Fix some constants surrounding sprite animations

Also commented the use of the field surrounding the struct
initialization functions.

SPRITEANIMSTRUCT_0C -> SPRITEANIMSTRUCT_VAR1
SPRITEANIMSTRUCT_0D -> SPRITEANIMSTRUCT_VAR2
SPRITEANIMSTRUCT_0E -> SPRITEANIMSTRUCT_VAR3
SPRITEANIMSTRUCT_0F -> SPRITEANIMSTRUCT_VAR4

BATTLEANIMSTRUCT_01 -> BATTLEANIMSTRUCT_OAMFLAGS
BATTLEANIMSTRUCT_ANON_JT_INDEX -> BATTLEANIMSTRUCT_JUMPTABLE_INDEX
BATTLEANIMSTRUCT_0F -> BATTLEANIMSTRUCT_VAR1
BATTLEANIMSTRUCT_10 -> BATTLEANIMSTRUCT_VAR2
This commit is contained in:
mid-kid 2020-08-22 16:22:37 +02:00
parent 733664b18f
commit 13c4a93cea
19 changed files with 378 additions and 378 deletions

View File

@ -1,7 +1,7 @@
; battle_anim_struct members (see macros/wram.asm)
const_def
const BATTLEANIMSTRUCT_INDEX
const BATTLEANIMSTRUCT_01
const BATTLEANIMSTRUCT_OAMFLAGS
const BATTLEANIMSTRUCT_02
const BATTLEANIMSTRUCT_FRAMESET_ID
const BATTLEANIMSTRUCT_FUNCTION
@ -14,9 +14,9 @@
const BATTLEANIMSTRUCT_PARAM
const BATTLEANIMSTRUCT_DURATION
const BATTLEANIMSTRUCT_FRAME
const BATTLEANIMSTRUCT_ANON_JT_INDEX
const BATTLEANIMSTRUCT_0F
const BATTLEANIMSTRUCT_10
const BATTLEANIMSTRUCT_JUMPTABLE_INDEX
const BATTLEANIMSTRUCT_VAR1
const BATTLEANIMSTRUCT_VAR2
const_skip 7
BATTLEANIMSTRUCT_LENGTH EQU const_value
NUM_ANIM_OBJECTS EQU 10 ; see wActiveAnimObjects

View File

@ -12,10 +12,10 @@
const SPRITEANIMSTRUCT_DURATIONOFFSET ; 9
const SPRITEANIMSTRUCT_FRAME ; a
const SPRITEANIMSTRUCT_JUMPTABLE_INDEX ; b
const SPRITEANIMSTRUCT_0C ; c
const SPRITEANIMSTRUCT_0D ; d
const SPRITEANIMSTRUCT_0E ; e
const SPRITEANIMSTRUCT_0F ; f
const SPRITEANIMSTRUCT_VAR1 ; c
const SPRITEANIMSTRUCT_VAR2 ; d
const SPRITEANIMSTRUCT_VAR3 ; e
const SPRITEANIMSTRUCT_VAR4 ; f
SPRITEANIMSTRUCT_LENGTH EQU const_value
NUM_SPRITE_ANIM_STRUCTS EQU 10 ; see wSpriteAnimationStructs

View File

@ -319,7 +319,6 @@ RunBattleAnimCommand:
ld hl, BattleAnimCommands
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
@ -714,7 +713,7 @@ BattleAnimCmd_IncObj:
ret
.found
ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ret
@ -765,7 +764,7 @@ BattleAnimCmd_SetObj:
.found
call GetBattleAnimByte
ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld [hl], a
ret

View File

@ -39,42 +39,42 @@ endr
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld a, [wLastAnimObjectIndex]
ld [hli], a ; Index
ld [hli], a ; BATTLEANIMSTRUCT_INDEX
ld a, [de]
inc de
ld [hli], a ; 01
ld [hli], a ; BATTLEANIMSTRUCT_OAMFLAGS
ld a, [de]
inc de
ld [hli], a ; 02
ld [hli], a ; BATTLEANIMSTRUCT_02
ld a, [de]
inc de
ld [hli], a ; Frameset ID
ld [hli], a ; BATTLEANIMSTRUCT_FRAMESET_ID
ld a, [de]
inc de
ld [hli], a ; Function
ld [hli], a ; BATTLEANIMSTRUCT_FUNCTION
ld a, [de]
inc de
ld [hli], a ; 05
ld [hli], a ; BATTLEANIMSTRUCT_PALETTE
ld a, [de]
call GetBattleAnimTileOffset
ld [hli], a ; Tile ID
ld [hli], a ; BATTLEANIMSTRUCT_TILEID
ld a, [wBattleObjectTempXCoord]
ld [hli], a ; X Coord
ld [hli], a ; BATTLEANIMSTRUCT_XCOORD
ld a, [wBattleObjectTempYCoord]
ld [hli], a ; Y Coord
ld [hli], a ; BATTLEANIMSTRUCT_YCOORD
xor a
ld [hli], a ; X Offset
ld [hli], a ; Y Offset
ld [hli], a ; BATTLEANIMSTRUCT_XOFFSET
ld [hli], a ; BATTLEANIMSTRUCT_YOFFSET
ld a, [wBattleObjectTempParam]
ld [hli], a ; Param
ld [hli], a ; BATTLEANIMSTRUCT_PARAM
xor a
ld [hli], a ; 0c
ld [hli], a ; BATTLEANIMSTRUCT_DURATION
dec a
ld [hli], a ; 0d
ld [hli], a ; BATTLEANIMSTRUCT_FRAME
xor a
ld [hli], a ; 0e
ld [hli], a ; 0f
ld [hl], a ; 10
ld [hli], a ; BATTLEANIMSTRUCT_JUMPTABLE_INDEX
ld [hli], a ; BATTLEANIMSTRUCT_VAR1
ld [hl], a ; BATTLEANIMSTRUCT_VAR2
ret
BattleAnimOAMUpdate:
@ -199,7 +199,7 @@ BattleAnimOAMUpdate:
ret
InitBattleAnimBuffer:
ld hl, BATTLEANIMSTRUCT_01
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
add hl, bc
ld a, [hl]
@ -232,7 +232,7 @@ InitBattleAnimBuffer:
and a
ret z
ld hl, BATTLEANIMSTRUCT_01
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
add hl, bc
ld a, [hl]
ld [wBattleAnimTempOAMFlags], a

File diff suppressed because it is too large Load Diff

View File

@ -22,7 +22,7 @@ CelebiShrineEvent:
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld [hl], SPRITE_ANIM_SEQ_CELEBI
ld hl, SPRITEANIMSTRUCT_0F
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld a, $80
ld [hl], a
@ -138,7 +138,7 @@ UpdateCelebiPosition:
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0F
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld a, [hl]
ld d, a
@ -148,7 +148,7 @@ UpdateCelebiPosition:
sub $3
ld [hl], a
.skip
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
inc [hl]

View File

@ -222,11 +222,11 @@ Cut_SpawnLeaf:
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], FIELDMOVE_GRASS
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld [hl], $4
pop af
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
pop de
@ -346,7 +346,7 @@ FlyToAnim:
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld [hl], SPRITE_ANIM_SEQ_FLY_TO
ld hl, SPRITEANIMSTRUCT_0F
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld [hl], 11 * 8
ld a, 64

View File

@ -523,7 +523,7 @@ DummyGame_InterpretJoypad_AnimateCursor:
ret
.pressed_a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc a
@ -538,7 +538,7 @@ DummyGame_InterpretJoypad_AnimateCursor:
ret z
sub 1 tiles
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
dec [hl]
ret
@ -551,7 +551,7 @@ DummyGame_InterpretJoypad_AnimateCursor:
ret z
add 1 tiles
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
inc [hl]
ret
@ -564,7 +564,7 @@ DummyGame_InterpretJoypad_AnimateCursor:
ret z
sub 1 tiles
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
sub 9
@ -579,7 +579,7 @@ DummyGame_InterpretJoypad_AnimateCursor:
ret z
add 1 tiles
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
add 9

View File

@ -1140,7 +1140,7 @@ ReelAction_InitGolem:
depixel 12, 13
ld a, SPRITE_ANIM_INDEX_SLOTS_GOLEM
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
pop af
ld [hl], a
@ -1968,7 +1968,7 @@ Slots_AnimateGolem:
dw .roll
.init
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
and a
@ -1985,7 +1985,7 @@ Slots_AnimateGolem:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $30
ld hl, SPRITEANIMSTRUCT_XOFFSET
@ -1993,7 +1993,7 @@ Slots_AnimateGolem:
ld [hl], $0
.fall
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $20
@ -2012,7 +2012,7 @@ Slots_AnimateGolem:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $2
ld a, 1
@ -2031,7 +2031,7 @@ Slots_AnimateGolem:
jr nc, .restart
and $3
ret nz
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
xor $ff
@ -2101,11 +2101,11 @@ Slots_AnimateChansey:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $8
.two
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a

View File

@ -194,7 +194,7 @@ SetPartyMonIconAnimSpeed:
ld [hl], a
rlca
rlca
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], a
ret

View File

@ -74,7 +74,7 @@ DoAnimFrame:
add hl, bc
ld [hl], 8 * 3
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
ld d, a
@ -82,7 +82,7 @@ DoAnimFrame:
and $f
ret nz
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld e, [hl]
@ -145,14 +145,14 @@ DoAnimFrame:
add hl, bc
ld a, [hl]
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
and $3
ld [hl], a
inc [hl]
swap a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
@ -163,7 +163,7 @@ DoAnimFrame:
cp $a4
jr nc, .asm_8d356
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
add $4
@ -175,14 +175,14 @@ DoAnimFrame:
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
sla a
sla a
ld d, 2
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
add 3
@ -199,7 +199,7 @@ DoAnimFrame:
ret
.GSIntroHoOhLugia
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc a
@ -225,7 +225,7 @@ DoAnimFrame:
ret
.GSIntroStar
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a
@ -236,7 +236,7 @@ DoAnimFrame:
and $1f
jr nz, .asm_8d395
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
dec [hl]
.asm_8d395
@ -258,7 +258,7 @@ DoAnimFrame:
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
@ -275,13 +275,13 @@ DoAnimFrame:
ret
.GSIntroSparkle
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hli]
or [hl]
jr z, .asm_8d41e
ld hl, SPRITEANIMSTRUCT_0F
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld d, [hl]
@ -303,13 +303,13 @@ DoAnimFrame:
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld e, [hl]
inc hl
ld d, [hl]
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hli]
ld h, [hl]
@ -318,13 +318,13 @@ DoAnimFrame:
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld [hl], e
inc hl
ld [hl], d
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hli]
ld h, [hl]
@ -334,7 +334,7 @@ DoAnimFrame:
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], e
inc hl
@ -431,13 +431,13 @@ DoAnimFrame:
add hl, bc
ld [hl], $2
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $20
ret
.TradePokeBall_two
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a
@ -448,12 +448,12 @@ DoAnimFrame:
.asm_8d4af
call .IncrementJumptableIndex
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $40
.TradePokeBall_three
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp 48
@ -477,24 +477,24 @@ DoAnimFrame:
add hl, bc
ld [hl], $4
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $30
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $24
ret
.TradePokeBall_four
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
and a
jr z, .asm_8d51c
ld d, a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
call Sprites_Sine
@ -503,18 +503,18 @@ DoAnimFrame:
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
inc [hl]
ld a, [hl]
and $3f
ret nz
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $20
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
sub $c
@ -559,7 +559,7 @@ DoAnimFrame:
ret
.RevealNewMon:
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $80
@ -600,7 +600,7 @@ DoAnimFrame:
ret
.CutLeaves
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld e, [hl]
inc hl
@ -610,13 +610,13 @@ DoAnimFrame:
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], e
inc hl
ld [hl], d
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc [hl]
@ -645,7 +645,7 @@ DoAnimFrame:
and a
ret z
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
inc [hl]
@ -657,7 +657,7 @@ DoAnimFrame:
dec [hl]
dec [hl]
ld hl, SPRITEANIMSTRUCT_0F
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld a, [hl]
ld d, a
@ -666,7 +666,7 @@ DoAnimFrame:
add $8
ld [hl], a
.skip
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
inc [hl]
@ -691,7 +691,7 @@ DoAnimFrame:
dec [hl]
ld d, $40
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc [hl]
@ -718,7 +718,7 @@ DoAnimFrame:
inc [hl]
inc [hl]
ld hl, SPRITEANIMSTRUCT_0F
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld a, [hl]
ld d, a
@ -727,7 +727,7 @@ DoAnimFrame:
sub $2
ld [hl], a
.asm_8d621
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
inc [hl]
@ -756,7 +756,7 @@ DoAnimFrame:
add hl, bc
ld [hl], $0
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
add 2
@ -774,7 +774,7 @@ DoAnimFrame:
ret
.IntroPichuWooper
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp 20
@ -799,7 +799,7 @@ DoAnimFrame:
inc [hl]
inc [hl]
inc [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
push af

View File

@ -160,44 +160,45 @@ _InitSpriteAnimStruct::
add hl, bc
; Load the index.
ld a, [wSpriteAnimCount]
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_INDEX
; Copy the table entry to the next two fields.
ld a, [de]
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_FRAMESET_ID
inc de
ld a, [de]
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_ANIM_SEQ_ID
inc de
; Look up the third field from the table in the wSpriteAnimDict array (10x2).
; Take the value and load it in
ld a, [de]
call GetSpriteAnimVTile
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_TILE_ID
pop de
; Set hl to field 4 (X coordinate). Kinda pointless, because we're presumably already here.
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
; Load the original value of de into here.
ld a, e
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_XCOORD
ld a, d
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_YCOORD
; load 0 into the next four fields
xor a
ld [hli], a
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_XOFFSET
ld [hli], a ; SPRITEANIMSTRUCT_YOFFSET
xor a
ld [hli], a
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_DURATION
ld [hli], a ; SPRITEANIMSTRUCT_DURATIONOFFSET
; load -1 into the next field
dec a
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_FRAME
; load 0 into the last five fields
xor a
rept 4
ld [hli], a
endr
ld [hl], a
ld [hli], a ; SPRITEANIMSTRUCT_JUMPTABLE_INDEX
ld [hli], a ; SPRITEANIMSTRUCT_VAR1
ld [hli], a ; SPRITEANIMSTRUCT_VAR2
ld [hli], a ; SPRITEANIMSTRUCT_VAR3
ld [hl], a ; SPRITEANIMSTRUCT_VAR4
; back up the address of the first field to wSpriteAnimAddrBackup
ld a, c
ld [wSpriteAnimAddrBackup], a

View File

@ -385,7 +385,7 @@ NamingScreenJoypadLoop:
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, [hl]
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld [hl], a
ld hl, wJumptableIndex
@ -425,10 +425,10 @@ NamingScreenJoypadLoop:
ld c, [hl]
inc hl
ld b, [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $8
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $4
call NamingScreen_IsTargetBox
@ -468,7 +468,7 @@ NamingScreenJoypadLoop:
ld b, [hl]
NamingScreen_GetCursorPosition:
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
push bc
@ -480,7 +480,7 @@ NamingScreen_GetCursorPosition:
cp b
pop bc
jr nz, .not_bottom_row
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $3
@ -504,7 +504,7 @@ NamingScreen_GetCursorPosition:
NamingScreen_AnimateCursor:
call .GetDPad
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
ld e, a
@ -524,13 +524,13 @@ NamingScreen_AnimateCursor:
ld de, .CaseDelEnd
ld a, SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR_BIG - SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR ; 1
.ok2
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
add [hl] ; default SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld l, [hl]
ld h, $0
@ -567,7 +567,7 @@ NamingScreen_AnimateCursor:
call NamingScreen_GetCursorPosition
and a
jr nz, .asm_11ab7
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $8
@ -587,7 +587,7 @@ NamingScreen_AnimateCursor:
ld e, a
add a
add e
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
ret
@ -596,7 +596,7 @@ NamingScreen_AnimateCursor:
call NamingScreen_GetCursorPosition
and a
jr nz, .asm_11ad8
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a
@ -618,13 +618,13 @@ NamingScreen_AnimateCursor:
ld e, a
add a
add e
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
ret
.down
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
call NamingScreen_IsTargetBox
@ -645,7 +645,7 @@ NamingScreen_AnimateCursor:
ret
.up
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
and a
@ -1059,7 +1059,7 @@ INCBIN "gfx/icons/mail_big.2bpp"
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, [hl]
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld [hl], a
ld hl, wJumptableIndex
@ -1109,10 +1109,10 @@ INCBIN "gfx/icons/mail_big.2bpp"
ld c, [hl]
inc hl
ld b, [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $9
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $5
ret
@ -1155,7 +1155,7 @@ INCBIN "gfx/icons/mail_big.2bpp"
ComposeMail_AnimateCursor:
call .GetDPad
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
ld e, a
@ -1170,13 +1170,13 @@ ComposeMail_AnimateCursor:
ld de, .CaseDelEnd
ld a, 1
.got_pointer
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
add [hl]
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld l, [hl]
ld h, 0
@ -1213,7 +1213,7 @@ ComposeMail_AnimateCursor:
call ComposeMail_GetCursorPosition
and a
jr nz, .case_del_done_right
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $9
@ -1233,7 +1233,7 @@ ComposeMail_AnimateCursor:
ld e, a
add a
add e
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
ret
@ -1242,7 +1242,7 @@ ComposeMail_AnimateCursor:
call ComposeMail_GetCursorPosition
and a
jr nz, .caps_del_done_left
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a
@ -1264,13 +1264,13 @@ ComposeMail_AnimateCursor:
ld e, a
add a
add e
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
ret
.down
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
cp $5
@ -1283,7 +1283,7 @@ ComposeMail_AnimateCursor:
ret
.up
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
and a
@ -1302,12 +1302,12 @@ NamingScreen_PressedA_GetCursorCommand:
ld b, [hl]
ComposeMail_GetCursorPosition:
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
cp $5
jr nz, .letter
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $3

View File

@ -324,7 +324,7 @@ EvolutionAnimation:
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], $0
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $10
ret

View File

@ -1190,7 +1190,7 @@ CrystalIntro_InitUnownAnim:
push de
ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $8
ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_4
@ -1200,7 +1200,7 @@ CrystalIntro_InitUnownAnim:
push de
ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $18
ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_3
@ -1210,7 +1210,7 @@ CrystalIntro_InitUnownAnim:
push de
ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $28
ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1
@ -1219,7 +1219,7 @@ CrystalIntro_InitUnownAnim:
ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $38
ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_2

View File

@ -94,10 +94,10 @@ GameFreakPresentsInit:
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], 160
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], 96
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], 48
xor a
@ -231,7 +231,7 @@ GameFreakLogo_Bounce:
; Sine offset starts at 48 (32+32/2, or pi+pi/2), so it starts at the maximum
; value of the sine wave (i.e. the top of the screen).
ld hl, SPRITEANIMSTRUCT_0C ; jump height
ld hl, SPRITEANIMSTRUCT_VAR1 ; jump height
add hl, bc
ld a, [hl]
and a
@ -239,7 +239,7 @@ GameFreakLogo_Bounce:
; Load the sine offset, make sure it doesn't reach the negative part of the wave
ld d, a
ld hl, SPRITEANIMSTRUCT_0D ; sine offset
ld hl, SPRITEANIMSTRUCT_VAR2 ; sine offset
add hl, bc
ld a, [hl]
and $3f ; full circle = 2*pi = 2*32
@ -255,7 +255,7 @@ GameFreakLogo_Bounce:
ld [hl], e
; Decrement the sine offset
ld hl, SPRITEANIMSTRUCT_0D ; sine offset
ld hl, SPRITEANIMSTRUCT_VAR2 ; sine offset
add hl, bc
ld a, [hl]
dec [hl]
@ -263,7 +263,7 @@ GameFreakLogo_Bounce:
ret nz
; If the ditto's reached the ground, decrement the jump height and play the sfx
ld hl, SPRITEANIMSTRUCT_0C ; jump height
ld hl, SPRITEANIMSTRUCT_VAR1 ; jump height
add hl, bc
ld a, [hl]
sub 48
@ -276,7 +276,7 @@ GameFreakLogo_Bounce:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], 0
ld de, SFX_DITTO_POP_UP
@ -285,7 +285,7 @@ GameFreakLogo_Bounce:
GameFreakLogo_Ditto:
; Wait a little, then start transforming
ld hl, SPRITEANIMSTRUCT_0D ; frame count
ld hl, SPRITEANIMSTRUCT_VAR2 ; frame count
add hl, bc
ld a, [hl]
cp 32
@ -297,7 +297,7 @@ GameFreakLogo_Ditto:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], 0
ld de, SFX_DITTO_TRANSFORM
@ -305,7 +305,7 @@ GameFreakLogo_Ditto:
ret
GameFreakLogo_Transform:
ld hl, SPRITEANIMSTRUCT_0D ; frame count
ld hl, SPRITEANIMSTRUCT_VAR2 ; frame count
add hl, bc
ld a, [hl]
cp 64

View File

@ -1084,13 +1084,13 @@ TradeAnim_AnimateTrademonInTube:
.InitTimer:
call .JumptableNext
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $80
ret
.WaitTimer1:
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
dec [hl]
@ -1148,13 +1148,13 @@ TradeAnim_AnimateTrademonInTube:
.done_move_left
call .JumptableNext
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $80
ret
.WaitTimer2:
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
dec [hl]

View File

@ -418,7 +418,7 @@ EZChat_MasterLoop:
ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, $1
ld [hl], a
@ -426,7 +426,7 @@ EZChat_MasterLoop:
depixel 9, 2, 2, 0
ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, $3
ld [hl], a
@ -434,7 +434,7 @@ EZChat_MasterLoop:
depixel 10, 16
ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, $4
ld [hl], a
@ -442,7 +442,7 @@ EZChat_MasterLoop:
depixel 10, 4
ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, $5
ld [hl], a
@ -450,7 +450,7 @@ EZChat_MasterLoop:
depixel 10, 2
ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, $2
ld [hl], a
@ -2453,7 +2453,7 @@ Function11d035:
ret
AnimateEZChatCursor:
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
jumptable .Jumptable, hl
@ -2820,7 +2820,7 @@ AnimateEZChatCursor:
ld hl, wcd23
and [hl]
jr z, .reset_y_offset
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
and a

View File

@ -485,7 +485,7 @@ Function171b4b:
depixel 8, 2
ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, $8
ld [hl], a
@ -493,7 +493,7 @@ Function171b4b:
depixel 8, 19
ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, $9
ld [hl], a
@ -501,7 +501,7 @@ Function171b4b:
depixel 17, 14, 2, 0
ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, $a
ld [hl], a