Identified another user of wBattleAnimTemp

QueueBattleAnimation loads an object using these wram addresses. Usually
populated by the anim_obj command, but in a couple of cases also
manually.
This commit is contained in:
mid-kid
2018-11-22 12:32:24 +01:00
parent 2746288030
commit 41f39211ca
4 changed files with 30 additions and 24 deletions

View File

@@ -427,20 +427,20 @@ BattleBGEffect_FeetFollow:
call BGEffect_CheckBattleTurn
jr nz, .player_turn
ld a, ANIM_OBJ_PLAYERFEETFOLLOW
ld [wBattleAnimTemp0], a
ld a, 16 * 8 + 4
ld [wBattleObjectTempID], a
ld a, 16 * TILE_WIDTH + 4
jr .okay
.player_turn
ld a, ANIM_OBJ_ENEMYFEETFOLLOW
ld [wBattleAnimTemp0], a
ld a, 6 * 8
ld [wBattleObjectTempID], a
ld a, 6 * TILE_WIDTH
.okay
ld [wBattleAnimTemp1], a
ld a, 8 * 8
ld [wBattleAnimTemp2], a
ld [wBattleObjectTempXCoord], a
ld a, 8 * TILE_WIDTH
ld [wBattleObjectTempYCoord], a
xor a
ld [wBattleAnimTemp3], a
ld [wBattleObjectTemp0b], a
call _QueueBattleAnimation
pop bc
ret
@@ -494,20 +494,20 @@ BattleBGEffect_HeadFollow:
call BGEffect_CheckBattleTurn
jr nz, .player_turn
ld a, ANIM_OBJ_PLAYERHEADFOLLOW
ld [wBattleAnimTemp0], a
ld a, 16 * 8 + 4
ld [wBattleObjectTempID], a
ld a, 16 * TILE_WIDTH + 4
jr .okay
.player_turn
ld a, ANIM_OBJ_ENEMYHEADFOLLOW
ld [wBattleAnimTemp0], a
ld a, 6 * 8
ld [wBattleObjectTempID], a
ld a, 6 * TILE_WIDTH
.okay
ld [wBattleAnimTemp1], a
ld a, 8 * 8
ld [wBattleAnimTemp2], a
ld [wBattleObjectTempXCoord], a
ld a, 8 * TILE_WIDTH
ld [wBattleObjectTempYCoord], a
xor a
ld [wBattleAnimTemp3], a
ld [wBattleObjectTemp0b], a
call _QueueBattleAnimation
pop bc
ret