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Person action and facing labels, part 2
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@ -230,8 +230,7 @@ NUM_SPRITEHEADER_FIELDS EQU const_value
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const SPRITEMOVEDATA_BOULDERDUST ; 22
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const SPRITEMOVEDATA_GRASS ; 23
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const SPRITEMOVEDATA_LAPRAS ; 24
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const SPRITEMOVEDATA_25 ; 25
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NUM_SPRITEMOVEDATA EQU const_value +- 1
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NUM_SPRITEMOVEDATA EQU const_value
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SPRITEMOVEDATA_FIELDS EQU 6
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; sprite movement functions
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@ -303,16 +302,16 @@ MAX_OUTDOOR_SPRITES EQU 23
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const PERSON_ACTION_SPIN
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const PERSON_ACTION_SPIN_FLICKER
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const PERSON_ACTION_FISHING
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const PERSON_ACTION_07
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const PERSON_ACTION_SHADOW
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const PERSON_ACTION_EMOTE
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const PERSON_ACTION_09
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const PERSON_ACTION_0A
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const PERSON_ACTION_0B
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const PERSON_ACTION_0C
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const PERSON_ACTION_0D
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const PERSON_ACTION_0E
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const PERSON_ACTION_BIG_SNORLAX
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const PERSON_ACTION_BOUNCE
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const PERSON_ACTION_WEIRD_TREE
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const PERSON_ACTION_BIG_LAPRAS
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const PERSON_ACTION_BIG_DOLL
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const PERSON_ACTION_BOULDER_DUST
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const PERSON_ACTION_GRASS_SHAKE
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const PERSON_ACTION_10
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const PERSON_ACTION_SKYFALL
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const_def
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const FACING_STEP_DOWN_0
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@ -336,15 +335,15 @@ MAX_OUTDOOR_SPRITES EQU 23
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const FACING_FISH_LEFT
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const FACING_FISH_RIGHT
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const FACING_EMOTE
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const FACING_15
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const FACING_16
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const FACING_17
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const FACING_18
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const FACING_19
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const FACING_1A
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const FACING_1B
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const FACING_1C
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const FACING_1D
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const FACING_SHADOW
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const FACING_BIG_DOLL_ASYM
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const FACING_BIG_DOLL_SYM
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const FACING_WEIRD_TREE_0
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const FACING_WEIRD_TREE_1
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const FACING_WEIRD_TREE_2
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const FACING_WEIRD_TREE_3
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const FACING_BOULDER_DUST_1
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const FACING_BOULDER_DUST_2
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const FACING_GRASS_1
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const FACING_GRASS_2
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@ -3,42 +3,42 @@ sprite_movement_data: macro
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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_STAND, $02, $00, %0000 ; 00
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 01
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 02
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sprite_movement_data SPRITEMOVEFN_SLOW_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 03
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_Y, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 04
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_X, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 05
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 06
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sprite_movement_data SPRITEMOVEFN_STANDING, UP, PERSON_ACTION_STAND, $00, $00, %0000 ; 07
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sprite_movement_data SPRITEMOVEFN_STANDING, LEFT, PERSON_ACTION_STAND, $00, $00, %0000 ; 08
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sprite_movement_data SPRITEMOVEFN_STANDING, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 09
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sprite_movement_data SPRITEMOVEFN_FAST_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0a
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sprite_movement_data SPRITEMOVEFN_OBEY_DPAD, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 0b
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sprite_movement_data SPRITEMOVEFN_08, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0c
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sprite_movement_data SPRITEMOVEFN_09, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0d
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sprite_movement_data SPRITEMOVEFN_0A, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0e
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sprite_movement_data SPRITEMOVEFN_0B, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0f
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sprite_movement_data SPRITEMOVEFN_0C, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 10
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sprite_movement_data SPRITEMOVEFN_0D, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 11
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sprite_movement_data SPRITEMOVEFN_0E, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 12
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sprite_movement_data SPRITEMOVEFN_FOLLOW, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 13
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sprite_movement_data SPRITEMOVEFN_SCRIPTED, DOWN, PERSON_ACTION_STAND, $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_STAND, $0c, $00, %0000 ; 17
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $2e, $10, %0000 ; 18
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sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_STAND, $2e, $00, %0100 ; 19
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sprite_movement_data SPRITEMOVEFN_FOLLOWNOTEXACT, DOWN, PERSON_ACTION_STAND, $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_EMOTE, $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_STAND, $00, $00, %0000 ; 1e
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sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE, RIGHT, PERSON_ACTION_STAND, $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_GRASS_SHAKE, $8e, $02, %0000 ; 23
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0010 ; 24
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sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25
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; function, facing, action, flags1, flags2, palette flags
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sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 00
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 01
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 02
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sprite_movement_data SPRITEMOVEFN_SLOW_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 03
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_Y, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 04
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_X, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 05
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 06
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sprite_movement_data SPRITEMOVEFN_STANDING, UP, PERSON_ACTION_STAND, $00, $00, %0000 ; 07
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sprite_movement_data SPRITEMOVEFN_STANDING, LEFT, PERSON_ACTION_STAND, $00, $00, %0000 ; 08
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sprite_movement_data SPRITEMOVEFN_STANDING, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 09
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sprite_movement_data SPRITEMOVEFN_FAST_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0a
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sprite_movement_data SPRITEMOVEFN_OBEY_DPAD, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 0b
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sprite_movement_data SPRITEMOVEFN_08, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0c
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sprite_movement_data SPRITEMOVEFN_09, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0d
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sprite_movement_data SPRITEMOVEFN_0A, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0e
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sprite_movement_data SPRITEMOVEFN_0B, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0f
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sprite_movement_data SPRITEMOVEFN_0C, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 10
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sprite_movement_data SPRITEMOVEFN_0D, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 11
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sprite_movement_data SPRITEMOVEFN_0E, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 12
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sprite_movement_data SPRITEMOVEFN_FOLLOW, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 13
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sprite_movement_data SPRITEMOVEFN_SCRIPTED, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 14
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sprite_movement_data SPRITEMOVEFN_BIG_SNORLAX, DOWN, PERSON_ACTION_BIG_SNORLAX, $2e, $01, %1100 ; 15
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sprite_movement_data SPRITEMOVEFN_BOUNCE, DOWN, PERSON_ACTION_BOUNCE, $2e, $00, %0000 ; 16
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 17
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sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $2e, $10, %0000 ; 18
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sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_STAND, $2e, $00, %0100 ; 19
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sprite_movement_data SPRITEMOVEFN_FOLLOWNOTEXACT, DOWN, PERSON_ACTION_STAND, $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_EMOTE, $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_STAND, $00, $00, %0000 ; 1e
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sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 1f
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sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_BIG_LAPRAS, $2e, $01, %1100 ; 20
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sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_BIG_DOLL, $2e, $01, %1100 ; 21
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sprite_movement_data SPRITEMOVEFN_BOULDERDUST, DOWN, PERSON_ACTION_BOULDER_DUST, $8e, $01, %0000 ; 22
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sprite_movement_data SPRITEMOVEFN_GRASS, DOWN, PERSON_ACTION_GRASS_SHAKE, $8e, $02, %0000 ; 23
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sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0010 ; 24
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sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25
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@ -20,15 +20,15 @@ Facings: ; 4049
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dw FacingFishLeft
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dw FacingFishRight
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dw FacingEmote
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dw Facing21
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dw Facing22
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dw Facing23
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dw Facing24
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dw Facing25
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dw Facing26
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dw Facing27
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dw Facing28
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dw Facing29
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dw FacingShadow
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dw FacingBigDollAsymmetric
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dw FacingBigDollSymmetric
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dw FacingWeirdTree0
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dw FacingWeirdTree1
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dw FacingWeirdTree2
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dw FacingWeirdTree3
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dw FacingBoulderDust1
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dw FacingBoulderDust2
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dw FacingGrass1
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dw FacingGrass2
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FacingsEnd: dw 0
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@ -49,8 +49,8 @@ BEHIND_BG EQU 1 << OAM_PRIORITY
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FacingStepDown0:
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FacingStepDown2:
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Facing24:
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Facing26: ; standing down
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FacingWeirdTree0:
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FacingWeirdTree2: ; standing down
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db 4 ; #
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db 0, 0, 0, $00
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db 0, 8, 0, $01
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@ -179,13 +179,13 @@ FacingEmote: ; emote
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db 8, 8, 4, $fb
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; 419a
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Facing21: ; shadow
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FacingShadow: ; shadow
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db 2 ; #
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db 0, 0, 4, $fc
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db 0, 8, 4 | X_FLIP, $fc
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; 41a3
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Facing23: ; big snorlax or lapras doll
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FacingBigDollSymmetric: ; big snorlax or lapras doll
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db 16 ; #
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db 0, 0, 0, $00
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db 0, 8, 0, $01
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@ -205,7 +205,7 @@ Facing23: ; big snorlax or lapras doll
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db 24, 16, X_FLIP, $07
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; 41e4
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Facing25: ; 41e4
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FacingWeirdTree1: ; 41e4
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db 4 ; #
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db 0, 0, 0, $04
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db 0, 8, 0, $05
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@ -213,7 +213,7 @@ Facing25: ; 41e4
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db 8, 8, 0, $07
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; 41f5
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Facing27: ; 41f5
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FacingWeirdTree3: ; 41f5
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db 4 ; #
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db 0, 8, X_FLIP, $04
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db 0, 0, X_FLIP, $05
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@ -221,7 +221,7 @@ Facing27: ; 41f5
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db 8, 0, X_FLIP, $07
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; 4206
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Facing22: ; big doll other than snorlax or lapras
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FacingBigDollAsymmetric: ; big doll other than snorlax or lapras
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db 14 ; #
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db 0, 0, 0, $00
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db 0, 8, 0, $01
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@ -239,7 +239,7 @@ Facing22: ; big doll other than snorlax or lapras
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db 24, 16, 0, $0b
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; 423f
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Facing28: ; boulder dust 1
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FacingBoulderDust1: ; boulder dust 1
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db 4 ; #
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db 0, 0, 4, $fe
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db 0, 8, 4, $fe
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@ -247,7 +247,7 @@ Facing28: ; boulder dust 1
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db 8, 8, 4, $fe
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; 4250
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Facing29: ; boulder dust 2
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FacingBoulderDust2: ; boulder dust 2
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db 4 ; #
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db 0, 0, 4, $ff
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db 0, 8, 4, $ff
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@ -21,16 +21,16 @@ Pointers445f: ; 445f
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dw SetFacingCounterclockwiseSpin, SetFacingCurrent ; 04
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dw SetFacingCounterclockwiseSpin2, SetFacingStanding ; 05
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dw SetFacingFish, SetFacingFish ; 06
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dw Function457b, SetFacingStanding ; 07
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dw Function4582, Function4582 ; 08
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dw Function4589, Function4589 ; 09
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dw Function4590, Function45a4 ; 0a
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dw Function45ab, SetFacingCurrent ; 0c
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dw Function45be, Function45be ; 0b
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dw Function45c5, Function45c5 ; 0d
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dw Function45da, SetFacingStanding ; 0e
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dw SetFacingShadow, SetFacingStanding ; 07
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dw SetFacingEmote, SetFacingEmote ; 08
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dw SetFacingBigDollSym, SetFacingBigDollSym ; 09
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dw SetFacingBounce, SetFacingFreezeBounce ; 0a
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dw SetFacingWeirdTree, SetFacingCurrent ; 0b
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dw SetFacingBigDollAsym, SetFacingBigDollAsym ; 0c
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dw SetFacingBigDoll, SetFacingBigDoll ; 0d
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dw SetFacingBoulderDust, SetFacingStanding ; 0e
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dw SetFacingGrassShake, SetFacingStanding ; 0f
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dw Function44e4, SetFacingCurrent ; 10
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dw SetFacingSkyfall, SetFacingCurrent ; 10
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; 44a3
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SetFacingStanding: ; 44a3
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@ -42,7 +42,7 @@ SetFacingStanding: ; 44a3
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SetFacingCurrent: ; 44aa
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call GetSpriteDirection
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or 0 ; useless
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or FACING_STEP_DOWN_0 ; useless
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ld hl, OBJECT_FACING_STEP
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add hl, bc
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ld [hl], a
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@ -77,7 +77,7 @@ SetFacingStepAction: ; 44c1
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ld d, a
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call GetSpriteDirection
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or 0 ; useless
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or FACING_STEP_DOWN_0 ; useless
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or d
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ld hl, OBJECT_FACING_STEP
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add hl, bc
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@ -85,7 +85,7 @@ SetFacingStepAction: ; 44c1
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ret
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; 44e4
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Function44e4: ; 44e4
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SetFacingSkyfall: ; 44e4
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING, [hl]
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@ -104,7 +104,7 @@ Function44e4: ; 44e4
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ld d, a
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call GetSpriteDirection
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or 0 ; useless
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or FACING_STEP_DOWN_0 ; useless
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or d
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ld hl, OBJECT_FACING_STEP
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add hl, bc
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@ -130,7 +130,7 @@ SetFacingBumpAction: ; 4508
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ld d, a
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call GetSpriteDirection
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or 0 ; useless
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or FACING_STEP_DOWN_0 ; useless
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or d
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ld hl, OBJECT_FACING_STEP
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add hl, bc
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@ -143,7 +143,7 @@ SetFacingCounterclockwiseSpin: ; 4529
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ld hl, OBJECT_FACING
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add hl, bc
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ld a, [hl]
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or 0 ; useless
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or FACING_STEP_DOWN_0 ; useless
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ld hl, OBJECT_FACING_STEP
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add hl, bc
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ld [hl], a
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@ -210,28 +210,28 @@ SetFacingFish: ; 456e
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ret
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; 457b
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Function457b: ; 457b
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SetFacingShadow: ; 457b
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ld hl, OBJECT_FACING_STEP
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add hl, bc
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ld [hl], FACING_15
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ld [hl], FACING_SHADOW
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ret
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; 4582
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Function4582: ; 4582 emote
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||||
SetFacingEmote: ; 4582 emote
|
||||
ld hl, OBJECT_FACING_STEP
|
||||
add hl, bc
|
||||
ld [hl], FACING_EMOTE
|
||||
ret
|
||||
; 4589
|
||||
|
||||
Function4589: ; 4589
|
||||
SetFacingBigDollSym: ; 4589
|
||||
ld hl, OBJECT_FACING_STEP
|
||||
add hl, bc
|
||||
ld [hl], FACING_17
|
||||
ld [hl], FACING_BIG_DOLL_SYM
|
||||
ret
|
||||
; 4590
|
||||
|
||||
Function4590: ; 4590
|
||||
SetFacingBounce: ; 4590
|
||||
ld hl, OBJECT_STEP_FRAME
|
||||
add hl, bc
|
||||
ld a, [hl]
|
||||
@ -239,21 +239,21 @@ Function4590: ; 4590
|
||||
and %00001111
|
||||
ld [hl], a
|
||||
and %00001000
|
||||
jr z, Function45a4
|
||||
jr z, SetFacingFreezeBounce
|
||||
ld hl, OBJECT_FACING_STEP
|
||||
add hl, bc
|
||||
ld [hl], FACING_STEP_UP_0
|
||||
ret
|
||||
; 45a4
|
||||
|
||||
Function45a4: ; 45a4
|
||||
SetFacingFreezeBounce: ; 45a4
|
||||
ld hl, OBJECT_FACING_STEP
|
||||
add hl, bc
|
||||
ld [hl], 0
|
||||
ld [hl], FACING_STEP_DOWN_0
|
||||
ret
|
||||
; 45ab
|
||||
|
||||
Function45ab: ; 45ab
|
||||
SetFacingWeirdTree: ; 45ab
|
||||
ld hl, OBJECT_STEP_FRAME
|
||||
add hl, bc
|
||||
ld a, [hl]
|
||||
@ -262,28 +262,28 @@ Function45ab: ; 45ab
|
||||
and %00001100
|
||||
rrca
|
||||
rrca
|
||||
add $18
|
||||
add FACING_WEIRD_TREE_0
|
||||
ld hl, OBJECT_FACING_STEP
|
||||
add hl, bc
|
||||
ld [hl], a
|
||||
ret
|
||||
; 45be
|
||||
|
||||
Function45be: ; 45be
|
||||
SetFacingBigDollAsym: ; 45be
|
||||
ld hl, OBJECT_FACING_STEP
|
||||
add hl, bc
|
||||
ld [hl], FACING_16
|
||||
ld [hl], FACING_BIG_DOLL_ASYM
|
||||
ret
|
||||
; 45c5
|
||||
|
||||
Function45c5: ; 45c5
|
||||
SetFacingBigDoll: ; 45c5
|
||||
ld a, [VariableSprites + SPRITE_BIG_DOLL - SPRITE_VARS]
|
||||
ld d, FACING_17 ; symmetric
|
||||
ld d, FACING_BIG_DOLL_SYM ; symmetric
|
||||
cp SPRITE_BIG_SNORLAX
|
||||
jr z, .ok
|
||||
cp SPRITE_BIG_LAPRAS
|
||||
jr z, .ok
|
||||
ld d, FACING_16 ; asymmetric
|
||||
ld d, FACING_BIG_DOLL_ASYM ; asymmetric
|
||||
|
||||
.ok
|
||||
ld hl, OBJECT_FACING_STEP
|
||||
@ -292,7 +292,7 @@ Function45c5: ; 45c5
|
||||
ret
|
||||
; 45da
|
||||
|
||||
Function45da: ; 45da
|
||||
SetFacingBoulderDust: ; 45da
|
||||
ld hl, OBJECT_STEP_FRAME
|
||||
add hl, bc
|
||||
inc [hl]
|
||||
@ -301,9 +301,9 @@ Function45da: ; 45da
|
||||
ld hl, OBJECT_FACING_STEP
|
||||
add hl, bc
|
||||
and 2
|
||||
ld a, FACING_1C
|
||||
ld a, FACING_BOULDER_DUST_1
|
||||
jr z, .ok
|
||||
inc a ; FACING_1D
|
||||
inc a ; FACING_BOULDER_DUST_2
|
||||
.ok
|
||||
ld [hl], a
|
||||
ret
|
||||
|
@ -776,7 +776,7 @@ MapObjectMovementPattern: ; 47dd
|
||||
ld [hl], STANDING
|
||||
ld hl, OBJECT_ACTION
|
||||
add hl, bc
|
||||
ld [hl], PERSON_ACTION_09
|
||||
ld [hl], PERSON_ACTION_BIG_SNORLAX
|
||||
ld hl, OBJECT_STEP_TYPE
|
||||
add hl, bc
|
||||
ld [hl], STEP_TYPE_04
|
||||
@ -789,7 +789,7 @@ MapObjectMovementPattern: ; 47dd
|
||||
ld [hl], STANDING
|
||||
ld hl, OBJECT_ACTION
|
||||
add hl, bc
|
||||
ld [hl], PERSON_ACTION_0A
|
||||
ld [hl], PERSON_ACTION_BOUNCE
|
||||
ld hl, OBJECT_STEP_TYPE
|
||||
add hl, bc
|
||||
ld [hl], STEP_TYPE_04
|
||||
@ -864,7 +864,7 @@ MapObjectMovementPattern: ; 47dd
|
||||
call ._MovementShadow_Grass_Emote_BoulderDust
|
||||
ld hl, OBJECT_ACTION
|
||||
add hl, bc
|
||||
ld [hl], PERSON_ACTION_07
|
||||
ld [hl], PERSON_ACTION_SHADOW
|
||||
ld hl, OBJECT_STEP_DURATION
|
||||
add hl, de
|
||||
ld a, [hl]
|
||||
@ -921,7 +921,7 @@ MapObjectMovementPattern: ; 47dd
|
||||
call ._MovementShadow_Grass_Emote_BoulderDust
|
||||
ld hl, OBJECT_ACTION
|
||||
add hl, bc
|
||||
ld [hl], PERSON_ACTION_0E
|
||||
ld [hl], PERSON_ACTION_BOULDER_DUST
|
||||
ld hl, OBJECT_STEP_DURATION
|
||||
add hl, de
|
||||
ld a, [hl]
|
||||
@ -1804,7 +1804,7 @@ SkyfallTop: ; 4f83
|
||||
.Init:
|
||||
ld hl, OBJECT_ACTION
|
||||
add hl, bc
|
||||
ld [hl], PERSON_ACTION_10
|
||||
ld [hl], PERSON_ACTION_SKYFALL
|
||||
ld hl, OBJECT_STEP_DURATION
|
||||
add hl, bc
|
||||
ld [hl], 16
|
||||
|
@ -365,7 +365,7 @@ Movement_tree_shake: ; 5279
|
||||
|
||||
ld hl, OBJECT_ACTION
|
||||
add hl, bc
|
||||
ld [hl], PERSON_ACTION_0B
|
||||
ld [hl], PERSON_ACTION_WEIRD_TREE
|
||||
|
||||
ld hl, OBJECT_DIRECTION_WALKING
|
||||
add hl, bc
|
||||
|
Loading…
Reference in New Issue
Block a user