Rename Map<N>Object addresses to MapObject<N>; create wMapObjectsBackups and sMapObjectsBackups in respective WRAM/SRAM sections (#32)

This commit is contained in:
xCrystal
2023-12-15 13:43:42 +01:00
parent 7ede3d1357
commit 2bca51eb09
9 changed files with 60 additions and 31 deletions

View File

@@ -225,7 +225,7 @@ CopyMapObjectToObjectStruct:
ret
InitializeVisibleSprites:
ld bc, wMap1Object
ld bc, wMapObject1
ld a, 1
.loop
ldh [hMapObjectIndex], a
@@ -312,7 +312,7 @@ CheckObjectEnteringVisibleRange::
ld d, a
ld a, [wXCoord]
ld e, a
ld bc, wMap1Object
ld bc, wMapObject1
ld a, 1
.loop_v
ldh [hMapObjectIndex], a
@@ -368,7 +368,7 @@ CheckObjectEnteringVisibleRange::
ld e, a
ld a, [wYCoord]
ld d, a
ld bc, wMap1Object
ld bc, wMapObject1
ld a, 1
.loop_h
ldh [hMapObjectIndex], a
@@ -861,7 +861,7 @@ MockPlayerObject::
farcall RefreshPlayerCoords
; copy default sprite object to the last object struct
ld hl, .DefaultPlayerObject
ld de, wMap{d:LAST_OBJECT}Object
ld de, wMapObject{d:LAST_OBJECT}
ld bc, OBJECT_EVENT_SIZE + 1
call CopyBytes
@@ -878,9 +878,9 @@ MockPlayerObject::
jr nz, .next2
; found a match
ld a, [hli] ; sprite
ld [wMap{d:LAST_OBJECT}ObjectSprite], a
ld [wMapObject{d:LAST_OBJECT}Sprite], a
ld a, [hl] ; palette | objecttype
ld [wMap{d:LAST_OBJECT}ObjectPalette], a ; also wMap{d:LAST_OBJECT}ObjectType
ld [wMapObject{d:LAST_OBJECT}Palette], a ; also wMapObject{d:LAST_OBJECT}Type
jr .copy_player_coords
.next1
inc hl
@@ -894,12 +894,12 @@ MockPlayerObject::
.copy_player_coords
; copy player's coordinates
ld hl, wPlayerObjectYCoord
ld de, wMap{d:LAST_OBJECT}ObjectYCoord
ld de, wMapObject{d:LAST_OBJECT}YCoord
ld a, [hli]
ld [de], a
inc de
ld a, [hl] ; wPlayerObjectXCoord
ld [de], a ; wMap{d:LAST_OBJECT}ObjectXCoord
ld [de], a ; wMapObject{d:LAST_OBJECT}XCoord
; set facing direction
ld a, [wPlayerDirection]
srl a
@@ -907,7 +907,7 @@ MockPlayerObject::
maskbits NUM_DIRECTIONS
ld b, SPRITEMOVEDATA_STANDING_DOWN
add b
ld [wMap{d:LAST_OBJECT}ObjectMovement], a
ld [wMapObject{d:LAST_OBJECT}Movement], a
; display mocked player object
; it will go to the last wMapObjects slot and to whichever wObjectStructs slot

View File

@@ -1246,7 +1246,7 @@ Script_reloadmapafterviewmapmode:
set SECONDARYSPRITES_BRANCH_ARROWS_F, [hl]
ld hl, wPlayerSpriteSetupFlags
; get the facing direction from the mocked object's facing direction
ld a, [wMap{d:LAST_OBJECT}ObjectMovement]
ld a, [wMapObject{d:LAST_OBJECT}Movement]
sub SPRITEMOVEDATA_STANDING_DOWN
ld [hl], a
set PLAYERSPRITESETUP_CUSTOM_FACING_F, [hl]