ref: cc46b0e510e07f2e7a0d14732c02a2f416eac9e1
parent: b045ac4f16ca9b611a3e3baef0d9a0c33ac6351c
author: Colton G. Rushton <colton51919@gmail.com>
date: Sat Jul 9 14:18:18 EDT 2022
wOAMBuffer -> wShadowOAM (#370)
--- a/constants/gfx_constants.asm
+++ b/constants/gfx_constants.asm
@@ -17,7 +17,7 @@
DEF HP_BAR_YELLOW EQU 1
DEF HP_BAR_RED EQU 2
-; wOAMBuffer
+; wShadowOAM
DEF NUM_SPRITE_OAM_STRUCTS EQU 40
; hAutoBGTransferEnabled
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -147,7 +147,7 @@
jr z, .resetFrameBlockDestAddr
call AnimationCleanOAM
.resetFrameBlockDestAddr
- ld hl, wOAMBuffer ; OAM buffer
+ ld hl, wShadowOAM
ld a, l
ld [wFBDestAddr + 1], a
ld a, h
@@ -583,7 +583,7 @@
call GetMoveSound
call PlaySound
.skipPlayingSound
- ld hl, wOAMBuffer ; base address of OAM buffer
+ ld hl, wShadowOAM
ld a, l
ld [wFBDestAddr + 1], a
ld a, h
@@ -855,7 +855,7 @@
; if it's the end of the animation, make the ball jump up
ld de, BallMoveDistances1
.loop
- ld hl, wOAMBuffer ; OAM buffer
+ ld hl, wShadowOAM
ld bc, 4
.innerLoop
ld a, [de]
@@ -885,7 +885,7 @@
TradeJumpPokeball:
ld de, BallMoveDistances2
.loop
- ld hl, wOAMBuffer ; OAM buffer
+ ld hl, wShadowOAM
ld bc, 4
.innerLoop
ld a, [de]
@@ -925,8 +925,8 @@
; this function copies the current musical note graphic
; so that there are two musical notes flying towards the defending pokemon
DoGrowlSpecialEffects:
- ld hl, wOAMBuffer ; OAM buffer
- ld de, wOAMBuffer + $10
+ ld hl, wShadowOAM
+ ld de, wShadowOAMSprite04
ld bc, $10
call CopyData ; copy the musical note graphic
ld a, [wSubAnimCounter]
@@ -1136,7 +1136,7 @@
ret
_AnimationWaterDroplets:
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
.loop
ld a, [wBaseCoordY]
ld [hli], a ; Y
@@ -1264,7 +1264,7 @@
ld [wBaseCoordX], a
ld a, $30
ld [wBaseCoordY], a
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld d, 0
ld c, 7
.loop
@@ -1498,7 +1498,7 @@
.loop
push hl
ld c, 3
- ld de, wOAMBuffer
+ ld de, wShadowOAM
.innerLoop
ld a, [hl]
cp $ff
@@ -1637,7 +1637,7 @@
call LoadAnimationTileset
pop bc
ld d, $7a ; ball tile
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
push bc
ld a, [wBaseCoordY]
ld e, a
@@ -1651,7 +1651,7 @@
ld [wNumShootingBalls], a
.loop
push bc
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
.innerLoop
ld a, [wBaseCoordY]
add 8
@@ -2080,7 +2080,7 @@
xor a
ld e, a
ld [wBaseCoordX], a
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
.loop
call BattleAnimWriteOAMEntry
dec c
@@ -2336,7 +2336,7 @@
call InitMultipleObjectsOAM
call FallingObjects_InitXCoords
call FallingObjects_InitMovementData
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld [hl], 0
.loop
ld hl, wFallingObjectsMovementData
@@ -2363,7 +2363,7 @@
dec c
jr nz, .innerLoop
call Delay3
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld a, [hl] ; Y
cp 104 ; has the top falling object reached 104 yet?
jr nz, .loop ; keep moving the falling objects down until it does
@@ -2372,7 +2372,7 @@
FallingObjects_UpdateOAMEntry:
; Increases Y by 2 pixels and adjusts X and X flip based on the falling object's
; movement byte.
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
add hl, de
ld a, [hl]
inc a
@@ -2433,7 +2433,7 @@
ret
FallingObjects_InitXCoords:
- ld hl, wOAMBuffer + $01
+ ld hl, wShadowOAMSprite00XCoord
ld de, FallingObjects_InitialXCoords
ld a, [wNumFallingObjects]
ld c, a
--- a/engine/battle/battle_transitions.asm
+++ b/engine/battle/battle_transitions.asm
@@ -26,7 +26,7 @@
jr nz, .loop1
; Clear OAM except for the blocks used by the player and enemy trainer sprites.
- ld hl, wOAMBuffer + $10
+ ld hl, wShadowOAMSprite04
ld c, 9
.loop2
ld a, b
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -105,7 +105,7 @@
; instead, the enemy pic is part of the background and uses the scroll register, while the player's head is a sprite and is slid by changing its X coordinates in a loop
SlidePlayerHeadLeft:
push bc
- ld hl, wOAMBuffer + $01
+ ld hl, wShadowOAMSprite00XCoord
ld c, $15 ; number of OAM entries
ld de, $4 ; size of OAM entry
.loop
@@ -6327,7 +6327,7 @@
ASSERT BANK(RedPicBack) == BANK(OldManPicBack)
call UncompressSpriteFromDE
predef ScaleSpriteByTwo
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
xor a
ldh [hOAMTile], a ; initial tile number
ld b, $7 ; 7 columns
--- a/engine/battle/draw_hud_pokeball_gfx.asm
+++ b/engine/battle/draw_hud_pokeball_gfx.asm
@@ -27,7 +27,7 @@
ld [hl], a
ld a, 8
ld [wHUDPokeballGfxOffsetX], a
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
jp WritePokeballOAMData
SetupEnemyPartyPokeballs:
@@ -41,7 +41,7 @@
ld [hl], $20
ld a, -8
ld [wHUDPokeballGfxOffsetX], a
- ld hl, wOAMBuffer + PARTY_LENGTH * 4
+ ld hl, wShadowOAMSprite06
jp WritePokeballOAMData
SetupPokeballs:
@@ -174,7 +174,7 @@
ld [hl], $40
ld a, 8
ld [wHUDPokeballGfxOffsetX], a
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
call WritePokeballOAMData
ld hl, wEnemyMons
ld de, wEnemyPartyCount
@@ -183,7 +183,7 @@
ld a, $50
ld [hli], a
ld [hl], $68
- ld hl, wOAMBuffer + $18
+ ld hl, wShadowOAMSprite06
jp WritePokeballOAMData
; four tiles: pokeball, black pokeball (status ailment), crossed out pokeball (fainted) and pokeball slot (no mon)
--- a/engine/battle/ghost_marowak_anim.asm
+++ b/engine/battle/ghost_marowak_anim.asm
@@ -58,7 +58,7 @@
ld [wBaseCoordY], a
ld a, $70
ld [wBaseCoordX], a
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
lb bc, 6, 6
ld d, $8
.oamLoop
--- a/engine/events/diploma.asm
+++ b/engine/events/diploma.asm
@@ -42,7 +42,7 @@
; Move the player 33 pixels right and set the priority bit so he appears
; behind the background layer.
- ld hl, wOAMBuffer + $01
+ ld hl, wShadowOAMSprite00XCoord
lb bc, $80, $28
.adjustPlayerGfxLoop
ld a, [hl] ; X
--- a/engine/gfx/mon_icons.asm
+++ b/engine/gfx/mon_icons.asm
@@ -43,7 +43,7 @@
.resetSprites
push bc
ld hl, wMonPartySpritesSavedOAM
- ld de, wOAMBuffer
+ ld de, wShadowOAM
ld bc, $60
call CopyData
pop bc
@@ -51,7 +51,7 @@
jr .incTimer
.animateSprite
push bc
- ld hl, wOAMBuffer + $02 ; OAM tile id
+ ld hl, wShadowOAMSprite00TileID
ld bc, $10
ld a, [wCurrentMenuItem]
call AddNTimes
@@ -236,7 +236,7 @@
; make a copy at wMonPartySpritesSavedOAM.
push af
ld c, $10
- ld h, HIGH(wOAMBuffer)
+ ld h, HIGH(wShadowOAM)
ldh a, [hPartyMonIndex]
swap a
ld l, a
@@ -252,7 +252,7 @@
; Make a copy of the OAM buffer with the first animation frame written so that
; we can flip back to it from the second frame by copying it back.
.makeCopy
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld de, wMonPartySpritesSavedOAM
ld bc, $60
jp CopyData
--- a/engine/gfx/oam_dma.asm
+++ b/engine/gfx/oam_dma.asm
@@ -16,7 +16,7 @@
LOAD "OAM DMA", HRAM
hDMARoutine::
; initiate DMA
- ld a, HIGH(wOAMBuffer)
+ ld a, HIGH(wShadowOAM)
ldh [rDMA], a
; wait for DMA to finish
ld a, $28
--- a/engine/gfx/sprite_oam.asm
+++ b/engine/gfx/sprite_oam.asm
@@ -1,6 +1,6 @@
PrepareOAMData::
; Determine OAM data for currently visible
-; sprites and write it to wOAMBuffer.
+; sprites and write it to wShadowOAM.
ld a, [wUpdateSpritesEnabled]
dec a
@@ -79,7 +79,7 @@
ldh a, [hOAMBufferOffset]
ld e, a
- ld d, HIGH(wOAMBuffer)
+ ld d, HIGH(wShadowOAM)
.tileLoop
ldh a, [hSpriteScreenY] ; temp for sprite Y position
@@ -147,7 +147,7 @@
; Clear unused OAM.
ldh a, [hOAMBufferOffset]
ld l, a
- ld h, HIGH(wOAMBuffer)
+ ld h, HIGH(wShadowOAM)
ld de, $4
ld b, $a0
ld a, [wd736]
--- a/engine/items/item_effects.asm
+++ b/engine/items/item_effects.asm
@@ -1175,7 +1175,7 @@
xor a
ld [wBattleMonStatus], a ; remove the status ailment in the in-battle pokemon data
.calculateHPBarCoords
- ld hl, wOAMBuffer + $90
+ ld hl, wShadowOAMSprite36
ld bc, 2 * SCREEN_WIDTH
inc d
.calculateHPBarCoordsLoop
--- a/engine/items/town_map.asm
+++ b/engine/items/town_map.asm
@@ -16,7 +16,7 @@
hlcoord 1, 0
ld de, wcd6d
call PlaceString
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld de, wTileMapBackup
ld bc, $10
call CopyData
@@ -47,7 +47,7 @@
call TownMapCoordsToOAMCoords
ld a, $4
ld [wOAMBaseTile], a
- ld hl, wOAMBuffer + $10
+ ld hl, wShadowOAMSprite04
call WriteTownMapSpriteOAM ; town map cursor sprite
pop hl
ld de, wcd6d
@@ -60,7 +60,7 @@
hlcoord 1, 0
ld de, wcd6d
call PlaceString
- ld hl, wOAMBuffer + $10
+ ld hl, wShadowOAMSprite04
ld de, wTileMapBackup + 16
ld bc, $10
call CopyData
@@ -362,7 +362,7 @@
inc de
cp "@"
jr nz, .loop
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld de, wTileMapBackup
ld bc, $a0
jp CopyData
@@ -370,7 +370,7 @@
DisplayWildLocations:
farcall FindWildLocationsOfMon
call ZeroOutDuplicatesInList
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld de, wTownMapCoords
.loop
ld a, [de]
@@ -410,7 +410,7 @@
ld b, $0
call DrawPlayerOrBirdSprite
.done
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld de, wTileMapBackup
ld bc, $a0
jp CopyData
@@ -439,9 +439,9 @@
WritePlayerOrBirdSpriteOAM:
ld a, [wOAMBaseTile]
and a
- ld hl, wOAMBuffer + $90 ; for player sprite
+ ld hl, wShadowOAMSprite36 ; for player sprite
jr z, WriteTownMapSpriteOAM
- ld hl, wOAMBuffer + $80 ; for bird sprite
+ ld hl, wShadowOAMSprite32 ; for bird sprite
WriteTownMapSpriteOAM:
push hl
@@ -600,13 +600,13 @@
jr nz, .done
; show sprites when the counter reaches 50
ld hl, wTileMapBackup
- ld de, wOAMBuffer
+ ld de, wShadowOAM
ld bc, $90
call CopyData
xor a
jr .done
.hideSprites
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld b, $24
ld de, $4
.hideSpritesLoop
--- a/engine/menus/start_sub_menus.asm
+++ b/engine/menus/start_sub_menus.asm
@@ -677,7 +677,7 @@
dec c
jr nz, .clearMonBGLoop
pop af
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld bc, $10
call AddNTimes
ld de, $4
--- a/engine/movie/intro.asm
+++ b/engine/movie/intro.asm
@@ -158,7 +158,7 @@
jr AnimateIntroNidorino
UpdateIntroNidorinoOAM:
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld a, [wIntroNidorinoBaseTile]
ld d, a
.loop
@@ -177,7 +177,7 @@
ret
InitIntroNidorinoOAM:
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld d, 0
.loop
push bc
--- a/engine/movie/splash.asm
+++ b/engine/movie/splash.asm
@@ -16,11 +16,11 @@
lb bc, BANK(FallingStar), (FallingStarEnd - FallingStar) / $10
call CopyVideoData
ld hl, GameFreakLogoOAMData
- ld de, wOAMBuffer + $60
+ ld de, wShadowOAMSprite24
ld bc, GameFreakLogoOAMDataEnd - GameFreakLogoOAMData
call CopyData
ld hl, GameFreakShootingStarOAMData
- ld de, wOAMBuffer
+ ld de, wShadowOAM
ld bc, GameFreakShootingStarOAMDataEnd - GameFreakShootingStarOAMData
jp CopyData
@@ -30,7 +30,7 @@
call PlaySound
; Move the big star down and left across the screen.
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
lb bc, $a0, $4
.bigStarLoop
push hl
@@ -60,7 +60,7 @@
jr nz, .bigStarLoop
; Clear big star OAM.
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld c, 4
ld de, 4
.clearOAMLoop
@@ -83,7 +83,7 @@
; Copy 24 instances of the small stars OAM data.
; Note that their coordinates put them off-screen.
- ld de, wOAMBuffer
+ ld de, wShadowOAM
ld a, 24
.initSmallStarsOAMLoop
push af
@@ -106,7 +106,7 @@
ld d, a
push bc
push hl
- ld hl, wOAMBuffer + $50
+ ld hl, wShadowOAMSprite20
ld c, 4
.smallStarsInnerLoop ; introduce new wave of 4 small stars OAM entries
ld a, [de]
@@ -131,8 +131,8 @@
push af
; shift the existing OAM entries down to make room for the next wave
- ld hl, wOAMBuffer + $10
- ld de, wOAMBuffer
+ ld hl, wShadowOAMSprite04
+ ld de, wShadowOAM
ld bc, $50
call CopyData
@@ -186,7 +186,7 @@
MoveDownSmallStars:
ld b, 8
.loop
- ld hl, wOAMBuffer + $5c
+ ld hl, wShadowOAMSprite23
ld a, [wMoveDownSmallStarsOAMCount]
ld de, -4
ld c, a
--- a/engine/movie/title.asm
+++ b/engine/movie/title.asm
@@ -93,7 +93,7 @@
call DrawPlayerCharacter
; put a pokeball in the player's hand
- ld hl, wOAMBuffer + $28
+ ld hl, wShadowOAMSprite10
ld a, $74
ld [hl], a
@@ -322,7 +322,7 @@
call ClearSprites
xor a
ld [wPlayerCharacterOAMTile], a
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
lb de, $60, $5a
ld b, 7
.loop
--- a/engine/movie/title2.asm
+++ b/engine/movie/title2.asm
@@ -115,6 +115,6 @@
pop de
and a
ret z
- ld [wOAMBuffer + $28], a
+ ld [wShadowOAMSprite10YCoord], a
inc e
ret
--- a/engine/movie/trade.asm
+++ b/engine/movie/trade.asm
@@ -315,7 +315,7 @@
xor $1
ld [wLinkCableAnimBulgeToggle], a
add $7e
- ld hl, wOAMBuffer + $02
+ ld hl, wShadowOAMSprite00TileID
ld de, 4
ld c, e
.cycleLinkCableBulgeTile
@@ -599,7 +599,7 @@
ldh a, [rBGP]
xor $3c ; make link cable flash
ldh [rBGP], a
- ld hl, wOAMBuffer + $02
+ ld hl, wShadowOAMSprite00TileID
ld de, $4
ld c, $14
.loop
@@ -619,7 +619,7 @@
call Trade_WriteCircleOAM
Trade_AddOffsetsToOAMCoords:
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld c, $14
.loop
ld a, [wBaseCoordY]
--- a/engine/overworld/cut.asm
+++ b/engine/overworld/cut.asm
@@ -99,7 +99,7 @@
ld hl, vChars1 tile $7f
call LoadCutGrassAnimationTilePattern
call WriteCutOrBoulderDustAnimationOAMBlock
- ld hl, wOAMBuffer + $93
+ ld hl, wShadowOAMSprite36Attributes
ld de, 4
ld a, $30
ld c, e
--- a/engine/overworld/cut2.asm
+++ b/engine/overworld/cut2.asm
@@ -5,12 +5,12 @@
ld c, $8
.cutTreeLoop
push bc
- ld hl, wOAMBuffer + $91
+ ld hl, wShadowOAMSprite36XCoord
ld a, 1
ld [wCoordAdjustmentAmount], a
ld c, 2
call AdjustOAMBlockXPos2
- ld hl, wOAMBuffer + $99
+ ld hl, wShadowOAMSprite38XCoord
ld a, -1
ld [wCoordAdjustmentAmount], a
ld c, 2
@@ -33,7 +33,7 @@
ld c, $8
call AnimCutGrass_UpdateOAMEntries
call AnimCutGrass_SwapOAMEntries
- ld hl, wOAMBuffer + $90
+ ld hl, wShadowOAMSprite36YCoord
ld a, 2
ld [wCoordAdjustmentAmount], a
ld c, 4
@@ -45,22 +45,22 @@
AnimCutGrass_UpdateOAMEntries:
push bc
- ld hl, wOAMBuffer + $91
+ ld hl, wShadowOAMSprite36XCoord
ld a, 1
ld [wCoordAdjustmentAmount], a
ld c, 1
call AdjustOAMBlockXPos2
- ld hl, wOAMBuffer + $95
+ ld hl, wShadowOAMSprite37XCoord
ld a, 2
ld [wCoordAdjustmentAmount], a
ld c, 1
call AdjustOAMBlockXPos2
- ld hl, wOAMBuffer + $99
+ ld hl, wShadowOAMSprite38XCoord
ld a, -2
ld [wCoordAdjustmentAmount], a
ld c, 1
call AdjustOAMBlockXPos2
- ld hl, wOAMBuffer + $9d
+ ld hl, wShadowOAMSprite39XCoord
ld a, -1
ld [wCoordAdjustmentAmount], a
ld c, 1
@@ -75,15 +75,15 @@
ret
AnimCutGrass_SwapOAMEntries:
- ld hl, wOAMBuffer + $90
+ ld hl, wShadowOAMSprite36
ld de, wBuffer
ld bc, $8
call CopyData
- ld hl, wOAMBuffer + $98
- ld de, wOAMBuffer + $90
+ ld hl, wShadowOAMSprite38
+ ld de, wShadowOAMSprite36
ld bc, $8
call CopyData
ld hl, wBuffer
- ld de, wOAMBuffer + $98
+ ld de, wShadowOAMSprite38
ld bc, $8
jp CopyData
--- a/engine/overworld/dust_smoke.asm
+++ b/engine/overworld/dust_smoke.asm
@@ -43,7 +43,7 @@
ld h, [hl]
ld l, a
push hl
- ld hl, wOAMBuffer + $90
+ ld hl, wShadowOAMSprite36
ld d, $0
add hl, de
ld e, l
--- a/engine/overworld/emotion_bubbles.asm
+++ b/engine/overworld/emotion_bubbles.asm
@@ -17,11 +17,11 @@
ld [wUpdateSpritesEnabled], a
ld a, [wd736]
bit 6, a ; are the last 4 OAM entries reserved for a shadow or fishing rod?
- ld hl, wOAMBuffer + 4 * 35 + $3 ; $8f
- ld de, wOAMBuffer + 4 * 39 + $3 ; $9f
+ ld hl, wShadowOAMSprite35Attributes
+ ld de, wShadowOAMSprite39Attributes
jr z, .next
- ld hl, wOAMBuffer + 4 * 31 + $3 ; $7f
- ld de, wOAMBuffer + 4 * 35 + $3 ; $8f
+ ld hl, wShadowOAMSprite31Attributes
+ ld de, wShadowOAMSprite35Attributes
; Copy OAM data 16 bytes forward to make room for emotion bubble OAM data at the
; start of the OAM buffer.
--- a/engine/overworld/healing_machine.asm
+++ b/engine/overworld/healing_machine.asm
@@ -12,7 +12,7 @@
push af
ld a, $e0
ldh [rOBP1], a
- ld hl, wOAMBuffer + $84
+ ld hl, wShadowOAMSprite33
ld de, PokeCenterOAMData
call CopyHealingMachineOAM
ld a, 4
--- a/engine/overworld/player_animations.asm
+++ b/engine/overworld/player_animations.asm
@@ -205,19 +205,19 @@
ld a, $ff
ld [wUpdateSpritesEnabled], a ; disable UpdateSprites
; shift upper half of player's sprite down 8 pixels and hide lower half
- ld a, [wOAMBuffer + 0 * 4 + 2]
- ld [wOAMBuffer + 2 * 4 + 2], a
- ld a, [wOAMBuffer + 1 * 4 + 2]
- ld [wOAMBuffer + 3 * 4 + 2], a
+ ld a, [wShadowOAMSprite00TileID]
+ ld [wShadowOAMSprite02TileID], a
+ ld a, [wShadowOAMSprite01TileID]
+ ld [wShadowOAMSprite03TileID], a
ld a, $a0
- ld [wOAMBuffer + 0 * 4], a
- ld [wOAMBuffer + 1 * 4], a
+ ld [wShadowOAMSprite00YCoord], a
+ ld [wShadowOAMSprite01YCoord], a
ld c, 2
call DelayFrames
; hide upper half of player's sprite
ld a, $a0
- ld [wOAMBuffer + 2 * 4], a
- ld [wOAMBuffer + 3 * 4], a
+ ld [wShadowOAMSprite02YCoord], a
+ ld [wShadowOAMSprite03YCoord], a
call GBFadeOutToWhite
ld a, $1
ld [wUpdateSpritesEnabled], a ; enable UpdateSprites
@@ -392,7 +392,7 @@
ld b, $0
ld hl, FishingRodOAM
add hl, bc
- ld de, wOAMBuffer + $9c
+ ld de, wShadowOAMSprite39
ld bc, $4
call CopyData
ld c, 100
@@ -412,7 +412,7 @@
.loop
ld hl, wSpritePlayerStateData1YPixels
call .ShakePlayerSprite
- ld hl, wOAMBuffer + $9c
+ ld hl, wShadowOAMSprite39
call .ShakePlayerSprite
call Delay3
dec b
@@ -424,7 +424,7 @@
cp SPRITE_FACING_UP
jr nz, .skipHidingFishingRod
ld a, $a0
- ld [wOAMBuffer + $9c], a
+ ld [wShadowOAMSprite39YCoord], a
.skipHidingFishingRod
ld hl, wEmotionBubbleSpriteIndex
@@ -438,7 +438,7 @@
cp SPRITE_FACING_UP
jr nz, .skipUnhidingFishingRod
ld a, $44
- ld [wOAMBuffer + $9c], a
+ ld [wShadowOAMSprite39YCoord], a
.skipUnhidingFishingRod
ld hl, ItsABiteText
--- a/engine/slots/slot_machine.asm
+++ b/engine/slots/slot_machine.asm
@@ -757,7 +757,7 @@
SlotMachine_AnimWheel1:
ld bc, SlotMachineWheel1
ld de, wSlotMachineWheel1Offset
- ld hl, wOAMBuffer
+ ld hl, wShadowOAMSprite00
ld a, $30
ld [wBaseCoordX], a
jr SlotMachine_AnimWheel
@@ -765,7 +765,7 @@
SlotMachine_AnimWheel2:
ld bc, SlotMachineWheel2
ld de, wSlotMachineWheel2Offset
- ld hl, wOAMBuffer + $30
+ ld hl, wShadowOAMSprite12
ld a, $50
ld [wBaseCoordX], a
jr SlotMachine_AnimWheel
@@ -773,7 +773,7 @@
SlotMachine_AnimWheel3:
ld bc, SlotMachineWheel3
ld de, wSlotMachineWheel3Offset
- ld hl, wOAMBuffer + $60
+ ld hl, wShadowOAMSprite24
ld a, $70
ld [wBaseCoordX], a
--- a/home/clear_sprites.asm
+++ b/home/clear_sprites.asm
@@ -1,7 +1,7 @@
ClearSprites::
xor a
- ld hl, wOAMBuffer
- ld b, wOAMBufferEnd - wOAMBuffer
+ ld hl, wShadowOAM
+ ld b, wShadowOAMEnd - wShadowOAM
.loop
ld [hli], a
dec b
@@ -10,7 +10,7 @@
HideSprites::
ld a, 160
- ld hl, wOAMBuffer
+ ld hl, wShadowOAM
ld de, 4
ld b, 40
.loop
--- a/home/oam.asm
+++ b/home/oam.asm
@@ -4,7 +4,7 @@
; c = X coordinate of upper left corner of sprite
; de = base address of 4 tile number and attribute pairs
WriteOAMBlock::
- ld h, HIGH(wOAMBuffer)
+ ld h, HIGH(wShadowOAM)
swap a ; multiply by 16
ld l, a
call .writeOneEntry ; upper left
--- a/ram/wram.asm
+++ b/ram/wram.asm
@@ -143,12 +143,12 @@
SECTION "OAM Buffer", WRAM0
; buffer for OAM data. Copied to OAM by DMA
-wOAMBuffer::
-; wOAMBufferSprite00 - wOAMBufferSprite39
+wShadowOAM::
+; wShadowOAMSprite00 - wShadowOAMSprite39
FOR n, NUM_SPRITE_OAM_STRUCTS
-wOAMBufferSprite{02d:n}:: sprite_oam_struct wOAMBufferSprite{02d:n}
+wShadowOAMSprite{02d:n}:: sprite_oam_struct wShadowOAMSprite{02d:n}
ENDR
-wOAMBufferEnd::
+wShadowOAMEnd::
SECTION "Tilemap", WRAM0
--- a/scripts/VermilionDock.asm
+++ b/scripts/VermilionDock.asm
@@ -124,7 +124,7 @@
VermilionDock_AnimSmokePuffDriftRight:
push bc
push de
- ld hl, wOAMBuffer + 4 * $4 + 1 ; x coord
+ ld hl, wShadowOAMSprite04XCoord
ld a, [wSSAnneSmokeDriftAmount]
swap a
ld c, a