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Use constants
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@ -102,7 +102,9 @@ const_value set 1
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const OBJECT_1E ; 1e
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const OBJECT_1F ; 1f
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const OBJECT_RANGE ; 20
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; 33-39 are not used
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; 21-27 are not used
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OBJECT_STRUCT_LENGTH EQU 40
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NUM_OBJECT_STRUCTS EQU 13 ; see ObjectStructs
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; map_object struct members (see macros/wram.asm)
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const_def
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@ -16,6 +16,8 @@
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const SPRITEANIMSTRUCT_0D ; d
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const SPRITEANIMSTRUCT_0E ; e
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const SPRITEANIMSTRUCT_0F ; f
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SPRITEANIMSTRUCT_LENGTH EQU const_value
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NUM_SPRITE_ANIM_STRUCTS EQU 10 ; see wSpriteAnimationStructs
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; SpriteAnimSeqData indexes (see data/sprite_anims/sequences.asm)
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const_def
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@ -116,9 +116,6 @@ PLAYER_SKATE EQU 2
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PLAYER_SURF EQU 4
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PLAYER_SURF_PIKA EQU 8
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OBJECT_STRUCT_LENGTH EQU 40
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NUM_OBJECT_STRUCTS EQU 13
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; After-Champion Spawn
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SPAWN_LANCE EQU 1
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SPAWN_RED EQU 2
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@ -36,7 +36,7 @@ PlaySpriteAnimations: ; 8cf69
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DoNextFrameForAllSprites: ; 8cf7a
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ld hl, wSpriteAnimationStructs
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ld e, 10 ; There are 10 structs here.
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ld e, NUM_SPRITE_ANIM_STRUCTS
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.loop
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ld a, [hl]
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@ -53,7 +53,7 @@ DoNextFrameForAllSprites: ; 8cf7a
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jr c, .done
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.next
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ld bc, $10
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ld bc, SPRITEANIMSTRUCT_LENGTH
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add hl, bc
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dec e
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jr nz, .loop
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@ -76,7 +76,7 @@ DoNextFrameForAllSprites: ; 8cf7a
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DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8)
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ld hl, wSpriteAnimationStructs
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ld e, 10
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ld e, NUM_SPRITE_ANIM_STRUCTS
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.loop
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ld a, [hl]
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@ -93,7 +93,7 @@ DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8)
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jr c, .done
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.next
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ld bc, $10
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ld bc, SPRITEANIMSTRUCT_LENGTH
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add hl, bc
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dec e
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jr nz, .loop
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@ -119,12 +119,12 @@ InitSpriteAnimStruct:: ; 8cfd6
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push de
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push af
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ld hl, wSpriteAnimationStructs
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ld e, 10
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ld e, NUM_SPRITE_ANIM_STRUCTS
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.loop
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ld a, [hl]
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and a
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jr z, .found
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ld bc, $10
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ld bc, SPRITEANIMSTRUCT_LENGTH
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add hl, bc
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dec e
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jr nz, .loop
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@ -222,8 +222,8 @@ DeinitializeSprite: ; 8d036
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DeinitializeAllSprites: ; 8d03d (23:503d)
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; Clear the index field of every struct in the wSpriteAnimationStructs array.
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ld hl, wSpriteAnimationStructs
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ld bc, $10
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ld e, 10
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ld bc, SPRITEANIMSTRUCT_LENGTH
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ld e, NUM_SPRITE_ANIM_STRUCTS
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xor a
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.loop
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ld [hl], a
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@ -391,7 +391,7 @@ GetSpriteAnimVTile: ; 8d109
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push bc
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ld hl, wSpriteAnimDict
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ld b, a
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ld c, 10
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ld c, NUM_SPRITE_ANIM_STRUCTS
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.loop
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ld a, [hli]
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cp b
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