Rename "feet and head follow" commands

The lot of these were rather misnamed, since they're used to replace
part of the player or enemy with objects for several background effects.
https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244
This commit is contained in:
mid-kid 2018-11-25 23:57:38 +01:00
parent 112667e773
commit c4979d9770
7 changed files with 122 additions and 122 deletions

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@ -215,10 +215,10 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_ROCK_SMASH
const ANIM_OBJ_FLOWER
const ANIM_OBJ_COTTON
const ANIM_OBJ_PLAYERFEETFOLLOW
const ANIM_OBJ_ENEMYFEETFOLLOW
const ANIM_OBJ_PLAYERHEADFOLLOW
const ANIM_OBJ_ENEMYHEADFOLLOW
const ANIM_OBJ_ENEMYFEET_1ROW
const ANIM_OBJ_PLAYERHEAD_1ROW
const ANIM_OBJ_ENEMYFEET_2ROW
const ANIM_OBJ_PLAYERHEAD_2ROW
; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
const_def
@ -728,8 +728,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_BG_WHIRLPOOL
const ANIM_BG_TELEPORT
const ANIM_BG_NIGHT_SHADE
const ANIM_BG_FEET_FOLLOW
const ANIM_BG_HEAD_FOLLOW
const ANIM_BG_BATTLEROBJ_1ROW
const ANIM_BG_BATTLEROBJ_2ROW
const ANIM_BG_DOUBLE_TEAM
const ANIM_BG_ACID_ARMOR
const ANIM_BG_RAPID_FLASH
@ -807,8 +807,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_GFX_ANGELS
const ANIM_GFX_WAVE
const ANIM_GFX_AEROBLAST
const ANIM_GFX_PLAYER
const ANIM_GFX_ENEMY
const ANIM_GFX_PLAYERHEAD
const ANIM_GFX_ENEMYFEET
; battle_bg_effect struct members (see macros/wram.asm)
const_def

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@ -202,7 +202,7 @@ BattleAnimObjects:
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ROCK_SMASH
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_FLOWER
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_COTTON
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERFEETFOLLOW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYFEETFOLLOW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERHEADFOLLOW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYHEADFOLLOW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_1ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_1ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_2ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_2ROW

File diff suppressed because it is too large Load Diff

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@ -334,8 +334,8 @@ BattleAnimCommands::
dw BattleAnimCmd_IncObj
dw BattleAnimCmd_SetObj
dw BattleAnimCmd_IncBGEffect
dw BattleAnimCmd_EnemyFeetObj
dw BattleAnimCmd_PlayerHeadObj
dw BattleAnimCmd_BattlerGFX_1Row
dw BattleAnimCmd_BattlerGFX_2Row
dw BattleAnimCmd_CheckPokeball
dw BattleAnimCmd_Transform
dw BattleAnimCmd_RaiseSub
@ -681,7 +681,7 @@ endr
ld de, vTiles0 tile BATTLEANIM_BASE_TILE
add hl, de
ld a, [wBattleAnimByte]
call LoadBattleAnimObj
call LoadBattleAnimGFX
ld a, [wBattleAnimTemp0]
add c
ld [wBattleAnimTemp0], a
@ -767,7 +767,7 @@ BattleAnimCmd_SetObj:
ld [hl], a
ret
BattleAnimCmd_EnemyFeetObj:
BattleAnimCmd_BattlerGFX_1Row:
ld hl, wBattleAnimTileDict
.loop
ld a, [hl]
@ -778,11 +778,11 @@ BattleAnimCmd_EnemyFeetObj:
jr .loop
.okay
ld a, ANIM_GFX_PLAYER
ld a, ANIM_GFX_PLAYERHEAD
ld [hli], a
ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE
ld [hli], a
ld a, ANIM_GFX_ENEMY
ld a, ANIM_GFX_ENEMYFEET
ld [hli], a
ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
ld [hl], a
@ -821,7 +821,7 @@ BattleAnimCmd_EnemyFeetObj:
jr nz, .LoadFeet
ret
BattleAnimCmd_PlayerHeadObj:
BattleAnimCmd_BattlerGFX_2Row:
ld hl, wBattleAnimTileDict
.loop
ld a, [hl]
@ -832,11 +832,11 @@ BattleAnimCmd_PlayerHeadObj:
jr .loop
.okay
ld a, ANIM_GFX_PLAYER
ld a, ANIM_GFX_PLAYERHEAD
ld [hli], a
ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE
ld [hli], a
ld a, ANIM_GFX_ENEMY
ld a, ANIM_GFX_ENEMYFEET
ld [hli], a
ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
ld [hl], a

View File

@ -96,8 +96,8 @@ BattleBGEffects:
dw BattleBGEffect_Whirlpool
dw BattleBGEffect_Teleport
dw BattleBGEffect_NightShade
dw BattleBGEffect_FeetFollow
dw BattleBGEffect_HeadFollow
dw BattleBGEffect_BattlerObj_1Row
dw BattleBGEffect_BattlerObj_2Row
dw BattleBGEffect_DoubleTeam
dw BattleBGEffect_AcidArmor
dw BattleBGEffect_RapidFlash
@ -403,7 +403,7 @@ BattleBGEffect_ShowMon:
db 3, $00, 3
db -1
BattleBGEffect_FeetFollow:
BattleBGEffect_BattlerObj_1Row:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@ -425,14 +425,14 @@ BattleBGEffect_FeetFollow:
call BattleBGEffects_IncrementJumptable
push bc
call BGEffect_CheckBattleTurn
jr nz, .player_turn
ld a, ANIM_OBJ_PLAYERFEETFOLLOW
jr nz, .player_side
ld a, ANIM_OBJ_ENEMYFEET_1ROW
ld [wBattleObjectTempID], a
ld a, 16 * TILE_WIDTH + 4
jr .okay
.player_turn
ld a, ANIM_OBJ_ENEMYFEETFOLLOW
.player_side
ld a, ANIM_OBJ_PLAYERHEAD_1ROW
ld [wBattleObjectTempID], a
ld a, 6 * TILE_WIDTH
.okay
@ -449,12 +449,12 @@ BattleBGEffect_FeetFollow:
call BattleBGEffects_IncrementJumptable
push bc
call BGEffect_CheckBattleTurn
jr nz, .player_turn_2
jr nz, .player_side_2
hlcoord 12, 6
lb bc, 1, 7
jr .okay2
.player_turn_2
.player_side_2
hlcoord 2, 6
lb bc, 1, 6
.okay2
@ -470,7 +470,7 @@ BattleBGEffect_FeetFollow:
call EndBattleBGEffect
ret
BattleBGEffect_HeadFollow:
BattleBGEffect_BattlerObj_2Row:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@ -492,14 +492,14 @@ BattleBGEffect_HeadFollow:
call BattleBGEffects_IncrementJumptable
push bc
call BGEffect_CheckBattleTurn
jr nz, .player_turn
ld a, ANIM_OBJ_PLAYERHEADFOLLOW
jr nz, .player_side
ld a, ANIM_OBJ_ENEMYFEET_2ROW
ld [wBattleObjectTempID], a
ld a, 16 * TILE_WIDTH + 4
jr .okay
.player_turn
ld a, ANIM_OBJ_ENEMYHEADFOLLOW
.player_side
ld a, ANIM_OBJ_PLAYERHEAD_2ROW
ld [wBattleObjectTempID], a
ld a, 6 * TILE_WIDTH
.okay
@ -516,12 +516,12 @@ BattleBGEffect_HeadFollow:
call BattleBGEffects_IncrementJumptable
push bc
call BGEffect_CheckBattleTurn
jr nz, .player_turn_2
jr nz, .player_side_2
hlcoord 12, 5
lb bc, 2, 7
jr .okay2
.player_turn_2
.player_side_2
hlcoord 2, 6
lb bc, 2, 6
.okay2

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@ -100,7 +100,7 @@ GetBattleAnimOAMPointer:
add hl, de
ret
LoadBattleAnimObj:
LoadBattleAnimGFX:
push hl
ld l, a
ld h, 0

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@ -85,12 +85,12 @@ anim_incbgeffect: MACRO
ENDM
enum anim_enemyfeetobj_command ; $d9
anim_enemyfeetobj: MACRO
anim_battlergfx_2row: MACRO
db anim_enemyfeetobj_command
ENDM
enum anim_playerheadobj_command ; $da
anim_playerheadobj: MACRO
anim_battlergfx_1row: MACRO
db anim_playerheadobj_command
ENDM