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Further decoding of SpriteMovementData
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@ -2,45 +2,50 @@
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INCLUDE "engine/facings.asm"
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SpriteMovementData:: ; 4273
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; function, facing, ?, ?, ?, ?
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db SPRITEMOVEFN_00, DOWN, $01, $02, $00, $00 ; 00
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db SPRITEMOVEFN_STANDING, DOWN, $01, $0c, $00, $00 ; 01
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db SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, $01, $00, $00, $00 ; 02
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db SPRITEMOVEFN_SLOW_RANDOM_SPIN, DOWN, $01, $00, $00, $00 ; 03
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db SPRITEMOVEFN_RANDOM_WALK_Y, DOWN, $01, $00, $00, $00 ; 04
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db SPRITEMOVEFN_RANDOM_WALK_X, DOWN, $01, $00, $00, $00 ; 05
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db SPRITEMOVEFN_STANDING, DOWN, $01, $00, $00, $00 ; 06
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db SPRITEMOVEFN_STANDING, UP, $01, $00, $00, $00 ; 07
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db SPRITEMOVEFN_STANDING, LEFT, $01, $00, $00, $00 ; 08
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db SPRITEMOVEFN_STANDING, RIGHT, $01, $00, $00, $00 ; 09
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db SPRITEMOVEFN_FAST_RANDOM_SPIN, DOWN, $01, $00, $00, $00 ; 0a
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db SPRITEMOVEFN_OBEY_DPAD, DOWN, $01, $02, $00, $00 ; 0b
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db SPRITEMOVEFN_08, DOWN, $01, $00, $00, $00 ; 0c
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db SPRITEMOVEFN_09, DOWN, $01, $00, $00, $00 ; 0d
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db SPRITEMOVEFN_0A, DOWN, $01, $00, $00, $00 ; 0e
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db SPRITEMOVEFN_0B, DOWN, $01, $00, $00, $00 ; 0f
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db SPRITEMOVEFN_0C, DOWN, $01, $00, $00, $00 ; 10
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db SPRITEMOVEFN_0D, DOWN, $01, $00, $00, $00 ; 11
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db SPRITEMOVEFN_0E, DOWN, $01, $00, $00, $00 ; 12
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db SPRITEMOVEFN_FOLLOW, DOWN, $01, $02, $00, $00 ; 13
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db SPRITEMOVEFN_SCRIPTED, DOWN, $01, $02, $00, $00 ; 14
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db SPRITEMOVEFN_BIG_SNORLAX, DOWN, $09, $2e, $01, $c0 ; 15
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db SPRITEMOVEFN_BOUNCE, DOWN, $0a, $2e, $00, $00 ; 16
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db SPRITEMOVEFN_STANDING, DOWN, $01, $0c, $00, $00 ; 17
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db SPRITEMOVEFN_STANDING, DOWN, $01, $2e, $10, $00 ; 18
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db SPRITEMOVEFN_STRENGTH, DOWN, $01, $2e, $00, $40 ; 19
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db SPRITEMOVEFN_FOLLOWNOTEXACT, DOWN, $01, $02, $00, $00 ; 1a
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db SPRITEMOVEFN_SHADOW, DOWN, $00, $8e, $01, $00 ; 1b
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db SPRITEMOVEFN_EMOTE, DOWN, $08, $8e, $02, $00 ; 1c
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db SPRITEMOVEFN_SCREENSHAKE, DOWN, $00, $82, $00, $00 ; 1d
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db SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE, LEFT, $01, $00, $00, $00 ; 1e
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db SPRITEMOVEFN_SPIN_CLOCKWISE, RIGHT, $01, $00, $00, $00 ; 1f
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db SPRITEMOVEFN_STRENGTH, DOWN, $0c, $2e, $01, $c0 ; 20
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db SPRITEMOVEFN_STRENGTH, DOWN, $0d, $2e, $01, $c0 ; 21
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db SPRITEMOVEFN_BOULDERDUST, DOWN, $0e, $8e, $01, $00 ; 22
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db SPRITEMOVEFN_GRASS, DOWN, $0f, $8e, $02, $00 ; 23
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db SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, $01, $00, $00, $20 ; 24
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db SPRITEMOVEFN_00, DOWN, $01, $00, $00, $00 ; 25
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sprite_movement_data: macro
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db \1, \2, \3, \4, \5
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dn \6, 0
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endm
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; function, facing, action, flags1, flags2, palette flags
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sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_01, $02, $00, %0000 ; 00
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_01, $0c, $00, %0000 ; 01
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 02
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sprite_movement_data SPRITEMOVEFN_SLOW_RANDOM_SPIN, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 03
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_Y, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 04
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_X, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 05
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 06
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sprite_movement_data SPRITEMOVEFN_STANDING, UP, PERSON_ACTION_01, $00, $00, %0000 ; 07
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sprite_movement_data SPRITEMOVEFN_STANDING, LEFT, PERSON_ACTION_01, $00, $00, %0000 ; 08
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sprite_movement_data SPRITEMOVEFN_STANDING, RIGHT, PERSON_ACTION_01, $00, $00, %0000 ; 09
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sprite_movement_data SPRITEMOVEFN_FAST_RANDOM_SPIN, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 0a
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sprite_movement_data SPRITEMOVEFN_OBEY_DPAD, DOWN, PERSON_ACTION_01, $02, $00, %0000 ; 0b
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sprite_movement_data SPRITEMOVEFN_08, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 0c
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sprite_movement_data SPRITEMOVEFN_09, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 0d
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sprite_movement_data SPRITEMOVEFN_0A, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 0e
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sprite_movement_data SPRITEMOVEFN_0B, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 0f
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sprite_movement_data SPRITEMOVEFN_0C, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 10
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sprite_movement_data SPRITEMOVEFN_0D, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 11
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sprite_movement_data SPRITEMOVEFN_0E, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 12
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sprite_movement_data SPRITEMOVEFN_FOLLOW, DOWN, PERSON_ACTION_01, $02, $00, %0000 ; 13
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sprite_movement_data SPRITEMOVEFN_SCRIPTED, DOWN, PERSON_ACTION_01, $02, $00, %0000 ; 14
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sprite_movement_data SPRITEMOVEFN_BIG_SNORLAX, DOWN, PERSON_ACTION_09, $2e, $01, %1100 ; 15
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sprite_movement_data SPRITEMOVEFN_BOUNCE, DOWN, PERSON_ACTION_0A, $2e, $00, %0000 ; 16
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_01, $0c, $00, %0000 ; 17
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_01, $2e, $10, %0000 ; 18
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sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_01, $2e, $00, %0100 ; 19
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sprite_movement_data SPRITEMOVEFN_FOLLOWNOTEXACT, DOWN, PERSON_ACTION_01, $02, $00, %0000 ; 1a
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sprite_movement_data SPRITEMOVEFN_SHADOW, DOWN, PERSON_ACTION_00, $8e, $01, %0000 ; 1b
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sprite_movement_data SPRITEMOVEFN_EMOTE, DOWN, PERSON_ACTION_08, $8e, $02, %0000 ; 1c
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sprite_movement_data SPRITEMOVEFN_SCREENSHAKE, DOWN, PERSON_ACTION_00, $82, $00, %0000 ; 1d
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sprite_movement_data SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE, LEFT, PERSON_ACTION_01, $00, $00, %0000 ; 1e
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sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE, RIGHT, PERSON_ACTION_01, $00, $00, %0000 ; 1f
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sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_0C, $2e, $01, %1100 ; 20
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sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_0D, $2e, $01, %1100 ; 21
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sprite_movement_data SPRITEMOVEFN_BOULDERDUST, DOWN, PERSON_ACTION_0E, $8e, $01, %0000 ; 22
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sprite_movement_data SPRITEMOVEFN_GRASS, DOWN, PERSON_ACTION_0F, $8e, $02, %0000 ; 23
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_01, $00, $00, %0010 ; 24
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sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_01, $00, $00, %0000 ; 25
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; 4357
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@ -2705,6 +2710,7 @@ Function55e0:: ; 55e0
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ld a, [VramState]
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bit 0, a
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ret z
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ld bc, ObjectStructs
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xor a
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.loop
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@ -542,7 +542,7 @@ endr
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; 1a61
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Function1a61:: ; 1a61
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CopySpriteMovementData:: ; 1a61
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ld l, a
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ld a, [hROMBank]
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push af
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@ -551,7 +551,7 @@ Function1a61:: ; 1a61
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ld a, l
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push bc
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call Function1a71
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call .CopyData
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pop bc
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pop af
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@ -560,10 +560,11 @@ Function1a61:: ; 1a61
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ret
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; 1a71
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Function1a71:: ; 1a71
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.CopyData ; 1a71
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ld hl, OBJECT_MOVEMENTTYPE
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add hl, de
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ld [hl], a
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push de
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ld e, a
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ld d, 0
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@ -574,29 +575,34 @@ endr
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ld b, h
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ld c, l
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pop de
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ld a, [bc]
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inc bc
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rlca
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rlca
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and $c
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and %00001100
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ld hl, OBJECT_FACING
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add hl, de
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ld [hl], a
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ld a, [bc]
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inc bc
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ld hl, OBJECT_ACTION
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add hl, de
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ld [hl], a
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ld a, [bc]
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inc bc
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ld hl, OBJECT_FLAGS1
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add hl, de
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ld [hl], a
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ld a, [bc]
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inc bc
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ld hl, OBJECT_FLAGS2
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add hl, de
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ld [hl], a
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ld a, [bc]
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inc bc
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ld hl, OBJECT_PALETTE
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@ -648,6 +654,7 @@ UpdateSprites:: ; 1ad2
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ld a, [VramState]
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bit 0, a
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ret z
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callba Function55e0
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callba _UpdateSprites
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ret
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4
main.asm
4
main.asm
@ -3248,7 +3248,7 @@ PlayerObjectTemplate: ; 8071
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; A dummy map object used to initialize the player object.
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; Shorter than the actual amount copied by two bytes.
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; Said bytes seem to be unused.
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person_event SPRITE_CHRIS, -4, -4, SPRITEMOVEDATA_PLAYER, 15, 15, -1, -1, 0, 0, 0, 0, -1
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person_event SPRITE_CHRIS, -4, -4, SPRITEMOVEDATA_PLAYER, 15, 15, -1, -1, 0, PERSONTYPE_SCRIPT, 0, 0, -1
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; 807e
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CopyDECoordsToMapObject:: ; 807e
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@ -3630,7 +3630,7 @@ CopyTempObjectToObjectStruct: ; 8286
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ld [hl], a
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ld a, [wTempObjectCopyMovement]
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call Function1a61
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call CopySpriteMovementData
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ld a, [wTempObjectCopyPalette]
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ld hl, OBJECT_PALETTE
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