Handle the repositioning in the new map of a mocked player object after going through a map connection (#29)

This commit is contained in:
xCrystal
2024-01-05 20:57:35 +01:00
parent 67e20e454e
commit 98b04522e1
10 changed files with 336 additions and 8 deletions

View File

@@ -102,7 +102,10 @@
- **wTempSpaceStruct**: Temporary scope. Same structure as *wCurSpaceStruct*
- **wTempSpaceBranchStruct**: Temporary scope. The structure is four bytes for next space for each direction (R/L/U/D; -1 if unavailable direction) followed by four bytes for required techniques for each direction (R/L/U/D)
- **wViewMapModeRange**, **wViewMapModeDisplacementY**, **wViewMapModeDisplacementX**: Temporary scope during a Vew Map mode session.
- **wBeforeViewMapYCoord**, **wBeforeViewMapXCoord**, **wBeforeViewMapMapGroup**, **wBeforeViewMapMapNumber**: Temporary scope during a Vew Map mode session. Used to preserve previous player state.
- **wBeforeViewMapYCoord**, **wBeforeViewMapXCoord**, **wBeforeViewMapMapGroup**, **wBeforeViewMapMapNumber**, **wBeforeViewMapDirection**: Temporary scope during a Vew Map mode session. Used to preserve player state before entering View Map mode.
- Additional addresses for View Map mode, that share memory region with *wCurBattleMon* and *wCurMoveNum*, which are not used outside of battle:
- **wPlayerMockYCoord**, **wPlayerMockXCoord**: Used to handle the player mock sprite through map connections during View Map mode.
- Addresses for talker events:
- *wSeenTrainer** addresses have been repurposed as **wSeenTrainerOrTalker***