Person action and facing labels, part 2

This commit is contained in:
PikalaxALT 2016-09-27 10:10:13 -04:00
parent ef98c44edd
commit 8f2d68a9e6
6 changed files with 115 additions and 116 deletions

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@ -230,8 +230,7 @@ NUM_SPRITEHEADER_FIELDS EQU const_value
const SPRITEMOVEDATA_BOULDERDUST ; 22 const SPRITEMOVEDATA_BOULDERDUST ; 22
const SPRITEMOVEDATA_GRASS ; 23 const SPRITEMOVEDATA_GRASS ; 23
const SPRITEMOVEDATA_LAPRAS ; 24 const SPRITEMOVEDATA_LAPRAS ; 24
const SPRITEMOVEDATA_25 ; 25 NUM_SPRITEMOVEDATA EQU const_value
NUM_SPRITEMOVEDATA EQU const_value +- 1
SPRITEMOVEDATA_FIELDS EQU 6 SPRITEMOVEDATA_FIELDS EQU 6
; sprite movement functions ; sprite movement functions
@ -303,16 +302,16 @@ MAX_OUTDOOR_SPRITES EQU 23
const PERSON_ACTION_SPIN const PERSON_ACTION_SPIN
const PERSON_ACTION_SPIN_FLICKER const PERSON_ACTION_SPIN_FLICKER
const PERSON_ACTION_FISHING const PERSON_ACTION_FISHING
const PERSON_ACTION_07 const PERSON_ACTION_SHADOW
const PERSON_ACTION_EMOTE const PERSON_ACTION_EMOTE
const PERSON_ACTION_09 const PERSON_ACTION_BIG_SNORLAX
const PERSON_ACTION_0A const PERSON_ACTION_BOUNCE
const PERSON_ACTION_0B const PERSON_ACTION_WEIRD_TREE
const PERSON_ACTION_0C const PERSON_ACTION_BIG_LAPRAS
const PERSON_ACTION_0D const PERSON_ACTION_BIG_DOLL
const PERSON_ACTION_0E const PERSON_ACTION_BOULDER_DUST
const PERSON_ACTION_GRASS_SHAKE const PERSON_ACTION_GRASS_SHAKE
const PERSON_ACTION_10 const PERSON_ACTION_SKYFALL
const_def const_def
const FACING_STEP_DOWN_0 const FACING_STEP_DOWN_0
@ -336,15 +335,15 @@ MAX_OUTDOOR_SPRITES EQU 23
const FACING_FISH_LEFT const FACING_FISH_LEFT
const FACING_FISH_RIGHT const FACING_FISH_RIGHT
const FACING_EMOTE const FACING_EMOTE
const FACING_15 const FACING_SHADOW
const FACING_16 const FACING_BIG_DOLL_ASYM
const FACING_17 const FACING_BIG_DOLL_SYM
const FACING_18 const FACING_WEIRD_TREE_0
const FACING_19 const FACING_WEIRD_TREE_1
const FACING_1A const FACING_WEIRD_TREE_2
const FACING_1B const FACING_WEIRD_TREE_3
const FACING_1C const FACING_BOULDER_DUST_1
const FACING_1D const FACING_BOULDER_DUST_2
const FACING_GRASS_1 const FACING_GRASS_1
const FACING_GRASS_2 const FACING_GRASS_2

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@ -25,8 +25,8 @@ endm
sprite_movement_data SPRITEMOVEFN_0E, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 12 sprite_movement_data SPRITEMOVEFN_0E, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 12
sprite_movement_data SPRITEMOVEFN_FOLLOW, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 13 sprite_movement_data SPRITEMOVEFN_FOLLOW, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 13
sprite_movement_data SPRITEMOVEFN_SCRIPTED, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 14 sprite_movement_data SPRITEMOVEFN_SCRIPTED, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 14
sprite_movement_data SPRITEMOVEFN_BIG_SNORLAX, DOWN, PERSON_ACTION_09, $2e, $01, %1100 ; 15 sprite_movement_data SPRITEMOVEFN_BIG_SNORLAX, DOWN, PERSON_ACTION_BIG_SNORLAX, $2e, $01, %1100 ; 15
sprite_movement_data SPRITEMOVEFN_BOUNCE, DOWN, PERSON_ACTION_0A, $2e, $00, %0000 ; 16 sprite_movement_data SPRITEMOVEFN_BOUNCE, DOWN, PERSON_ACTION_BOUNCE, $2e, $00, %0000 ; 16
sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 17 sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 17
sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $2e, $10, %0000 ; 18 sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $2e, $10, %0000 ; 18
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_STAND, $2e, $00, %0100 ; 19 sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_STAND, $2e, $00, %0100 ; 19
@ -36,9 +36,9 @@ endm
sprite_movement_data SPRITEMOVEFN_SCREENSHAKE, DOWN, PERSON_ACTION_00, $82, $00, %0000 ; 1d sprite_movement_data SPRITEMOVEFN_SCREENSHAKE, DOWN, PERSON_ACTION_00, $82, $00, %0000 ; 1d
sprite_movement_data SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE, LEFT, PERSON_ACTION_STAND, $00, $00, %0000 ; 1e sprite_movement_data SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE, LEFT, PERSON_ACTION_STAND, $00, $00, %0000 ; 1e
sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 1f sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 1f
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_0C, $2e, $01, %1100 ; 20 sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_BIG_LAPRAS, $2e, $01, %1100 ; 20
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_0D, $2e, $01, %1100 ; 21 sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_BIG_DOLL, $2e, $01, %1100 ; 21
sprite_movement_data SPRITEMOVEFN_BOULDERDUST, DOWN, PERSON_ACTION_0E, $8e, $01, %0000 ; 22 sprite_movement_data SPRITEMOVEFN_BOULDERDUST, DOWN, PERSON_ACTION_BOULDER_DUST, $8e, $01, %0000 ; 22
sprite_movement_data SPRITEMOVEFN_GRASS, DOWN, PERSON_ACTION_GRASS_SHAKE, $8e, $02, %0000 ; 23 sprite_movement_data SPRITEMOVEFN_GRASS, DOWN, PERSON_ACTION_GRASS_SHAKE, $8e, $02, %0000 ; 23
sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0010 ; 24 sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0010 ; 24
sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25 sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25

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@ -20,15 +20,15 @@ Facings: ; 4049
dw FacingFishLeft dw FacingFishLeft
dw FacingFishRight dw FacingFishRight
dw FacingEmote dw FacingEmote
dw Facing21 dw FacingShadow
dw Facing22 dw FacingBigDollAsymmetric
dw Facing23 dw FacingBigDollSymmetric
dw Facing24 dw FacingWeirdTree0
dw Facing25 dw FacingWeirdTree1
dw Facing26 dw FacingWeirdTree2
dw Facing27 dw FacingWeirdTree3
dw Facing28 dw FacingBoulderDust1
dw Facing29 dw FacingBoulderDust2
dw FacingGrass1 dw FacingGrass1
dw FacingGrass2 dw FacingGrass2
FacingsEnd: dw 0 FacingsEnd: dw 0
@ -49,8 +49,8 @@ BEHIND_BG EQU 1 << OAM_PRIORITY
FacingStepDown0: FacingStepDown0:
FacingStepDown2: FacingStepDown2:
Facing24: FacingWeirdTree0:
Facing26: ; standing down FacingWeirdTree2: ; standing down
db 4 ; # db 4 ; #
db 0, 0, 0, $00 db 0, 0, 0, $00
db 0, 8, 0, $01 db 0, 8, 0, $01
@ -179,13 +179,13 @@ FacingEmote: ; emote
db 8, 8, 4, $fb db 8, 8, 4, $fb
; 419a ; 419a
Facing21: ; shadow FacingShadow: ; shadow
db 2 ; # db 2 ; #
db 0, 0, 4, $fc db 0, 0, 4, $fc
db 0, 8, 4 | X_FLIP, $fc db 0, 8, 4 | X_FLIP, $fc
; 41a3 ; 41a3
Facing23: ; big snorlax or lapras doll FacingBigDollSymmetric: ; big snorlax or lapras doll
db 16 ; # db 16 ; #
db 0, 0, 0, $00 db 0, 0, 0, $00
db 0, 8, 0, $01 db 0, 8, 0, $01
@ -205,7 +205,7 @@ Facing23: ; big snorlax or lapras doll
db 24, 16, X_FLIP, $07 db 24, 16, X_FLIP, $07
; 41e4 ; 41e4
Facing25: ; 41e4 FacingWeirdTree1: ; 41e4
db 4 ; # db 4 ; #
db 0, 0, 0, $04 db 0, 0, 0, $04
db 0, 8, 0, $05 db 0, 8, 0, $05
@ -213,7 +213,7 @@ Facing25: ; 41e4
db 8, 8, 0, $07 db 8, 8, 0, $07
; 41f5 ; 41f5
Facing27: ; 41f5 FacingWeirdTree3: ; 41f5
db 4 ; # db 4 ; #
db 0, 8, X_FLIP, $04 db 0, 8, X_FLIP, $04
db 0, 0, X_FLIP, $05 db 0, 0, X_FLIP, $05
@ -221,7 +221,7 @@ Facing27: ; 41f5
db 8, 0, X_FLIP, $07 db 8, 0, X_FLIP, $07
; 4206 ; 4206
Facing22: ; big doll other than snorlax or lapras FacingBigDollAsymmetric: ; big doll other than snorlax or lapras
db 14 ; # db 14 ; #
db 0, 0, 0, $00 db 0, 0, 0, $00
db 0, 8, 0, $01 db 0, 8, 0, $01
@ -239,7 +239,7 @@ Facing22: ; big doll other than snorlax or lapras
db 24, 16, 0, $0b db 24, 16, 0, $0b
; 423f ; 423f
Facing28: ; boulder dust 1 FacingBoulderDust1: ; boulder dust 1
db 4 ; # db 4 ; #
db 0, 0, 4, $fe db 0, 0, 4, $fe
db 0, 8, 4, $fe db 0, 8, 4, $fe
@ -247,7 +247,7 @@ Facing28: ; boulder dust 1
db 8, 8, 4, $fe db 8, 8, 4, $fe
; 4250 ; 4250
Facing29: ; boulder dust 2 FacingBoulderDust2: ; boulder dust 2
db 4 ; # db 4 ; #
db 0, 0, 4, $ff db 0, 0, 4, $ff
db 0, 8, 4, $ff db 0, 8, 4, $ff

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@ -21,16 +21,16 @@ Pointers445f: ; 445f
dw SetFacingCounterclockwiseSpin, SetFacingCurrent ; 04 dw SetFacingCounterclockwiseSpin, SetFacingCurrent ; 04
dw SetFacingCounterclockwiseSpin2, SetFacingStanding ; 05 dw SetFacingCounterclockwiseSpin2, SetFacingStanding ; 05
dw SetFacingFish, SetFacingFish ; 06 dw SetFacingFish, SetFacingFish ; 06
dw Function457b, SetFacingStanding ; 07 dw SetFacingShadow, SetFacingStanding ; 07
dw Function4582, Function4582 ; 08 dw SetFacingEmote, SetFacingEmote ; 08
dw Function4589, Function4589 ; 09 dw SetFacingBigDollSym, SetFacingBigDollSym ; 09
dw Function4590, Function45a4 ; 0a dw SetFacingBounce, SetFacingFreezeBounce ; 0a
dw Function45ab, SetFacingCurrent ; 0c dw SetFacingWeirdTree, SetFacingCurrent ; 0b
dw Function45be, Function45be ; 0b dw SetFacingBigDollAsym, SetFacingBigDollAsym ; 0c
dw Function45c5, Function45c5 ; 0d dw SetFacingBigDoll, SetFacingBigDoll ; 0d
dw Function45da, SetFacingStanding ; 0e dw SetFacingBoulderDust, SetFacingStanding ; 0e
dw SetFacingGrassShake, SetFacingStanding ; 0f dw SetFacingGrassShake, SetFacingStanding ; 0f
dw Function44e4, SetFacingCurrent ; 10 dw SetFacingSkyfall, SetFacingCurrent ; 10
; 44a3 ; 44a3
SetFacingStanding: ; 44a3 SetFacingStanding: ; 44a3
@ -42,7 +42,7 @@ SetFacingStanding: ; 44a3
SetFacingCurrent: ; 44aa SetFacingCurrent: ; 44aa
call GetSpriteDirection call GetSpriteDirection
or 0 ; useless or FACING_STEP_DOWN_0 ; useless
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], a ld [hl], a
@ -77,7 +77,7 @@ SetFacingStepAction: ; 44c1
ld d, a ld d, a
call GetSpriteDirection call GetSpriteDirection
or 0 ; useless or FACING_STEP_DOWN_0 ; useless
or d or d
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
@ -85,7 +85,7 @@ SetFacingStepAction: ; 44c1
ret ret
; 44e4 ; 44e4
Function44e4: ; 44e4 SetFacingSkyfall: ; 44e4
ld hl, OBJECT_FLAGS1 ld hl, OBJECT_FLAGS1
add hl, bc add hl, bc
bit SLIDING, [hl] bit SLIDING, [hl]
@ -104,7 +104,7 @@ Function44e4: ; 44e4
ld d, a ld d, a
call GetSpriteDirection call GetSpriteDirection
or 0 ; useless or FACING_STEP_DOWN_0 ; useless
or d or d
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
@ -130,7 +130,7 @@ SetFacingBumpAction: ; 4508
ld d, a ld d, a
call GetSpriteDirection call GetSpriteDirection
or 0 ; useless or FACING_STEP_DOWN_0 ; useless
or d or d
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
@ -143,7 +143,7 @@ SetFacingCounterclockwiseSpin: ; 4529
ld hl, OBJECT_FACING ld hl, OBJECT_FACING
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
or 0 ; useless or FACING_STEP_DOWN_0 ; useless
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], a ld [hl], a
@ -210,28 +210,28 @@ SetFacingFish: ; 456e
ret ret
; 457b ; 457b
Function457b: ; 457b SetFacingShadow: ; 457b
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], FACING_15 ld [hl], FACING_SHADOW
ret ret
; 4582 ; 4582
Function4582: ; 4582 emote SetFacingEmote: ; 4582 emote
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], FACING_EMOTE ld [hl], FACING_EMOTE
ret ret
; 4589 ; 4589
Function4589: ; 4589 SetFacingBigDollSym: ; 4589
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], FACING_17 ld [hl], FACING_BIG_DOLL_SYM
ret ret
; 4590 ; 4590
Function4590: ; 4590 SetFacingBounce: ; 4590
ld hl, OBJECT_STEP_FRAME ld hl, OBJECT_STEP_FRAME
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
@ -239,21 +239,21 @@ Function4590: ; 4590
and %00001111 and %00001111
ld [hl], a ld [hl], a
and %00001000 and %00001000
jr z, Function45a4 jr z, SetFacingFreezeBounce
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], FACING_STEP_UP_0 ld [hl], FACING_STEP_UP_0
ret ret
; 45a4 ; 45a4
Function45a4: ; 45a4 SetFacingFreezeBounce: ; 45a4
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], 0 ld [hl], FACING_STEP_DOWN_0
ret ret
; 45ab ; 45ab
Function45ab: ; 45ab SetFacingWeirdTree: ; 45ab
ld hl, OBJECT_STEP_FRAME ld hl, OBJECT_STEP_FRAME
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
@ -262,28 +262,28 @@ Function45ab: ; 45ab
and %00001100 and %00001100
rrca rrca
rrca rrca
add $18 add FACING_WEIRD_TREE_0
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], a ld [hl], a
ret ret
; 45be ; 45be
Function45be: ; 45be SetFacingBigDollAsym: ; 45be
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], FACING_16 ld [hl], FACING_BIG_DOLL_ASYM
ret ret
; 45c5 ; 45c5
Function45c5: ; 45c5 SetFacingBigDoll: ; 45c5
ld a, [VariableSprites + SPRITE_BIG_DOLL - SPRITE_VARS] ld a, [VariableSprites + SPRITE_BIG_DOLL - SPRITE_VARS]
ld d, FACING_17 ; symmetric ld d, FACING_BIG_DOLL_SYM ; symmetric
cp SPRITE_BIG_SNORLAX cp SPRITE_BIG_SNORLAX
jr z, .ok jr z, .ok
cp SPRITE_BIG_LAPRAS cp SPRITE_BIG_LAPRAS
jr z, .ok jr z, .ok
ld d, FACING_16 ; asymmetric ld d, FACING_BIG_DOLL_ASYM ; asymmetric
.ok .ok
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
@ -292,7 +292,7 @@ Function45c5: ; 45c5
ret ret
; 45da ; 45da
Function45da: ; 45da SetFacingBoulderDust: ; 45da
ld hl, OBJECT_STEP_FRAME ld hl, OBJECT_STEP_FRAME
add hl, bc add hl, bc
inc [hl] inc [hl]
@ -301,9 +301,9 @@ Function45da: ; 45da
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
and 2 and 2
ld a, FACING_1C ld a, FACING_BOULDER_DUST_1
jr z, .ok jr z, .ok
inc a ; FACING_1D inc a ; FACING_BOULDER_DUST_2
.ok .ok
ld [hl], a ld [hl], a
ret ret

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@ -776,7 +776,7 @@ MapObjectMovementPattern: ; 47dd
ld [hl], STANDING ld [hl], STANDING
ld hl, OBJECT_ACTION ld hl, OBJECT_ACTION
add hl, bc add hl, bc
ld [hl], PERSON_ACTION_09 ld [hl], PERSON_ACTION_BIG_SNORLAX
ld hl, OBJECT_STEP_TYPE ld hl, OBJECT_STEP_TYPE
add hl, bc add hl, bc
ld [hl], STEP_TYPE_04 ld [hl], STEP_TYPE_04
@ -789,7 +789,7 @@ MapObjectMovementPattern: ; 47dd
ld [hl], STANDING ld [hl], STANDING
ld hl, OBJECT_ACTION ld hl, OBJECT_ACTION
add hl, bc add hl, bc
ld [hl], PERSON_ACTION_0A ld [hl], PERSON_ACTION_BOUNCE
ld hl, OBJECT_STEP_TYPE ld hl, OBJECT_STEP_TYPE
add hl, bc add hl, bc
ld [hl], STEP_TYPE_04 ld [hl], STEP_TYPE_04
@ -864,7 +864,7 @@ MapObjectMovementPattern: ; 47dd
call ._MovementShadow_Grass_Emote_BoulderDust call ._MovementShadow_Grass_Emote_BoulderDust
ld hl, OBJECT_ACTION ld hl, OBJECT_ACTION
add hl, bc add hl, bc
ld [hl], PERSON_ACTION_07 ld [hl], PERSON_ACTION_SHADOW
ld hl, OBJECT_STEP_DURATION ld hl, OBJECT_STEP_DURATION
add hl, de add hl, de
ld a, [hl] ld a, [hl]
@ -921,7 +921,7 @@ MapObjectMovementPattern: ; 47dd
call ._MovementShadow_Grass_Emote_BoulderDust call ._MovementShadow_Grass_Emote_BoulderDust
ld hl, OBJECT_ACTION ld hl, OBJECT_ACTION
add hl, bc add hl, bc
ld [hl], PERSON_ACTION_0E ld [hl], PERSON_ACTION_BOULDER_DUST
ld hl, OBJECT_STEP_DURATION ld hl, OBJECT_STEP_DURATION
add hl, de add hl, de
ld a, [hl] ld a, [hl]
@ -1804,7 +1804,7 @@ SkyfallTop: ; 4f83
.Init: .Init:
ld hl, OBJECT_ACTION ld hl, OBJECT_ACTION
add hl, bc add hl, bc
ld [hl], PERSON_ACTION_10 ld [hl], PERSON_ACTION_SKYFALL
ld hl, OBJECT_STEP_DURATION ld hl, OBJECT_STEP_DURATION
add hl, bc add hl, bc
ld [hl], 16 ld [hl], 16

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@ -365,7 +365,7 @@ Movement_tree_shake: ; 5279
ld hl, OBJECT_ACTION ld hl, OBJECT_ACTION
add hl, bc add hl, bc
ld [hl], PERSON_ACTION_0B ld [hl], PERSON_ACTION_WEIRD_TREE
ld hl, OBJECT_DIRECTION_WALKING ld hl, OBJECT_DIRECTION_WALKING
add hl, bc add hl, bc