Person action and facing labels, part 1

This commit is contained in:
PikalaxALT
2016-09-27 09:37:10 -04:00
parent 700321a7fb
commit ef98c44edd
15 changed files with 174 additions and 170 deletions

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@ -258,21 +258,21 @@ UpdateChannels: ; e8125
.asm_e8159 .asm_e8159
bit NOTE_REST, [hl] ; rest bit NOTE_REST, [hl] ; rest
jr nz, .ch1rest jr nz, .ch1rest
bit NOTE_UNKN_4, [hl] bit NOTE_NOISE_SAMPLING, [hl]
jr nz, .asm_e81a2 jr nz, .asm_e81a2
bit NOTE_UNKN_1, [hl] bit NOTE_FREQ_OVERRIDE, [hl]
jr nz, .asm_e816b jr nz, .frequency_override
bit NOTE_UNKN_6, [hl] bit NOTE_VIBRATO_OVERRIDE, [hl]
jr nz, .asm_e8184 jr nz, .asm_e8184
jr .asm_e8175 jr .check_duty_override
.asm_e816b .frequency_override
ld a, [wCurTrackFrequency] ld a, [wCurTrackFrequency]
ld [rNR13], a ld [rNR13], a
ld a, [wCurTrackFrequency + 1] ld a, [wCurTrackFrequency + 1]
ld [rNR14], a ld [rNR14], a
.asm_e8175 .check_duty_override
bit NOTE_UNKN_0, [hl] bit NOTE_DUTY_OVERRIDE, [hl]
ret z ret z
ld a, [wCurTrackDuty] ld a, [wCurTrackDuty]
ld d, a ld d, a
@ -321,11 +321,11 @@ UpdateChannels: ; e8125
add hl, bc add hl, bc
bit NOTE_REST, [hl] ; rest bit NOTE_REST, [hl] ; rest
jr nz, .ch2rest jr nz, .ch2rest
bit NOTE_UNKN_4, [hl] bit NOTE_NOISE_SAMPLING, [hl]
jr nz, .asm_e8204 jr nz, .asm_e8204
bit NOTE_UNKN_6, [hl] bit NOTE_VIBRATO_OVERRIDE, [hl]
jr nz, .asm_e81e6 jr nz, .asm_e81e6
bit NOTE_UNKN_0, [hl] bit NOTE_DUTY_OVERRIDE, [hl]
ret z ret z
ld a, [wCurTrackDuty] ld a, [wCurTrackDuty]
ld d, a ld d, a
@ -381,9 +381,9 @@ UpdateChannels: ; e8125
add hl, bc add hl, bc
bit NOTE_REST, [hl] ; rest bit NOTE_REST, [hl] ; rest
jr nz, .ch3rest jr nz, .ch3rest
bit NOTE_UNKN_4, [hl] bit NOTE_NOISE_SAMPLING, [hl]
jr nz, .asm_e824d jr nz, .asm_e824d
bit NOTE_UNKN_6, [hl] bit NOTE_VIBRATO_OVERRIDE, [hl]
jr nz, .asm_e823a jr nz, .asm_e823a
ret ret
@ -482,7 +482,7 @@ endr
add hl, bc add hl, bc
bit NOTE_REST, [hl] ; rest bit NOTE_REST, [hl] ; rest
jr nz, .ch4rest jr nz, .ch4rest
bit NOTE_UNKN_4, [hl] bit NOTE_NOISE_SAMPLING, [hl]
jr nz, .asm_e82d4 jr nz, .asm_e82d4
ret ret
@ -853,7 +853,7 @@ HandleTrackVibrato: ; e8466
ld [wCurTrackDuty], a ld [wCurTrackDuty], a
ld hl, Channel1NoteFlags - Channel1 ld hl, Channel1NoteFlags - Channel1
add hl, bc add hl, bc
set NOTE_UNKN_0, [hl] set NOTE_DUTY_OVERRIDE, [hl]
.next .next
ld hl, Channel1Flags2 - Channel1 ld hl, Channel1Flags2 - Channel1
add hl, bc add hl, bc
@ -930,9 +930,9 @@ HandleTrackVibrato: ; e8466
ld d, a ld d, a
ld a, e ld a, e
sub d sub d
jr nc, .asm_e84ef jr nc, .no_carry
ld a, 0 ld a, 0
jr .asm_e84ef jr .no_carry
.down .down
; vibrato up ; vibrato up
@ -943,14 +943,14 @@ HandleTrackVibrato: ; e8466
swap a ; move it to lo swap a ; move it to lo
; ;
add e add e
jr nc, .asm_e84ef jr nc, .no_carry
ld a, $ff ld a, $ff
.asm_e84ef .no_carry
ld [wCurTrackFrequency], a ld [wCurTrackFrequency], a
; ;
ld hl, Channel1NoteFlags - Channel1 ld hl, Channel1NoteFlags - Channel1
add hl, bc add hl, bc
set NOTE_UNKN_6, [hl] set NOTE_VIBRATO_OVERRIDE, [hl]
.quit .quit
ret ret
@ -1067,8 +1067,8 @@ ApplyPitchWheel: ; e84f9
ld [hl], d ld [hl], d
ld hl, Channel1NoteFlags - Channel1 ld hl, Channel1NoteFlags - Channel1
add hl, bc add hl, bc
set NOTE_UNKN_1, [hl] set NOTE_FREQ_OVERRIDE, [hl]
set NOTE_UNKN_0, [hl] set NOTE_DUTY_OVERRIDE, [hl]
ret ret
; e858c ; e858c
@ -1145,7 +1145,7 @@ ReadNoiseSample: ; e85af
ld hl, Channel1NoteFlags - Channel1 ld hl, Channel1NoteFlags - Channel1
add hl, bc add hl, bc
set NOTE_UNKN_4, [hl] set NOTE_NOISE_SAMPLING, [hl]
ret ret
.quit .quit
@ -1206,7 +1206,7 @@ ParseMusic: ; e85e1
; ???? ; ????
ld hl, Channel1NoteFlags - Channel1 ld hl, Channel1NoteFlags - Channel1
add hl, bc add hl, bc
set NOTE_UNKN_4, [hl] set NOTE_NOISE_SAMPLING, [hl]
jp LoadNote jp LoadNote
.rest .rest
@ -1288,7 +1288,7 @@ ParseSFXOrRest: ; e8698
; turn noise sampling on ; turn noise sampling on
ld hl, Channel1NoteFlags - Channel1 ld hl, Channel1NoteFlags - Channel1
add hl, bc add hl, bc
set NOTE_UNKN_4, [hl] ; noise sample set NOTE_NOISE_SAMPLING, [hl] ; noise sample
; update note duration ; update note duration
ld a, [CurMusicByte] ld a, [CurMusicByte]
call SetNoteDuration ; top nybble doesnt matter? call SetNoteDuration ; top nybble doesnt matter?

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@ -55,9 +55,9 @@ SOUND_VIBRATO_DIR EQU 0
SOUND_PITCH_WHEEL_DIR EQU 1 SOUND_PITCH_WHEEL_DIR EQU 1
; NoteFlags ; NoteFlags
NOTE_UNKN_0 EQU 0 NOTE_DUTY_OVERRIDE EQU 0
NOTE_UNKN_1 EQU 1 NOTE_FREQ_OVERRIDE EQU 1
NOTE_UNKN_3 EQU 3 NOTE_UNKN_3 EQU 3
NOTE_UNKN_4 EQU 4 NOTE_NOISE_SAMPLING EQU 4
NOTE_REST EQU 5 NOTE_REST EQU 5
NOTE_UNKN_6 EQU 6 NOTE_VIBRATO_OVERRIDE EQU 6

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@ -311,30 +311,30 @@ MAX_OUTDOOR_SPRITES EQU 23
const PERSON_ACTION_0C const PERSON_ACTION_0C
const PERSON_ACTION_0D const PERSON_ACTION_0D
const PERSON_ACTION_0E const PERSON_ACTION_0E
const PERSON_ACTION_0F const PERSON_ACTION_GRASS_SHAKE
const PERSON_ACTION_10 const PERSON_ACTION_10
const_def const_def
const FACING_00 const FACING_STEP_DOWN_0
const FACING_01 const FACING_STEP_DOWN_1
const FACING_02 const FACING_STEP_DOWN_2
const FACING_03 const FACING_STEP_DOWN_3
const FACING_04 const FACING_STEP_UP_0
const FACING_05 const FACING_STEP_UP_1
const FACING_06 const FACING_STEP_UP_2
const FACING_07 const FACING_STEP_UP_3
const FACING_08 const FACING_STEP_LEFT_0
const FACING_09 const FACING_STEP_LEFT_1
const FACING_0A const FACING_STEP_LEFT_2
const FACING_0B const FACING_STEP_LEFT_3
const FACING_0C const FACING_STEP_RIGHT_0
const FACING_0D const FACING_STEP_RIGHT_1
const FACING_0E const FACING_STEP_RIGHT_2
const FACING_0F const FACING_STEP_RIGHT_3
const FACING_10 const FACING_FISH_DOWN
const FACING_11 const FACING_FISH_UP
const FACING_12 const FACING_FISH_LEFT
const FACING_13 const FACING_FISH_RIGHT
const FACING_EMOTE const FACING_EMOTE
const FACING_15 const FACING_15
const FACING_16 const FACING_16
@ -345,8 +345,8 @@ MAX_OUTDOOR_SPRITES EQU 23
const FACING_1B const FACING_1B
const FACING_1C const FACING_1C
const FACING_1D const FACING_1D
const FACING_1E const FACING_GRASS_1
const FACING_1F const FACING_GRASS_2
const_def const_def
const SPRITEANIMSTRUCT_INDEX ; 0 const SPRITEANIMSTRUCT_INDEX ; 0

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@ -39,6 +39,6 @@ endm
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_0C, $2e, $01, %1100 ; 20 sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_0C, $2e, $01, %1100 ; 20
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_0D, $2e, $01, %1100 ; 21 sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_0D, $2e, $01, %1100 ; 21
sprite_movement_data SPRITEMOVEFN_BOULDERDUST, DOWN, PERSON_ACTION_0E, $8e, $01, %0000 ; 22 sprite_movement_data SPRITEMOVEFN_BOULDERDUST, DOWN, PERSON_ACTION_0E, $8e, $01, %0000 ; 22
sprite_movement_data SPRITEMOVEFN_GRASS, DOWN, PERSON_ACTION_0F, $8e, $02, %0000 ; 23 sprite_movement_data SPRITEMOVEFN_GRASS, DOWN, PERSON_ACTION_GRASS_SHAKE, $8e, $02, %0000 ; 23
sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0010 ; 24 sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0010 ; 24
sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25 sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25

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@ -1,25 +1,25 @@
Facings: ; 4049 Facings: ; 4049
dw Facing00 dw FacingStepDown0
dw Facing01 dw FacingStepDown1
dw Facing02 dw FacingStepDown2
dw Facing03 dw FacingStepDown3
dw Facing04 dw FacingStepUp0
dw Facing05 dw FacingStepUp1
dw Facing06 dw FacingStepUp2
dw Facing07 dw FacingStepUp3
dw Facing08 dw FacingStepLeft0
dw Facing09 dw FacingStepLeft1
dw Facing10 dw FacingStepLeft2
dw Facing11 dw FacingStepLeft3
dw Facing12 dw FacingStepRight0
dw Facing13 dw FacingStepRight1
dw Facing14 dw FacingStepRight2
dw Facing15 dw FacingStepRight3
dw Facing16 dw FacingFishDown
dw Facing17 dw FacingFishUp
dw Facing18 dw FacingFishLeft
dw Facing19 dw FacingFishRight
dw Facing20 dw FacingEmote
dw Facing21 dw Facing21
dw Facing22 dw Facing22
dw Facing23 dw Facing23
@ -29,8 +29,8 @@ Facings: ; 4049
dw Facing27 dw Facing27
dw Facing28 dw Facing28
dw Facing29 dw Facing29
dw Facing30 dw FacingGrass1
dw Facing31 dw FacingGrass2
FacingsEnd: dw 0 FacingsEnd: dw 0
NUM_FACINGS EQU (FacingsEnd - Facings) / 2 NUM_FACINGS EQU (FacingsEnd - Facings) / 2
@ -47,8 +47,8 @@ Y_FLIP EQU 1 << OAM_Y_FLIP
BEHIND_BG EQU 1 << OAM_PRIORITY BEHIND_BG EQU 1 << OAM_PRIORITY
Facing00: FacingStepDown0:
Facing02: FacingStepDown2:
Facing24: Facing24:
Facing26: ; standing down Facing26: ; standing down
db 4 ; # db 4 ; #
@ -58,7 +58,7 @@ Facing26: ; standing down
db 8, 8, 2, $03 db 8, 8, 2, $03
; 409c ; 409c
Facing01: ; walking down 1 FacingStepDown1: ; walking down 1
db 4 ; # db 4 ; #
db 0, 0, 0, $80 db 0, 0, 0, $80
db 0, 8, 0, $81 db 0, 8, 0, $81
@ -66,7 +66,7 @@ Facing01: ; walking down 1
db 8, 8, 2, $83 db 8, 8, 2, $83
; 40ad ; 40ad
Facing03: ; walking down 2 FacingStepDown3: ; walking down 2
db 4 ; # db 4 ; #
db 0, 8, X_FLIP, $80 db 0, 8, X_FLIP, $80
db 0, 0, X_FLIP, $81 db 0, 0, X_FLIP, $81
@ -74,8 +74,8 @@ Facing03: ; walking down 2
db 8, 0, 2 | X_FLIP, $83 db 8, 0, 2 | X_FLIP, $83
; 40be ; 40be
Facing04: FacingStepUp0:
Facing06: ; standing up FacingStepUp2: ; standing up
db 4 ; # db 4 ; #
db 0, 0, 0, $04 db 0, 0, 0, $04
db 0, 8, 0, $05 db 0, 8, 0, $05
@ -83,7 +83,7 @@ Facing06: ; standing up
db 8, 8, 2, $07 db 8, 8, 2, $07
; 40cf ; 40cf
Facing05: ; walking up 1 FacingStepUp1: ; walking up 1
db 4 ; # db 4 ; #
db 0, 0, 0, $84 db 0, 0, 0, $84
db 0, 8, 0, $85 db 0, 8, 0, $85
@ -91,7 +91,7 @@ Facing05: ; walking up 1
db 8, 8, 2, $87 db 8, 8, 2, $87
; 40e0 ; 40e0
Facing07: ; walking up 2 FacingStepUp3: ; walking up 2
db 4 ; # db 4 ; #
db 0, 8, X_FLIP, $84 db 0, 8, X_FLIP, $84
db 0, 0, X_FLIP, $85 db 0, 0, X_FLIP, $85
@ -99,8 +99,8 @@ Facing07: ; walking up 2
db 8, 0, 2 | X_FLIP, $87 db 8, 0, 2 | X_FLIP, $87
; 40f1 ; 40f1
Facing08: FacingStepLeft0:
Facing10: ; standing left FacingStepLeft2: ; standing left
db 4 ; # db 4 ; #
db 0, 0, 0, $08 db 0, 0, 0, $08
db 0, 8, 0, $09 db 0, 8, 0, $09
@ -108,8 +108,8 @@ Facing10: ; standing left
db 8, 8, 2, $0b db 8, 8, 2, $0b
; 4102 ; 4102
Facing12: FacingStepRight0:
Facing14: ; standing right FacingStepRight2: ; standing right
db 4 ; # db 4 ; #
db 0, 8, X_FLIP, $08 db 0, 8, X_FLIP, $08
db 0, 0, X_FLIP, $09 db 0, 0, X_FLIP, $09
@ -117,8 +117,8 @@ Facing14: ; standing right
db 8, 0, 2 | X_FLIP, $0b db 8, 0, 2 | X_FLIP, $0b
; 4113 ; 4113
Facing09: FacingStepLeft1:
Facing11: ; walking left FacingStepLeft3: ; walking left
db 4 ; # db 4 ; #
db 0, 0, 0, $88 db 0, 0, 0, $88
db 0, 8, 0, $89 db 0, 8, 0, $89
@ -126,8 +126,8 @@ Facing11: ; walking left
db 8, 8, 2, $8b db 8, 8, 2, $8b
; 4124 ; 4124
Facing13: FacingStepRight1:
Facing15: ; walking right FacingStepRight3: ; walking right
db 4 ; # db 4 ; #
db 0, 8, X_FLIP, $88 db 0, 8, X_FLIP, $88
db 0, 0, X_FLIP, $89 db 0, 0, X_FLIP, $89
@ -135,7 +135,7 @@ Facing15: ; walking right
db 8, 0, 2 | X_FLIP, $8b db 8, 0, 2 | X_FLIP, $8b
; 4135 ; 4135
Facing16: ; fishing down FacingFishDown: ; fishing down
db 5 ; # db 5 ; #
db 0, 0, 0, $00 db 0, 0, 0, $00
db 0, 8, 0, $01 db 0, 8, 0, $01
@ -144,7 +144,7 @@ Facing16: ; fishing down
db 16, 0, 4, $fc db 16, 0, 4, $fc
; 414a ; 414a
Facing17: ; fishing up FacingFishUp: ; fishing up
db 5 ; # db 5 ; #
db 0, 0, 0, $04 db 0, 0, 0, $04
db 0, 8, 0, $05 db 0, 8, 0, $05
@ -153,7 +153,7 @@ Facing17: ; fishing up
db -8, 0, 4, $fc db -8, 0, 4, $fc
; 415f ; 415f
Facing18: ; fishing left FacingFishLeft: ; fishing left
db 5 ; # db 5 ; #
db 0, 0, 0, $08 db 0, 0, 0, $08
db 0, 8, 0, $09 db 0, 8, 0, $09
@ -162,7 +162,7 @@ Facing18: ; fishing left
db 5, -8, 4 | X_FLIP, $fd db 5, -8, 4 | X_FLIP, $fd
; 4174 ; 4174
Facing19: ; fishing right FacingFishRight: ; fishing right
db 5 ; # db 5 ; #
db 0, 8, X_FLIP, $08 db 0, 8, X_FLIP, $08
db 0, 0, X_FLIP, $09 db 0, 0, X_FLIP, $09
@ -171,7 +171,7 @@ Facing19: ; fishing right
db 5, 16, 4, $fd db 5, 16, 4, $fd
; 4189 ; 4189
Facing20: ; emote FacingEmote: ; emote
db 4 ; # db 4 ; #
db 0, 0, 4, $f8 db 0, 0, 4, $f8
db 0, 8, 4, $f9 db 0, 8, 4, $f9
@ -255,13 +255,13 @@ Facing29: ; boulder dust 2
db 8, 8, 4, $ff db 8, 8, 4, $ff
; 4261 ; 4261
Facing30: ; 4261 FacingGrass1: ; 4261
db 2 ; # db 2 ; #
db 8, 0, 4, $fe db 8, 0, 4, $fe
db 8, 8, 4 | X_FLIP, $fe db 8, 8, 4 | X_FLIP, $fe
; 426a ; 426a
Facing31: ; 426a FacingGrass2: ; 426a
db 2 ; # db 2 ; #
db 9, -1, 4, $fe db 9, -1, 4, $fe
db 9, 9, 4 | X_FLIP, $fe db 9, 9, 4 | X_FLIP, $fe

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@ -15,12 +15,12 @@
Pointers445f: ; 445f Pointers445f: ; 445f
dw SetFacingStanding, SetFacingStanding ; 00 dw SetFacingStanding, SetFacingStanding ; 00
dw Function44b5, SetFacingCurrent ; 01 standing? dw SetFacingStandAction, SetFacingCurrent ; 01 standing?
dw Function44c1, SetFacingCurrent ; 02 walking? dw SetFacingStepAction, SetFacingCurrent ; 02 walking?
dw Function4508, SetFacingCurrent ; 03 bumping? dw SetFacingBumpAction, SetFacingCurrent ; 03 bumping?
dw Function4529, SetFacingCurrent ; 04 dw SetFacingCounterclockwiseSpin, SetFacingCurrent ; 04
dw Function4539, SetFacingStanding ; 05 dw SetFacingCounterclockwiseSpin2, SetFacingStanding ; 05
dw Function456e, Function456e ; 06 dw SetFacingFish, SetFacingFish ; 06
dw Function457b, SetFacingStanding ; 07 dw Function457b, SetFacingStanding ; 07
dw Function4582, Function4582 ; 08 dw Function4582, Function4582 ; 08
dw Function4589, Function4589 ; 09 dw Function4589, Function4589 ; 09
@ -29,7 +29,7 @@ Pointers445f: ; 445f
dw Function45be, Function45be ; 0b dw Function45be, Function45be ; 0b
dw Function45c5, Function45c5 ; 0d dw Function45c5, Function45c5 ; 0d
dw Function45da, SetFacingStanding ; 0e dw Function45da, SetFacingStanding ; 0e
dw Function45ed, SetFacingStanding ; 0f dw SetFacingGrassShake, SetFacingStanding ; 0f
dw Function44e4, SetFacingCurrent ; 10 dw Function44e4, SetFacingCurrent ; 10
; 44a3 ; 44a3
@ -49,16 +49,16 @@ SetFacingCurrent: ; 44aa
ret ret
; 44b5 ; 44b5
Function44b5: ; 44b5 SetFacingStandAction: ; 44b5
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and 1 and 1
jr nz, Function44c1 jr nz, SetFacingStepAction
jp SetFacingCurrent jp SetFacingCurrent
; 44c1 ; 44c1
Function44c1: ; 44c1 SetFacingStepAction: ; 44c1
ld hl, OBJECT_FLAGS1 ld hl, OBJECT_FLAGS1
add hl, bc add hl, bc
bit SLIDING, [hl] bit SLIDING, [hl]
@ -112,7 +112,7 @@ Function44e4: ; 44e4
ret ret
; 4508 ; 4508
Function4508: ; 4508 SetFacingBumpAction: ; 4508
ld hl, OBJECT_FLAGS1 ld hl, OBJECT_FLAGS1
add hl, bc add hl, bc
bit SLIDING, [hl] bit SLIDING, [hl]
@ -138,8 +138,8 @@ Function4508: ; 4508
ret ret
; 4529 ; 4529
Function4529: ; 4529 SetFacingCounterclockwiseSpin: ; 4529
call Function453f call CounterclockwiseSpinAction
ld hl, OBJECT_FACING ld hl, OBJECT_FACING
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
@ -150,12 +150,16 @@ Function4529: ; 4529
ret ret
; 4539 ; 4539
Function4539: ; 4539 SetFacingCounterclockwiseSpin2: ; 4539
call Function453f call CounterclockwiseSpinAction
jp SetFacingStanding jp SetFacingStanding
; 453f ; 453f
Function453f: ; 453f CounterclockwiseSpinAction: ; 453f
; Here, OBJECT_STEP_FRAME consists of two 2-bit components,
; using only bits 0,1 and 4,5.
; bits 0,1 is a timer (4 overworld frames)
; bits 4,5 determines the facing - the direction is counterclockwise.
ld hl, OBJECT_STEP_FRAME ld hl, OBJECT_STEP_FRAME
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
@ -195,11 +199,11 @@ Function453f: ; 453f
db OW_DOWN, OW_RIGHT, OW_UP, OW_LEFT db OW_DOWN, OW_RIGHT, OW_UP, OW_LEFT
; 456e ; 456e
Function456e: ; 456e SetFacingFish: ; 456e
call GetSpriteDirection call GetSpriteDirection
rrca rrca
rrca rrca
add $10 add FACING_FISH_DOWN
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], a ld [hl], a
@ -238,7 +242,7 @@ Function4590: ; 4590
jr z, Function45a4 jr z, Function45a4
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
ld [hl], FACING_04 ld [hl], FACING_STEP_UP_0
ret ret
; 45a4 ; 45a4
@ -305,7 +309,7 @@ Function45da: ; 45da
ret ret
; 45ed ; 45ed
Function45ed: ; 45ed SetFacingGrassShake: ; 45ed
ld hl, OBJECT_STEP_FRAME ld hl, OBJECT_STEP_FRAME
add hl, bc add hl, bc
inc [hl] inc [hl]
@ -313,9 +317,9 @@ Function45ed: ; 45ed
ld hl, OBJECT_FACING_STEP ld hl, OBJECT_FACING_STEP
add hl, bc add hl, bc
and 4 and 4
ld a, FACING_1E ld a, FACING_GRASS_1
jr z, .ok jr z, .ok
inc a ; FACING_1F inc a ; FACING_GRASS_2
.ok .ok
ld [hl], a ld [hl], a

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@ -965,7 +965,7 @@ MapObjectMovementPattern: ; 47dd
call ._MovementShadow_Grass_Emote_BoulderDust call ._MovementShadow_Grass_Emote_BoulderDust
ld hl, OBJECT_ACTION ld hl, OBJECT_ACTION
add hl, bc add hl, bc
ld [hl], PERSON_ACTION_0F ld [hl], PERSON_ACTION_GRASS_SHAKE
ld hl, OBJECT_STEP_DURATION ld hl, OBJECT_STEP_DURATION
add hl, de add hl, de
ld a, [hl] ld a, [hl]

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