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Sync with pokecrystal up to aba1f14
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@@ -240,7 +240,7 @@ LevelSelectionMenu_InitPlayerSprite:
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push af
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depixel 0, 0
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; all the SPRITE_ANIM_* related to the level selection menu are sorted by direction, then by gender
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ld b, SPRITE_ANIM_INDEX_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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ld b, SPRITE_ANIM_OBJ_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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ld a, [wPlayerGender]
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add b
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call InitSpriteAnimStruct
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@@ -343,7 +343,7 @@ LevelSelectionMenu_SetAnimSeqAndFrameset:
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ld bc, wSpriteAnim1
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
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ld a, SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_DOWN
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ld a, SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_DOWN
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add e ; add direction
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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@@ -361,7 +361,7 @@ LevelSelectionMenu_DoPageChangeEvent:
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ld de, .Events
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ld bc, wSpriteAnim1
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.loop
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ld a, [de] ; SPRITE_ANIM_SEQ_* or $00 table terminator
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ld a, [de] ; SPRITE_ANIM_FUNC_* or $00 table terminator
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and a
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ret z
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inc de
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@@ -424,16 +424,16 @@ DEF PAGE_EDGE_LEFT EQU $08
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DEF PAGE_EDGE_RIGHT EQU $a8
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MACRO page_change_event
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; SPRITE_ANIM_SEQ_* to match, Match object's X or Y, X/Y coordinate, Action if both SPRITE_ANIM_SEQ_* and X/Y match
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; SPRITE_ANIM_FUNC_* to match, Match object's X or Y, X/Y coordinate, Action if both SPRITE_ANIM_FUNC_* and X/Y match
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db \1, \2, \3
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dw \4
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ENDM
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.Events:
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page_change_event SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_DOWN, SPRITEANIMSTRUCT_YCOORD, PAGE_EDGE_DOWN, .PageChangeDown
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page_change_event SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_UP, SPRITEANIMSTRUCT_YCOORD, PAGE_EDGE_UP, .PageChangeUp
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page_change_event SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_LEFT, SPRITEANIMSTRUCT_XCOORD, PAGE_EDGE_LEFT, .PageChangeLeft
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page_change_event SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_RIGHT, SPRITEANIMSTRUCT_XCOORD, PAGE_EDGE_RIGHT, .PageChangeRight
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page_change_event SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_DOWN, SPRITEANIMSTRUCT_YCOORD, PAGE_EDGE_DOWN, .PageChangeDown
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page_change_event SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_UP, SPRITEANIMSTRUCT_YCOORD, PAGE_EDGE_UP, .PageChangeUp
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page_change_event SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_LEFT, SPRITEANIMSTRUCT_XCOORD, PAGE_EDGE_LEFT, .PageChangeLeft
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page_change_event SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_RIGHT, SPRITEANIMSTRUCT_XCOORD, PAGE_EDGE_RIGHT, .PageChangeRight
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db $0
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.PageChangeDown:
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@@ -675,7 +675,7 @@ LevelSelectionMenu_Delay10Frames:
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ret
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_LevelSelectionMenuHandleTransition:
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; Called from the corresponding SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_* animation sequence.
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; Called from the corresponding SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_* animation sequence.
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; This function is here because LevelSelectionMenu_LandmarkTransitions is in this bank.
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; Applies the animation to the player sprite for the current frame.
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ld hl, wLevelSelectionMenuLandmarkTransitionsPointer
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@@ -748,7 +748,7 @@ _LevelSelectionMenuHandleTransition:
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; make the player sprite face down as the default state
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
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ld a, SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_DOWN
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ld a, SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_DOWN
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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@@ -166,7 +166,7 @@ NamingScreen:
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ld [hli], a
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ld [hl], a
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depixel 4, 4, 4, 0
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ld a, SPRITE_ANIM_INDEX_RED_WALK
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ld a, SPRITE_ANIM_OBJ_RED_WALK
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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@@ -198,14 +198,14 @@ NamingScreen:
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ld [hli], a
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ld [hl], a
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pop de
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ld b, SPRITE_ANIM_INDEX_RED_WALK
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ld b, SPRITE_ANIM_OBJ_RED_WALK
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ld a, d
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cp HIGH(KrisSpriteGFX)
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jr nz, .not_kris
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ld a, e
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cp LOW(KrisSpriteGFX)
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jr nz, .not_kris
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ld b, SPRITE_ANIM_INDEX_BLUE_WALK
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ld b, SPRITE_ANIM_OBJ_BLUE_WALK
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.not_kris
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ld a, b
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depixel 4, 4, 4, 0
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@@ -367,7 +367,7 @@ NamingScreenJoypadLoop:
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jr nz, .got_cursor_position
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ld d, 8 * TILE_WIDTH
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.got_cursor_position
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ld a, SPRITE_ANIM_INDEX_NAMING_SCREEN_CURSOR
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ld a, SPRITE_ANIM_OBJ_NAMING_SCREEN_CURSOR
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call InitSpriteAnimStruct
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ld a, c
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ld [wNamingScreenCursorObjectPointer], a
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@@ -917,7 +917,7 @@ _ComposeMailMessage:
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; init mail icon
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depixel 3, 2
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ld a, SPRITE_ANIM_INDEX_PARTY_MON
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ld a, SPRITE_ANIM_OBJ_PARTY_MON
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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@@ -1033,7 +1033,7 @@ INCBIN "gfx/naming_screen/mail.2bpp"
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.init_blinking_cursor
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depixel 9, 2
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ld a, SPRITE_ANIM_INDEX_COMPOSE_MAIL_CURSOR
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ld a, SPRITE_ANIM_OBJ_COMPOSE_MAIL_CURSOR
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call InitSpriteAnimStruct
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ld a, c
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ld [wNamingScreenCursorObjectPointer], a
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