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

@@ -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]