Adjust step frame and durations in StepFunction_Turn so that player's sprite is still when landing in a space (#7)

This commit is contained in:
xCrystal 2023-10-28 18:57:18 +02:00
parent a52e7f4df5
commit a13558aeb2

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@ -1614,10 +1614,10 @@ StepFunction_Turn:
ld hl, OBJECT_STEP_FRAME ld hl, OBJECT_STEP_FRAME
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
ld [hl], 2 ld [hl], 4
ld hl, OBJECT_STEP_DURATION ld hl, OBJECT_STEP_DURATION
add hl, bc add hl, bc
ld [hl], 2 ld [hl], 1
call ObjectStep_IncAnonJumptableIndex call ObjectStep_IncAnonJumptableIndex
.step1 .step1
ld hl, OBJECT_STEP_DURATION ld hl, OBJECT_STEP_DURATION
@ -1634,7 +1634,7 @@ StepFunction_Turn:
ld [hl], a ld [hl], a
ld hl, OBJECT_STEP_DURATION ld hl, OBJECT_STEP_DURATION
add hl, bc add hl, bc
ld [hl], 2 ld [hl], 3
call ObjectStep_IncAnonJumptableIndex call ObjectStep_IncAnonJumptableIndex
.step2 .step2
ld hl, OBJECT_STEP_DURATION ld hl, OBJECT_STEP_DURATION
@ -3213,7 +3213,7 @@ InitBranchArrowsSprites:
.loop .loop
ld a, [de] ld a, [de]
cp -1 ; cp -1 ;
jr z, .next1 ; skip this arrow if this direction is not valid jr z, .next1 ; skip this arrow if this direction is not available
; draw this arrow and advance hUsedSpriteIndex ; draw this arrow and advance hUsedSpriteIndex
; preserve loop variables d, e, c ; preserve loop variables d, e, c