@ -19,7 +19,7 @@
_GetSpritePosition2::
ld hl, wSpriteStateData1
- ld de, $4
+ ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
ld a, [wSpriteIndex]
ld [hSpriteIndex], a
call GetSpriteDataPointer
@@ -28,7 +28,7 @@
inc hl
ld a, [hl] ; c1x6 (screen X pos)
ld [wSavedSpriteScreenX], a
- ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
+ ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
add hl, de
ld a, [hli] ; c2x4 (map Y pos)
ld [wSavedSpriteMapY], a
@@ -38,7 +38,7 @@
_SetSpritePosition1::
ld hl, wSpriteStateData1
- ld de, $4
+ ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
ld a, [wSpriteIndex]
ld [hSpriteIndex], a
call GetSpriteDataPointer
@@ -47,7 +47,7 @@
inc hl
ld a, [hSpriteScreenXCoord] ; c1x6 (screen X pos)
ld [hl], a
- ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
+ ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
add hl, de
ld a, [hSpriteMapYCoord] ; c2x4 (map Y pos)
ld [hli], a
@@ -57,7 +57,7 @@
_SetSpritePosition2::
ld hl, wSpriteStateData1
- ld de, 4
+ ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
ld a, [wSpriteIndex]
ld [hSpriteIndex], a
call GetSpriteDataPointer
@@ -66,7 +66,7 @@
inc hl
ld a, [wSavedSpriteScreenX]
ld [hl], a ; c1x6 (screen X pos)
- ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
+ ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
add hl, de
ld a, [wSavedSpriteMapY]
ld [hli], a ; c2x4 (map Y pos)
@@ -165,7 +165,7 @@
push hl
push de
ld a, [wTrainerSpriteOffset]
- add $2
+ add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
ld d, $0
ld e, a
ld hl, wSpriteStateData1
@@ -176,7 +176,7 @@
jp .noEngage
.spriteOnScreen
ld a, [wTrainerSpriteOffset]
- add $9
+ add wSpritePlayerStateData1FacingDirection - wSpritePlayerStateData1
ld d, $0
ld e, a
ld hl, wSpriteStateData1
@@ -234,7 +234,7 @@
; reads trainer's Y position to wTrainerScreenY and X position to wTrainerScreenX
ReadTrainerScreenPosition:
ld a, [wTrainerSpriteOffset]
- add $4
+ add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
ld d, $0
ld e, a
ld hl, wSpriteStateData1
@@ -242,7 +242,7 @@
ld a, [hl] ; c1x4 (sprite Y pos)
ld [wTrainerScreenY], a
ld a, [wTrainerSpriteOffset]
- add $6
+ add wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
ld d, $0
ld e, a
ld hl, wSpriteStateData1
@@ -295,7 +295,7 @@
cp POWER_PLANT
jp z, .engage ; bypass this for power plant to get voltorb fake items to work
ld a, [wTrainerSpriteOffset]
- add $4
+ add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
ld d, $0
ld e, a
ld hl, wSpriteStateData1
@@ -307,7 +307,7 @@
.notOnTopmostTile
ld [wTrainerScreenY], a
ld a, [wTrainerSpriteOffset]
- add $6
+ add wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
ld d, $0
ld e, a
ld hl, wSpriteStateData1
--- a/engine/pokemon/bills_pc.asm
+++ b/engine/pokemon/bills_pc.asm
@@ -504,7 +504,7 @@
ld a, [hSerialConnectionStatus]
cp USING_EXTERNAL_CLOCK
ret z
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_RIGHT
ret nz
ld a, [wCurMap]
@@ -521,7 +521,7 @@
ld a, [hSerialConnectionStatus]
cp USING_INTERNAL_CLOCK
ret z
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_LEFT
ret nz
ld a, [wCurMap]
@@ -538,7 +538,7 @@
text_far _JustAMomentText
text_end
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
call EnableAutoTextBoxDrawing
--- a/engine/slots/game_corner_slots2.asm
+++ b/engine/slots/game_corner_slots2.asm
@@ -1,5 +1,5 @@
AbleToPlaySlotsCheck:
- ld a, [wSpriteStateData1 + 2]
+ ld a, [wSpritePlayerStateData1ImageIndex]
and $8
jr z, .done ; not able
ld b, COIN_CASE
--- a/home.asm
+++ b/home.asm
@@ -111,9 +111,9 @@
ld hl, wSpriteStateData2
call ResetPlayerSpriteData_ClearSpriteData
ld a, $1
- ld [wSpriteStateData1], a
- ld [wSpriteStateData2 + $0e], a
- ld hl, wSpriteStateData1 + 4
+ ld [wSpritePlayerStateData1PictureID], a
+ ld [wSpritePlayerStateData2ImageBaseOffset], a
+ ld hl, wSpritePlayerStateData1YPixels
ld [hl], $3c ; set Y screen pos
inc hl
inc hl
@@ -485,7 +485,7 @@
StartSimulatingJoypadStates::
xor a
ld [wOverrideSimulatedJoypadStatesMask], a
- ld [wSpriteStateData2 + $06], a ; player's sprite movement byte 1
+ ld [wSpritePlayerStateData2MovementByte1], a
ld hl, wd730
set 7, [hl]
ret
@@ -572,7 +572,7 @@
; sets carry if the coordinates are in the array, clears carry if not
CheckBoulderCoords::
push hl
- ld hl, wSpriteStateData2 + $04
+ ld hl, wSpritePlayerStateData2MapY
ld a, [hSpriteIndex]
swap a
ld d, $0
--- a/home/overworld.asm
+++ b/home/overworld.asm
@@ -149,7 +149,7 @@
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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
; 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 @@
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 @@
; 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 @@
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 @@
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 @@
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 @@
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
--- a/home/text_script.asm
+++ b/home/text_script.asm
@@ -111,7 +111,7 @@
xor a
ld [hAutoBGTransferEnabled], a ; disable continuous WRAM to VRAM transfer each V-blank
; loop to make sprites face the directions they originally faced before the dialogue
- ld hl, wSpriteStateData2 + $19
+ ld hl, wSprite01StateData2 + 9 ; should be wSprite01StateData1FacingDirection?
ld c, $0f
ld de, $10
.restoreSpriteFacingDirectionLoop
--- a/macros/wram.asm
+++ b/macros/wram.asm
@@ -71,7 +71,9 @@
\1IntraAnimFrameCounter:: db
\1AnimFrameCounter:: db
\1FacingDirection:: db
- ds 6
+ ds 2
+\1CollisionData:: db
+ ds 3
\1End::
ENDM
@@ -85,7 +87,8 @@
\1MovementByte1:: db
\1GrassPriority:: db
\1MovementDelay:: db
- ds 5
+ ds 4
+\1PictureID:: db
\1ImageBaseOffset:: db
ds 1
\1End::
--- a/scripts/BillsHouse.asm
+++ b/scripts/BillsHouse.asm
@@ -16,7 +16,7 @@
ret
BillsHouseScript1:
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
and a ; cp SPRITE_FACING_DOWN
ld de, MovementData_1e79c
jr nz, .notDown
--- a/scripts/CeruleanCity.asm
+++ b/scripts/CeruleanCity.asm
@@ -50,7 +50,7 @@
.asm_194e6
ld [wPlayerMovingDirection], a
ld a, b
- ld [wSpriteStateData1 + 2 * $10 + $9], a
+ ld [wSprite02StateData1FacingDirection], a
call Delay3
ld a, $2
ld [hSpriteIndexOrTextID], a
--- a/scripts/CinnabarIsland.asm
+++ b/scripts/CinnabarIsland.asm
@@ -35,7 +35,7 @@
ld [wSimulatedJoypadStatesEnd], a
call StartSimulatingJoypadStates
xor a
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
ld [wJoyIgnore], a
ld a, $1
ld [wCinnabarIslandCurScript], a
--- a/scripts/CopycatsHouse2F.asm
+++ b/scripts/CopycatsHouse2F.asm
@@ -84,7 +84,7 @@
CopycatsHouse2FText7:
text_asm
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ld hl, CopycatsHouse2FText_5cd1c
jr nz, .notUp
--- a/scripts/OaksLab.asm
+++ b/scripts/OaksLab.asm
@@ -492,17 +492,17 @@
cp $4
jr nz, .turnPlayerLeft
ld a, SPRITE_FACING_RIGHT
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
jr .done
.turnPlayerLeft
ld a, SPRITE_FACING_LEFT
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
jr .done
.turnPlayerDown
cp $4
ret nz
xor a ; ld a, SPRITE_FACING_DOWN
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
.done
ret
--- a/scripts/PalletTown.asm
+++ b/scripts/PalletTown.asm
@@ -94,7 +94,7 @@
bit 0, a
ret nz
xor a ; ld a, SPRITE_FACING_DOWN
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
ld a, 1
ld [wcf0d], a
ld a, $FC
--- a/scripts/PokemonMansion1F.asm
+++ b/scripts/PokemonMansion1F.asm
@@ -46,7 +46,7 @@
ret
Mansion1Script_Switches::
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
xor a
--- a/scripts/PokemonMansion2F.asm
+++ b/scripts/PokemonMansion2F.asm
@@ -42,7 +42,7 @@
predef_jump ReplaceTileBlock
Mansion2Script_Switches::
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
xor a
--- a/scripts/PokemonMansion3F.asm
+++ b/scripts/PokemonMansion3F.asm
@@ -73,7 +73,7 @@
ret
Mansion3Script_Switches::
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
xor a
--- a/scripts/PokemonMansionB1F.asm
+++ b/scripts/PokemonMansionB1F.asm
@@ -44,7 +44,7 @@
ret
Mansion4Script_Switches::
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
xor a
--- a/scripts/PokemonTower6F.asm
+++ b/scripts/PokemonTower6F.asm
@@ -75,7 +75,7 @@
ld a, $10
ld [wSimulatedJoypadStatesEnd], a
xor a
- ld [wSpriteStateData2 + $06], a
+ ld [wSpritePlayerStateData2MovementByte1], a
ld [wOverrideSimulatedJoypadStatesMask], a
ld hl, wd730
set 7, [hl]
--- a/scripts/PokemonTower7F.asm
+++ b/scripts/PokemonTower7F.asm
@@ -70,7 +70,7 @@
ld [wMissableObjectIndex], a
predef HideObject
ld a, SPRITE_FACING_UP
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
ld a, MR_FUJIS_HOUSE
ld [hWarpDestinationMap], a
ld a, $1
--- a/scripts/RedsHouse1F.asm
+++ b/scripts/RedsHouse1F.asm
@@ -51,7 +51,7 @@
RedsHouse1FText2: ; TV
text_asm
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ld hl, TVWrongSideText
jr nz, .notUp
--- a/scripts/RocketHideoutB2F.asm
+++ b/scripts/RocketHideoutB2F.asm
@@ -314,7 +314,7 @@
ret
LoadSpinnerArrowTiles::
- ld a, [wSpriteStateData1 + 2]
+ ld a, [wSpritePlayerStateData1ImageIndex]
srl a
srl a
ld hl, SpinnerPlayerFacingDirections
@@ -322,7 +322,7 @@
ld b, $0
add hl, bc
ld a, [hl]
- ld [wSpriteStateData1 + 2], a
+ ld [wSpritePlayerStateData1ImageIndex], a
ld a, [wCurMapTileset]
cp FACILITY
ld hl, FacilitySpinnerArrows
--- a/scripts/Route11Gate2F.asm
+++ b/scripts/Route11Gate2F.asm
@@ -47,7 +47,7 @@
Route11GateUpstairsText3:
text_asm
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
jp nz, GateUpstairsScript_PrintIfFacingUp
CheckEvent EVENT_BEAT_ROUTE12_SNORLAX
--- a/scripts/Route12Gate2F.asm
+++ b/scripts/Route12Gate2F.asm
@@ -65,7 +65,7 @@
text_end
GateUpstairsScript_PrintIfFacingUp:
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
jr z, .up
ld a, $1
--- a/scripts/Route22.asm
+++ b/scripts/Route22.asm
@@ -149,7 +149,7 @@
ld a, [wIsInBattle]
cp $ff
jp z, Route22Script_50ece
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
and a ; cp SPRITE_FACING_DOWN
jr nz, .notDown
ld a, SPRITE_FACING_UP
--- a/scripts/Route22Gate.asm
+++ b/scripts/Route22Gate.asm
@@ -37,7 +37,7 @@
ld [wSimulatedJoypadStatesIndex], a
ld a, D_DOWN
ld [wSimulatedJoypadStatesEnd], a
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
ld [wJoyIgnore], a
jp StartSimulatingJoypadStates
--- a/scripts/Route23.asm
+++ b/scripts/Route23.asm
@@ -118,7 +118,7 @@
ld a, D_DOWN
ld [wSimulatedJoypadStatesEnd], a
xor a
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
ld [wJoyIgnore], a
jp StartSimulatingJoypadStates
--- a/scripts/Route6Gate.asm
+++ b/scripts/Route6Gate.asm
@@ -60,7 +60,7 @@
ld a, $1
ld [wSimulatedJoypadStatesIndex], a
xor a
- ld [wSpriteStateData2 + $06], a
+ ld [wSpritePlayerStateData2MovementByte1], a
ld [wOverrideSimulatedJoypadStatesMask], a
ret
--- a/scripts/Route7Gate.asm
+++ b/scripts/Route7Gate.asm
@@ -17,7 +17,7 @@
ld a, $1
ld [wSimulatedJoypadStatesIndex], a
xor a
- ld [wSpriteStateData2 + $06], a
+ ld [wSpritePlayerStateData2MovementByte1], a
ld [wOverrideSimulatedJoypadStatesMask], a
ret
--- a/scripts/Route8Gate.asm
+++ b/scripts/Route8Gate.asm
@@ -16,7 +16,7 @@
ld a, $1
ld [wSimulatedJoypadStatesIndex], a
xor a
- ld [wSpriteStateData2 + $06], a
+ ld [wSpritePlayerStateData2MovementByte1], a
ld [wOverrideSimulatedJoypadStatesMask], a
ret
--- a/scripts/SafariZoneGate.asm
+++ b/scripts/SafariZoneGate.asm
@@ -25,7 +25,7 @@
xor a
ld [hJoyHeld], a
ld a, SPRITE_FACING_RIGHT
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
ld a, [wCoordIndex]
cp $1
jr z, .asm_7520f
@@ -231,7 +231,7 @@
ld hl, .SafariZoneEntranceText_753bb
call PrintText
xor a
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
ld a, D_DOWN
ld c, $3
call SafariZoneEntranceAutoWalk
@@ -243,7 +243,7 @@
ld hl, .SafariZoneEntranceText_753c0
call PrintText
ld a, SPRITE_FACING_UP
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
ld a, D_UP
ld c, $1
call SafariZoneEntranceAutoWalk
--- a/scripts/SeafoamIslandsB3F.asm
+++ b/scripts/SeafoamIslandsB3F.asm
@@ -109,7 +109,7 @@
dec a
ld [wSimulatedJoypadStatesIndex], a
xor a
- ld [wSpriteStateData2 + $06], a
+ ld [wSpritePlayerStateData2MovementByte1], a
ld hl, wd730
set 7, [hl]
ld hl, wFlags_D733
--- a/scripts/TradeCenter.asm
+++ b/scripts/TradeCenter.asm
@@ -14,20 +14,20 @@
bit 0, [hl]
set 0, [hl]
ret nz
- ld hl, wSpriteStateData2 + $14
+ ld hl, wSprite01StateData2MapY
ld a, $8
ld [hli], a
ld a, $a
ld [hl], a
ld a, SPRITE_FACING_LEFT
- ld [wSpriteStateData1 + $19], a
+ ld [wSprite01StateData1FacingDirection], a
ld a, [hSerialConnectionStatus]
cp USING_INTERNAL_CLOCK
ret z
ld a, $7
- ld [wSpriteStateData2 + $15], a
+ ld [wSprite01StateData2MapX], a
ld a, SPRITE_FACING_RIGHT
- ld [wSpriteStateData1 + $19], a
+ ld [wSprite01StateData1FacingDirection], a
ret
TradeCenter_TextPointers:
--- a/scripts/VermilionCity.asm
+++ b/scripts/VermilionCity.asm
@@ -38,7 +38,7 @@
dw VermilionCityScript4
VermilionCityScript0:
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
and a ; cp SPRITE_FACING_DOWN
ret nz
ld hl, SSAnneTicketCheckCoords
@@ -157,7 +157,7 @@
text_asm
CheckEvent EVENT_SS_ANNE_LEFT
jr nz, .shipHasDeparted
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_RIGHT
jr z, .greetPlayer
ld hl, .inFrontOfOrBehindGuardCoords
--- a/scripts/VermilionDock.asm
+++ b/scripts/VermilionDock.asm
@@ -21,7 +21,7 @@
ld a, $3
ld [wSimulatedJoypadStatesIndex], a
xor a
- ld [wSpriteStateData2 + $06], a
+ ld [wSpritePlayerStateData2MovementByte1], a
ld [wOverrideSimulatedJoypadStatesMask], a
dec a
ld [wJoyIgnore], a
@@ -47,7 +47,7 @@
call PlayMusic
callba LoadSmokeTileFourTimes
xor a
- ld [wSpriteStateData1 + 2], a
+ ld [wSpritePlayerStateData1ImageIndex], a
ld c, 120
call DelayFrames
ld b, $9c
--- a/scripts/ViridianCity.asm
+++ b/scripts/ViridianCity.asm
@@ -120,7 +120,7 @@
ld a, D_DOWN
ld [wSimulatedJoypadStatesEnd], a
xor a
- ld [wSpriteStateData1 + 9], a
+ ld [wSpritePlayerStateData1FacingDirection], a
ld [wJoyIgnore], a
ret