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

View File

@ -55,9 +55,9 @@ SOUND_VIBRATO_DIR EQU 0
SOUND_PITCH_WHEEL_DIR EQU 1
; NoteFlags
NOTE_UNKN_0 EQU 0
NOTE_UNKN_1 EQU 1
NOTE_DUTY_OVERRIDE EQU 0
NOTE_FREQ_OVERRIDE EQU 1
NOTE_UNKN_3 EQU 3
NOTE_UNKN_4 EQU 4
NOTE_NOISE_SAMPLING EQU 4
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_0D
const PERSON_ACTION_0E
const PERSON_ACTION_0F
const PERSON_ACTION_GRASS_SHAKE
const PERSON_ACTION_10
const_def
const FACING_00
const FACING_01
const FACING_02
const FACING_03
const FACING_04
const FACING_05
const FACING_06
const FACING_07
const FACING_08
const FACING_09
const FACING_0A
const FACING_0B
const FACING_0C
const FACING_0D
const FACING_0E
const FACING_0F
const FACING_10
const FACING_11
const FACING_12
const FACING_13
const FACING_STEP_DOWN_0
const FACING_STEP_DOWN_1
const FACING_STEP_DOWN_2
const FACING_STEP_DOWN_3
const FACING_STEP_UP_0
const FACING_STEP_UP_1
const FACING_STEP_UP_2
const FACING_STEP_UP_3
const FACING_STEP_LEFT_0
const FACING_STEP_LEFT_1
const FACING_STEP_LEFT_2
const FACING_STEP_LEFT_3
const FACING_STEP_RIGHT_0
const FACING_STEP_RIGHT_1
const FACING_STEP_RIGHT_2
const FACING_STEP_RIGHT_3
const FACING_FISH_DOWN
const FACING_FISH_UP
const FACING_FISH_LEFT
const FACING_FISH_RIGHT
const FACING_EMOTE
const FACING_15
const FACING_16
@ -345,8 +345,8 @@ MAX_OUTDOOR_SPRITES EQU 23
const FACING_1B
const FACING_1C
const FACING_1D
const FACING_1E
const FACING_1F
const FACING_GRASS_1
const FACING_GRASS_2
const_def
const SPRITEANIMSTRUCT_INDEX ; 0

View File

@ -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_0D, $2e, $01, %1100 ; 21
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_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25

View File

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

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

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

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