Rename _UpdateSprites to _UpdateActiveSprites and create UpdateActiveSprites in home back (along with the existing UpdateSprites)

This commit is contained in:
xCrystal 2023-10-21 18:46:56 +02:00
parent 961d2f0b6e
commit e9ad1f5612
7 changed files with 25 additions and 18 deletions

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@ -297,7 +297,7 @@ wMapStatus == MAPSTATUS_HANDLE: <c>the remainder of the code goes at this level<
> DelayFrames(hOverworldDelay)
> <f>**HandleMapBackground**</f> <c>_UpdateSprites + ScrollScreen</c>
> <f>**HandleMapBackground**</f> <c>UpdateActiveSprites + ScrollScreen</c>
> <f>CheckPlayerState:</f>\
> wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == FALSE:\

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@ -288,7 +288,7 @@ BoardMenu_BreakDieAnimation:
ld a, $4 * SPRITEOAMSTRUCT_LENGTH ; w/o SPRITE_ANIM_OBJ_BOARD_MENU_APPEAR_DIE_NUMBER
.go
ldh [hUsedSpriteIndex], a
farcall _UpdateSpritesAfterOffset
farcall _UpdateActiveSpritesAfterOffset
ld de, SFX_STRENGTH
call PlaySFX
@ -315,7 +315,7 @@ BoardMenu_BreakDieAnimation:
ld a, $4 * SPRITEOAMSTRUCT_LENGTH
ldh [hUsedSpriteIndex], a
farcall _UpdateSpritesAfterOffset
farcall _UpdateActiveSpritesAfterOffset
; play move die number animation
ld a, 43 ; total duration of SPRITE_ANIM_FRAMESET_BOARD_MENU_MOVE_DIE_NUMBER

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@ -57,7 +57,7 @@ EndSpaceScript::
; clear spaces left sprites
ld hl, wDisplaySecondarySprites
res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
farcall _UpdateSprites
call UpdateActiveSprites
; fade out slow to white
ld b, RGBFADE_TO_WHITE_8BGP_8OBP
jp DoRGBFadeEffect
@ -94,8 +94,7 @@ ArriveToRegularSpace:
ld a, [wPlayerTile]
cp COLL_END_SPACE
ret nz
farcall _UpdateSprites
ret
jp UpdateActiveSprites
LandedInRegularSpaceScript:
callasm LandedInRegularSpace

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@ -240,7 +240,7 @@ HandleMapObjects:
ret
HandleMapBackground:
farcall _UpdateSprites
call UpdateActiveSprites
farcall ScrollScreen
ret

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@ -2201,14 +2201,14 @@ RespawnPlayerAndOpponent:
jr z, .skip_opponent
call RespawnObject
.skip_opponent
call _UpdateSprites
call _UpdateActiveSprites
ret
RespawnPlayer:
call HideAllObjects
ld a, PLAYER
call RespawnObject
call _UpdateSprites
call _UpdateActiveSprites
ret
RespawnObject:
@ -2754,13 +2754,13 @@ ResetObject:
db SPRITEMOVEDATA_STANDING_LEFT
db SPRITEMOVEDATA_STANDING_RIGHT
_UpdateSpritesAfterOffset::
_UpdateActiveSpritesAfterOffset::
ld a, [wVramState]
bit 0, a
ret z
jr _UpdateSprites.go
jr _UpdateActiveSprites.go
_UpdateSprites::
_UpdateActiveSprites::
ld a, [wVramState]
bit 0, a
ret z
@ -3079,10 +3079,11 @@ InitSprites:
dw wObject12Struct
_UpdateSecondarySprites::
; this is a shorter _UpdateSprites for when only secondary sprites have changed since the last sprites update,
; but NOT expanded or shrinked, which would require to displace primary (NPC) sprites in OAM.
; this is a shorter _UpdateActiveSprites for when only secondary sprites
; have changed since the last sprites update, but NOT expanded or shrinked,
; which would require to displace primary (NPC) sprites in OAM.
; if it is detected that the size of secondary sprites has increased in the end,
; fall back to calling _UpdateSprites to avoid corruption.
; fall back to calling _UpdateActiveSprites to avoid corruption.
ld a, [wVramState]
bit 0, a
ret z
@ -3105,7 +3106,7 @@ _UpdateSecondarySprites::
pop af
cp c
ret nc
jp _UpdateSprites
jp _UpdateActiveSprites
InitSecondarySprites:
ld a, [wDisplaySecondarySprites]

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@ -984,7 +984,7 @@ Script_disappear:
ldh a, [hMapObjectIndex]
ld b, 1 ; set
call ApplyEventActionAppearDisappear
farcall _UpdateSprites
call UpdateActiveSprites
ret
ApplyEventActionAppearDisappear:

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@ -545,7 +545,14 @@ UpdateSprites::
bit 0, a
ret z
farcall UpdateAllObjectsFrozen
farcall _UpdateSprites
farcall _UpdateActiveSprites
ret
UpdateActiveSprites::
ld a, [wVramState]
bit 0, a
ret z
farcall _UpdateActiveSprites
ret
UpdateSecondarySprites::