InitMovementBuffer:: ld [wMovementBufferObject], a xor a ld [wMovementBufferCount], a ld a, $0 ; was BANK(wMovementBuffer) in G/S ld [wUnusedMovementBufferBank], a ld a, LOW(wMovementBuffer) ld [wUnusedMovementBufferPointer], a ld a, HIGH(wMovementBuffer) ld [wUnusedMovementBufferPointer + 1], a ret DecrementMovementBufferCount:: ld a, [wMovementBufferCount] and a ret z dec a ld [wMovementBufferCount], a ret AppendToMovementBuffer:: push hl push de ld hl, wMovementBufferCount ld e, [hl] inc [hl] ld d, 0 ld hl, wMovementBuffer add hl, de ld [hl], a pop de pop hl ret AppendToMovementBufferNTimes:: push af ld a, c and a jr nz, .okay pop af ret .okay pop af .loop call AppendToMovementBuffer dec c jr nz, .loop ret ComputePathToWalkToPlayer:: push af ; compare x coords, load left/right into h, and x distance into d ld a, b sub d ld h, LEFT jr nc, .got_x_distance dec a cpl ld h, RIGHT .got_x_distance ld d, a ; compare y coords, load up/down into l, and y distance into e ld a, c sub e ld l, UP jr nc, .got_y_distance dec a cpl ld l, DOWN .got_y_distance ld e, a ; if the x distance is less than the y distance, swap h and l, and swap d and e cp d jr nc, .done ld a, h ld h, l ld l, a ld a, d ld d, e ld e, a .done pop af ld b, a ; Add movement in the longer direction first... ld a, h call .GetMovementData ld c, d call AppendToMovementBufferNTimes ; ... then add the shorter direction. ld a, l call .GetMovementData ld c, e call AppendToMovementBufferNTimes ret .GetMovementData: push de push hl ld l, b ld h, 0 add hl, hl add hl, hl ld e, a ld d, 0 add hl, de ld de, .MovementData add hl, de ld a, [hl] pop hl pop de ret .MovementData: slow_step DOWN slow_step UP slow_step LEFT slow_step RIGHT step DOWN step UP step LEFT step RIGHT big_step DOWN big_step UP big_step LEFT big_step RIGHT