Use constants

This commit is contained in:
Remy Oukaour 2018-01-02 20:35:57 -05:00
parent 41feb29680
commit 3fc06b0f9d
4 changed files with 14 additions and 13 deletions

View File

@ -102,7 +102,9 @@ const_value set 1
const OBJECT_1E ; 1e
const OBJECT_1F ; 1f
const OBJECT_RANGE ; 20
; 33-39 are not used
; 21-27 are not used
OBJECT_STRUCT_LENGTH EQU 40
NUM_OBJECT_STRUCTS EQU 13 ; see ObjectStructs
; map_object struct members (see macros/wram.asm)
const_def

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@ -16,6 +16,8 @@
const SPRITEANIMSTRUCT_0D ; d
const SPRITEANIMSTRUCT_0E ; e
const SPRITEANIMSTRUCT_0F ; f
SPRITEANIMSTRUCT_LENGTH EQU const_value
NUM_SPRITE_ANIM_STRUCTS EQU 10 ; see wSpriteAnimationStructs
; SpriteAnimSeqData indexes (see data/sprite_anims/sequences.asm)
const_def

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@ -116,9 +116,6 @@ PLAYER_SKATE EQU 2
PLAYER_SURF EQU 4
PLAYER_SURF_PIKA EQU 8
OBJECT_STRUCT_LENGTH EQU 40
NUM_OBJECT_STRUCTS EQU 13
; After-Champion Spawn
SPAWN_LANCE EQU 1
SPAWN_RED EQU 2

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@ -36,7 +36,7 @@ PlaySpriteAnimations: ; 8cf69
DoNextFrameForAllSprites: ; 8cf7a
ld hl, wSpriteAnimationStructs
ld e, 10 ; There are 10 structs here.
ld e, NUM_SPRITE_ANIM_STRUCTS
.loop
ld a, [hl]
@ -53,7 +53,7 @@ DoNextFrameForAllSprites: ; 8cf7a
jr c, .done
.next
ld bc, $10
ld bc, SPRITEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
@ -76,7 +76,7 @@ DoNextFrameForAllSprites: ; 8cf7a
DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8)
ld hl, wSpriteAnimationStructs
ld e, 10
ld e, NUM_SPRITE_ANIM_STRUCTS
.loop
ld a, [hl]
@ -93,7 +93,7 @@ DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8)
jr c, .done
.next
ld bc, $10
ld bc, SPRITEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
@ -119,12 +119,12 @@ InitSpriteAnimStruct:: ; 8cfd6
push de
push af
ld hl, wSpriteAnimationStructs
ld e, 10
ld e, NUM_SPRITE_ANIM_STRUCTS
.loop
ld a, [hl]
and a
jr z, .found
ld bc, $10
ld bc, SPRITEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
@ -222,8 +222,8 @@ DeinitializeSprite: ; 8d036
DeinitializeAllSprites: ; 8d03d (23:503d)
; Clear the index field of every struct in the wSpriteAnimationStructs array.
ld hl, wSpriteAnimationStructs
ld bc, $10
ld e, 10
ld bc, SPRITEANIMSTRUCT_LENGTH
ld e, NUM_SPRITE_ANIM_STRUCTS
xor a
.loop
ld [hl], a
@ -391,7 +391,7 @@ GetSpriteAnimVTile: ; 8d109
push bc
ld hl, wSpriteAnimDict
ld b, a
ld c, 10
ld c, NUM_SPRITE_ANIM_STRUCTS
.loop
ld a, [hli]
cp b