INCLUDE "data/sprites/facings.asm" INCLUDE "data/sprites/map_objects.asm" DeleteMapObject:: push bc ld hl, OBJECT_MAP_OBJECT_INDEX add hl, bc ld a, [hl] push af ld h, b ld l, c ld bc, OBJECT_LENGTH xor a call ByteFill pop af cp -1 jr z, .ok bit 7, a jr nz, .ok call GetMapObject ld hl, OBJECT_SPRITE add hl, bc ld [hl], -1 .ok pop bc ret HandleObjectStep: call CheckObjectStillVisible ret c call HandleStepType call HandleObjectAction ret CheckObjectStillVisible: ld hl, OBJECT_FLAGS2 add hl, bc res OBJ_FLAGS2_6, [hl] ld a, [wXCoord] ld e, a ld hl, OBJECT_MAP_X add hl, bc ld a, [hl] add 1 sub e jr c, .ok cp MAPOBJECT_SCREEN_WIDTH jr nc, .ok ld a, [wYCoord] ld e, a ld hl, OBJECT_MAP_Y add hl, bc ld a, [hl] add 1 sub e jr c, .ok cp MAPOBJECT_SCREEN_HEIGHT jr nc, .ok jr .yes .ok ld hl, OBJECT_FLAGS2 add hl, bc set OBJ_FLAGS2_6, [hl] ld a, [wXCoord] ld e, a ld hl, OBJECT_INIT_X add hl, bc ld a, [hl] add 1 sub e jr c, .ok2 cp MAPOBJECT_SCREEN_WIDTH jr nc, .ok2 ld a, [wYCoord] ld e, a ld hl, OBJECT_INIT_Y add hl, bc ld a, [hl] add 1 sub e jr c, .ok2 cp MAPOBJECT_SCREEN_HEIGHT jr nc, .ok2 .yes and a ret .ok2 ld hl, OBJECT_FLAGS1 add hl, bc bit WONT_DELETE_F, [hl] jr nz, .yes2 call DeleteMapObject scf ret .yes2 ld hl, OBJECT_FLAGS2 add hl, bc set OBJ_FLAGS2_6, [hl] and a ret HandleStepType: ld hl, OBJECT_STEP_TYPE add hl, bc ld a, [hl] and a jr z, .zero ld hl, OBJECT_FLAGS2 add hl, bc bit FROZEN_F, [hl] jr nz, .frozen cp STEP_TYPE_FROM_MOVEMENT jr z, .one jr .ok3 .zero call StepFunction_Reset ld hl, OBJECT_FLAGS2 add hl, bc bit FROZEN_F, [hl] jr nz, .frozen .one call StepFunction_FromMovement ld hl, OBJECT_STEP_TYPE add hl, bc ld a, [hl] and a ret z cp STEP_TYPE_FROM_MOVEMENT ret z .ok3 ld hl, StepTypesJumptable rst JumpTable ret .frozen ret HandleObjectAction: ld hl, OBJECT_FLAGS1 add hl, bc bit INVISIBLE_F, [hl] jr nz, SetFacingStanding ld hl, OBJECT_FLAGS2 add hl, bc bit OBJ_FLAGS2_6, [hl] jr nz, SetFacingStanding bit FROZEN_F, [hl] jr nz, _CallFrozenObjectAction ; use first column (normal) ld de, ObjectActionPairPointers jr CallObjectAction HandleFrozenObjectAction: ld hl, OBJECT_FLAGS1 add hl, bc bit INVISIBLE_F, [hl] jr nz, SetFacingStanding _CallFrozenObjectAction: ; use second column (frozen) ld de, ObjectActionPairPointers + 2 jr CallObjectAction ; pointless CallObjectAction: ld hl, OBJECT_ACTION add hl, bc ld a, [hl] ld l, a ld h, 0 add hl, hl add hl, hl add hl, de ld a, [hli] ld h, [hl] ld l, a call _hl_ ret INCLUDE "engine/overworld/map_object_action.asm" CopyCoordsTileToLastCoordsTile: ld hl, OBJECT_MAP_X add hl, bc ld a, [hl] ld hl, OBJECT_LAST_MAP_X add hl, bc ld [hl], a ld hl, OBJECT_MAP_Y add hl, bc ld a, [hl] ld hl, OBJECT_LAST_MAP_Y add hl, bc ld [hl], a ld hl, OBJECT_TILE add hl, bc ld a, [hl] ld hl, OBJECT_LAST_TILE add hl, bc ld [hl], a call SetTallGrassFlags ld hl, OBJECT_TILE add hl, bc ld a, [hl] call UselessAndA ret CopyLastCoordsToCoords: ld hl, OBJECT_LAST_MAP_X add hl, bc ld a, [hl] ld hl, OBJECT_MAP_X add hl, bc ld [hl], a ld hl, OBJECT_LAST_MAP_Y add hl, bc ld a, [hl] ld hl, OBJECT_MAP_Y add hl, bc ld [hl], a ret UpdateTallGrassFlags: ld hl, OBJECT_FLAGS2 add hl, bc bit OVERHEAD_F, [hl] jr z, .ok ld hl, OBJECT_TILE add hl, bc ld a, [hl] call SetTallGrassFlags .ok ld hl, OBJECT_TILE add hl, bc ld a, [hl] call UselessAndA ret c ; never happens ld hl, OBJECT_LAST_TILE add hl, bc ld a, [hl] call UselessAndA ret SetTallGrassFlags: call CheckSuperTallGrassTile jr z, .set call CheckGrassTile jr c, .reset .set ld hl, OBJECT_FLAGS2 add hl, bc set OVERHEAD_F, [hl] ret .reset ld hl, OBJECT_FLAGS2 add hl, bc res OVERHEAD_F, [hl] ret UselessAndA: and a ret EndSpriteMovement: xor a ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], a ld hl, OBJECT_MOVEMENT_INDEX add hl, bc ld [hli], a ld [hli], a ; OBJECT_STEP_INDEX ld [hli], a ; OBJECT_1D ld [hl], a ; OBJECT_1E ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ret InitStep: ld hl, OBJECT_WALKING add hl, bc ld [hl], a ld hl, OBJECT_FLAGS1 add hl, bc bit FIXED_FACING_F, [hl] jr nz, GetNextTile add a add a and %00001100 ld hl, OBJECT_DIRECTION add hl, bc ld [hl], a ; fallthrough GetNextTile: call GetStepVector ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], a ld a, d call GetStepVectorSign ld hl, OBJECT_LAST_MAP_X add hl, bc add [hl] ld hl, OBJECT_MAP_X add hl, bc ld [hl], a ld d, a ld a, e call GetStepVectorSign ld hl, OBJECT_LAST_MAP_Y add hl, bc add [hl] ld hl, OBJECT_MAP_Y add hl, bc ld [hl], a ld e, a push bc call GetCoordTile pop bc ld hl, OBJECT_TILE add hl, bc ld [hl], a ret AddStepVector: call GetStepVector ld hl, OBJECT_SPRITE_X add hl, bc ld a, [hl] add d ld [hl], a ld hl, OBJECT_SPRITE_Y add hl, bc ld a, [hl] add e ld [hl], a ret GetStepVector: ; Return (x, y, duration, speed) in (d, e, a, h). ld hl, OBJECT_WALKING add hl, bc ld a, [hl] and %00001111 add a add a ld l, a ld h, 0 ld de, StepVectors add hl, de ld d, [hl] inc hl ld e, [hl] inc hl ld a, [hli] ld h, [hl] ret StepVectors: ; x, y, duration, speed ; slow db 0, 1, 16, 1 db 0, -1, 16, 1 db -1, 0, 16, 1 db 1, 0, 16, 1 ; normal db 0, 2, 8, 2 db 0, -2, 8, 2 db -2, 0, 8, 2 db 2, 0, 8, 2 ; fast db 0, 4, 4, 4 db 0, -4, 4, 4 db -4, 0, 4, 4 db 4, 0, 4, 4 GetStepVectorSign: add a ret z ; 0 or 128 (-128) ld a, 1 ret nc ; +1 to +127 ld a, -1 ret ; -127 to -1 UpdatePlayerStep: ld hl, OBJECT_WALKING add hl, bc ld a, [hl] and %00000011 ld [wPlayerStepDirection], a call AddStepVector ld a, [wPlayerStepVectorX] add d ld [wPlayerStepVectorX], a ld a, [wPlayerStepVectorY] add e ld [wPlayerStepVectorY], a ld hl, wPlayerStepFlags set PLAYERSTEP_CONTINUE_F, [hl] ret GetMapObjectField: ; unreferenced push bc ld e, a ld d, 0 ld hl, OBJECT_MAP_OBJECT_INDEX add hl, bc ld a, [hl] call GetMapObject add hl, de ld a, [hl] pop bc ret RestoreDefaultMovement: ld hl, OBJECT_MAP_OBJECT_INDEX add hl, bc ld a, [hl] cp -1 jr z, .ok push bc call GetMapObject ld hl, MAPOBJECT_MOVEMENT add hl, bc ld a, [hl] pop bc ret .ok ld a, SPRITEMOVEDATA_STANDING_DOWN ret ObjectMovement_ZeroAnonJumptableIndex: ; unreferenced ld hl, OBJECT_MOVEMENT_INDEX add hl, bc ld [hl], 0 ret ObjectMovement_IncAnonJumptableIndex: ld hl, OBJECT_MOVEMENT_INDEX add hl, bc inc [hl] ret ObjectMovement_DecAnonJumptableIndex: ld hl, OBJECT_MOVEMENT_INDEX add hl, bc dec [hl] ret ObjectMovement_AnonJumptable: ld hl, OBJECT_MOVEMENT_INDEX add hl, bc ld a, [hl] pop hl rst JumpTable ret ObjectStep_ZeroAnonJumptableIndex: ld hl, OBJECT_STEP_INDEX add hl, bc ld [hl], 0 ret ObjectStep_IncAnonJumptableIndex: ld hl, OBJECT_STEP_INDEX add hl, bc inc [hl] ret ObjectStep_AnonJumptable: ld hl, OBJECT_STEP_INDEX add hl, bc ld a, [hl] pop hl rst JumpTable ret ObjectStep_GetAnonJumptableIndex: ; unreferenced ld hl, OBJECT_STEP_INDEX add hl, bc ld a, [hl] ret ObjectStep_SetAnonJumptableIndex: ; unreferenced ld hl, OBJECT_STEP_INDEX add hl, bc ld [hl], a ret StepFunction_Reset: ld hl, OBJECT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_MAP_Y add hl, bc ld e, [hl] push bc call GetCoordTile pop bc ld hl, OBJECT_TILE add hl, bc ld [hl], a call CopyCoordsTileToLastCoordsTile call EndSpriteMovement ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_FromMovement: call ObjectStep_ZeroAnonJumptableIndex call GetSpriteMovementFunction ld a, [hl] ld hl, .Pointers rst JumpTable ret .Pointers: ; entries correspond to SPRITEMOVEFN_* constants (see constants/map_object_constants.asm) table_width 2, StepFunction_FromMovement.Pointers dw MovementFunction_Null ; 00 dw MovementFunction_RandomWalkY ; 01 dw MovementFunction_RandomWalkX ; 02 dw MovementFunction_RandomWalkXY ; 03 dw MovementFunction_RandomSpinSlow ; 04 dw MovementFunction_RandomSpinFast ; 05 dw MovementFunction_Standing ; 06 dw MovementFunction_ObeyDPad ; 07 dw MovementFunction_Indexed1 ; 08 dw MovementFunction_Indexed2 ; 09 dw MovementFunction_0a ; 0a dw MovementFunction_0b ; 0b dw MovementFunction_0c ; 0c dw MovementFunction_0d ; 0d dw MovementFunction_0e ; 0e dw MovementFunction_Follow ; 0f dw MovementFunction_Script ; 10 dw MovementFunction_Strength ; 11 dw MovementFunction_FollowNotExact ; 12 dw MovementFunction_Shadow ; 13 dw MovementFunction_Emote ; 14 dw MovementFunction_BigStanding ; 15 dw MovementFunction_Bouncing ; 16 dw MovementFunction_ScreenShake ; 17 dw MovementFunction_SpinClockwise ; 18 dw MovementFunction_SpinCounterclockwise ; 19 dw MovementFunction_BoulderDust ; 1a dw MovementFunction_ShakingGrass ; 1b assert_table_length NUM_SPRITEMOVEFN MovementFunction_Null: ret MovementFunction_RandomWalkY: call Random ldh a, [hRandomAdd] and %00000001 jp _RandomWalkContinue MovementFunction_RandomWalkX: call Random ldh a, [hRandomAdd] and %00000001 or %00000010 jp _RandomWalkContinue MovementFunction_RandomWalkXY: call Random ldh a, [hRandomAdd] and %00000011 jp _RandomWalkContinue MovementFunction_RandomSpinSlow: call Random ldh a, [hRandomAdd] and %00001100 ld hl, OBJECT_DIRECTION add hl, bc ld [hl], a jp RandomStepDuration_Slow MovementFunction_RandomSpinFast: ld hl, OBJECT_DIRECTION add hl, bc ld a, [hl] and %00001100 ld d, a call Random ldh a, [hRandomAdd] and %00001100 cp d jr nz, .keep xor %00001100 .keep ld [hl], a jp RandomStepDuration_Fast MovementFunction_Standing: call CopyLastCoordsToCoords call EndSpriteMovement ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_STAND ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_RESTORE ret MovementFunction_ObeyDPad: ld hl, GetPlayerNextMovementIndex jp HandleMovementData MovementFunction_Indexed1: ld hl, GetIndexedMovementIndex1 jp HandleMovementData MovementFunction_Indexed2: ld hl, GetIndexedMovementIndex2 jp HandleMovementData MovementFunction_0a: jp _GetMovementObject MovementFunction_0b: jp _GetMovementObject MovementFunction_0c: jp _GetMovementObject MovementFunction_0d: ld hl, GetPlayerNextMovementIndex jp HandleMovementData MovementFunction_0e: jp _GetMovementObject MovementFunction_Follow: ld hl, GetFollowerNextMovementIndex jp HandleMovementData MovementFunction_Script: ld hl, GetMovementIndex jp HandleMovementData MovementFunction_Strength: call ObjectMovement_AnonJumptable .anon_dw dw .start dw .stop .start: ld hl, OBJECT_TILE add hl, bc ld a, [hl] call CheckPitTile jr z, .on_pit ld hl, OBJECT_FLAGS2 add hl, bc bit OBJ_FLAGS2_2, [hl] res OBJ_FLAGS2_2, [hl] jr z, .ok ld hl, OBJECT_RANGE add hl, bc ld a, [hl] and %00000011 or 0 call InitStep call CanObjectMoveInDirection jr c, .ok2 ld de, SFX_STRENGTH call PlaySFX call SpawnStrengthBoulderDust call UpdateTallGrassFlags ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_STRENGTH_BOULDER ret .ok2 call CopyLastCoordsToCoords .ok ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ret .on_pit call ObjectMovement_IncAnonJumptableIndex .stop: ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ret MovementFunction_FollowNotExact: ld hl, OBJECT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_MAP_Y add hl, bc ld e, [hl] ld hl, OBJECT_RANGE add hl, bc ld a, [hl] push bc call GetObjectStruct ld hl, OBJECT_WALKING add hl, bc ld a, [hl] cp STANDING jr z, .standing ld hl, OBJECT_LAST_MAP_X add hl, bc ld a, [hl] cp d jr z, .equal jr c, .less ld a, 3 jr .done .less ld a, 2 jr .done .equal ld hl, OBJECT_LAST_MAP_Y add hl, bc ld a, [hl] cp e jr z, .standing jr c, .less2 ld a, 0 jr .done .less2 ld a, 1 .done ld d, a ld hl, OBJECT_WALKING add hl, bc ld a, [hl] and %00001100 or d pop bc jp NormalStep .standing pop bc ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_STAND ret MovementFunction_BigStanding: call EndSpriteMovement ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_BIG_DOLL_SYM ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_STANDING ret MovementFunction_Bouncing: call EndSpriteMovement ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_BOUNCE ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_STANDING ret MovementFunction_SpinCounterclockwise: call ObjectMovement_AnonJumptable .anon_dw dw _MovementSpinInit dw _MovementSpinRepeat dw _MovementSpinTurnLeft MovementFunction_SpinClockwise: call ObjectMovement_AnonJumptable .anon_dw dw _MovementSpinInit dw _MovementSpinRepeat dw _MovementSpinTurnRight _MovementSpinInit: call EndSpriteMovement call ObjectMovement_IncAnonJumptableIndex ; fallthrough _MovementSpinRepeat: ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_STAND ld hl, OBJECT_RANGE add hl, bc ld a, [hl] ld a, $10 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], a ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_SLEEP call ObjectMovement_IncAnonJumptableIndex ret _MovementSpinTurnLeft: ld de, .facings_counterclockwise call _MovementSpinNextFacing jr MovementFunction_SpinCounterclockwise .facings_counterclockwise: db OW_RIGHT db OW_LEFT db OW_DOWN db OW_UP _MovementSpinTurnRight: ld de, .facings_clockwise call _MovementSpinNextFacing jr MovementFunction_SpinClockwise .facings_clockwise: db OW_LEFT db OW_RIGHT db OW_UP db OW_DOWN _MovementSpinNextFacing: ld hl, OBJECT_DIRECTION add hl, bc ld a, [hl] and %00001100 rrca rrca push hl ld l, a ld h, 0 add hl, de ld a, [hl] pop hl ld [hl], a call ObjectMovement_DecAnonJumptableIndex ret MovementFunction_Shadow: call InitMovementField1dField1e ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_SHADOW ld hl, OBJECT_STEP_DURATION add hl, de ld a, [hl] inc a add a add 0 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], a ld hl, OBJECT_WALKING add hl, de ld a, [hl] maskbits NUM_DIRECTIONS ld d, 1 * TILE_WIDTH + 6 cp DOWN jr z, .ok cp UP jr z, .ok ld d, 1 * TILE_WIDTH + 4 .ok ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], d ld hl, OBJECT_SPRITE_X_OFFSET add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_TRACKING_OBJECT ret MovementFunction_Emote: call EndSpriteMovement call InitMovementField1dField1e ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_EMOTE ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 0 ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], -2 * TILE_WIDTH ld hl, OBJECT_SPRITE_X_OFFSET add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_TRACKING_OBJECT ret MovementFunction_BoulderDust: call EndSpriteMovement call InitMovementField1dField1e ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_BOULDER_DUST ld hl, OBJECT_STEP_DURATION add hl, de ld a, [hl] inc a add a ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], a ld hl, OBJECT_WALKING add hl, de ld a, [hl] and %00000011 ld e, a ld d, 0 ld hl, .dust_coords add hl, de add hl, de ld d, [hl] inc hl ld e, [hl] ld hl, OBJECT_SPRITE_X_OFFSET add hl, bc ld [hl], d ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], e ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_TRACKING_OBJECT ret .dust_coords: ; x, y db 0, -4 db 0, 8 db 6, 2 db -6, 2 MovementFunction_ShakingGrass: call EndSpriteMovement call InitMovementField1dField1e ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_GRASS_SHAKE ld hl, OBJECT_STEP_DURATION add hl, de ld a, [hl] add -1 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], a ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_TRACKING_OBJECT ret InitMovementField1dField1e: ld hl, OBJECT_RANGE add hl, bc ld a, [hl] push bc call GetObjectStruct ld d, b ld e, c pop bc ld hl, OBJECT_1D add hl, bc ld [hl], e inc hl ; OBJECT_1E ld [hl], d ret MovementFunction_ScreenShake: call EndSpriteMovement ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_00 ld hl, OBJECT_RANGE add hl, bc ld a, [hl] call .GetDurationAndField1e ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], e ld hl, OBJECT_1E add hl, bc ld [hl], a ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_SCREENSHAKE ret .GetDurationAndField1e: ld d, a and %00111111 ld e, a ld a, d rlca rlca and %00000011 ld d, a inc d ld a, 1 .loop dec d ret z add a jr .loop _RandomWalkContinue: call InitStep call CanObjectMoveInDirection jr c, .new_duration call UpdateTallGrassFlags ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_STEP ld hl, wCenteredObject ldh a, [hMapObjectIndex] cp [hl] jr z, .centered ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_CONTINUE_WALK ret .centered ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_PLAYER_WALK ret .new_duration: call EndSpriteMovement call CopyLastCoordsToCoords ; fallthrough RandomStepDuration_Slow: call Random ldh a, [hRandomAdd] and %01111111 jr _SetRandomStepDuration RandomStepDuration_Fast: call Random ldh a, [hRandomAdd] and %00011111 _SetRandomStepDuration: ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], a ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_STAND ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_SLEEP ret StepTypesJumptable: ; entries correspond to STEP_TYPE_* constants (see constants/map_object_constants.asm) table_width 2, StepTypesJumptable dw StepFunction_Reset ; 00 dw StepFunction_FromMovement ; 01 dw StepFunction_NPCWalk ; 02 dw StepFunction_Sleep ; 03 dw StepFunction_Standing ; 04 dw StepFunction_Restore ; 05 dw StepFunction_PlayerWalk ; 06 dw StepFunction_ContinueWalk ; 07 dw StepFunction_NPCJump ; 08 dw StepFunction_PlayerJump ; 09 dw StepFunction_Turn ; 0a dw StepFunction_Bump ; 0b dw StepFunction_TeleportFrom ; 0c dw StepFunction_TeleportTo ; 0d dw StepFunction_Skyfall ; 0e dw StepFunction_StrengthBoulder ; 0f dw StepFunction_GotBite ; 10 dw StepFunction_RockSmash ; 11 dw StepFunction_DigTo ; 12 dw StepFunction_TrackingObject ; 13 dw StepFunction_14 ; 14 dw StepFunction_ScreenShake ; 15 dw StepFunction_16 ; 16 dw StepFunction_17 ; 17 dw StepFunction_Delete ; 18 dw StepFunction_SkyfallTop ; 19 assert_table_length NUM_STEP_TYPES WaitStep_InPlace: ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_NPCJump: call ObjectStep_AnonJumptable .anon_dw dw .Jump dw .Land .Jump: call AddStepVector call UpdateJumpPosition ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyCoordsTileToLastCoordsTile call GetNextTile ld hl, OBJECT_FLAGS2 add hl, bc res OVERHEAD_F, [hl] call ObjectStep_IncAnonJumptableIndex ret .Land: call AddStepVector call UpdateJumpPosition ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyCoordsTileToLastCoordsTile ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_PlayerJump: call ObjectStep_AnonJumptable .anon_dw dw .initjump dw .stepjump dw .initland dw .stepland .initjump ld hl, wPlayerStepFlags set PLAYERSTEP_START_F, [hl] call ObjectStep_IncAnonJumptableIndex .stepjump call UpdateJumpPosition call UpdatePlayerStep ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyCoordsTileToLastCoordsTile ld hl, OBJECT_FLAGS2 add hl, bc res OVERHEAD_F, [hl] ld hl, wPlayerStepFlags set PLAYERSTEP_STOP_F, [hl] set PLAYERSTEP_MIDAIR_F, [hl] call ObjectStep_IncAnonJumptableIndex ret .initland call GetNextTile ld hl, wPlayerStepFlags set PLAYERSTEP_START_F, [hl] call ObjectStep_IncAnonJumptableIndex .stepland call UpdateJumpPosition call UpdatePlayerStep ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, wPlayerStepFlags set PLAYERSTEP_STOP_F, [hl] call CopyCoordsTileToLastCoordsTile ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_TeleportFrom: call ObjectStep_AnonJumptable .anon_dw dw .InitSpin dw .DoSpin dw .InitSpinRise dw .DoSpinRise .InitSpin: ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call ObjectStep_IncAnonJumptableIndex .DoSpin: ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_SPIN ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call ObjectStep_IncAnonJumptableIndex ret .InitSpinRise: ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_JUMP_HEIGHT add hl, bc ld [hl], $10 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 ld hl, OBJECT_FLAGS2 add hl, bc res OVERHEAD_F, [hl] call ObjectStep_IncAnonJumptableIndex .DoSpinRise: ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_SPIN ld hl, OBJECT_JUMP_HEIGHT add hl, bc inc [hl] ld a, [hl] ld d, $60 call Sine ld a, h sub $60 ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], a ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_TeleportTo: call ObjectStep_AnonJumptable .anon_dw dw .InitWait dw .DoWait dw .InitDescent dw .DoDescent dw .InitFinalSpin dw .DoFinalSpin dw .FinishStep .InitWait: ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_00 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call ObjectStep_IncAnonJumptableIndex ret .DoWait: ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call ObjectStep_IncAnonJumptableIndex .InitDescent: ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_JUMP_HEIGHT add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call ObjectStep_IncAnonJumptableIndex ret .DoDescent: ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_SPIN ld hl, OBJECT_JUMP_HEIGHT add hl, bc inc [hl] ld a, [hl] ld d, $60 call Sine ld a, h sub $60 ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], a ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call ObjectStep_IncAnonJumptableIndex .InitFinalSpin: ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call ObjectStep_IncAnonJumptableIndex ret .DoFinalSpin: ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_SPIN ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz .FinishStep: ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_Skyfall: call ObjectStep_AnonJumptable .anon_dw dw .Init dw .Step dw .Fall dw .Finish .Init: ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_00 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call ObjectStep_IncAnonJumptableIndex .Step: ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_STEP ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_JUMP_HEIGHT add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call ObjectStep_IncAnonJumptableIndex .Fall: ld hl, OBJECT_JUMP_HEIGHT add hl, bc inc [hl] ld a, [hl] ld d, $60 call Sine ld a, h sub $60 ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], a ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call ObjectStep_IncAnonJumptableIndex .Finish: ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_GotBite: call ObjectStep_AnonJumptable .anon_dw dw .Init dw .Run .Init: ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 8 ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], 0 call ObjectStep_IncAnonJumptableIndex .Run: ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld a, [hl] xor 1 ld [hl], a ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_RockSmash: call .Step jp WaitStep_InPlace .Step: ld hl, OBJECT_STEP_DURATION add hl, bc ld a, [hl] and %00000001 ld a, OBJECT_ACTION_STAND jr z, .yes ld a, OBJECT_ACTION_00 .yes ld hl, OBJECT_ACTION add hl, bc ld [hl], a ret StepFunction_DigTo: ld hl, OBJECT_STEP_DURATION add hl, bc ld a, [hl] and %00000001 ld a, OBJECT_ACTION_SPIN jr z, .yes ld a, OBJECT_ACTION_SPIN_FLICKER .yes ld hl, OBJECT_ACTION add hl, bc ld [hl], a jp WaitStep_InPlace StepFunction_Sleep: ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_Delete: ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz jp DeleteMapObject StepFunction_Bump: ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_Restore: call ObjectStep_AnonJumptable .anon_dw dw .Reset dw StepFunction_Standing .Reset: call RestoreDefaultMovement call GetInitialFacing ld hl, OBJECT_DIRECTION add hl, bc ld [hl], a call ObjectStep_IncAnonJumptableIndex ; fallthrough StepFunction_Standing: call Stubbed_UpdateYOffset ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ret StepFunction_NPCWalk: call Stubbed_UpdateYOffset call AddStepVector ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyCoordsTileToLastCoordsTile ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_ContinueWalk: call AddStepVector ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyCoordsTileToLastCoordsTile jp RandomStepDuration_Slow StepFunction_PlayerWalk: call ObjectStep_AnonJumptable .anon_dw dw .init dw .step .init ld hl, wPlayerStepFlags set PLAYERSTEP_START_F, [hl] call ObjectStep_IncAnonJumptableIndex .step call UpdatePlayerStep ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, wPlayerStepFlags set PLAYERSTEP_STOP_F, [hl] call CopyCoordsTileToLastCoordsTile ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_Turn: call ObjectStep_AnonJumptable .anon_dw dw .init1 dw .step1 dw .init2 dw .step2 .init1 ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_FRAME add hl, bc ld a, [hl] ld [hl], 4 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 1 call ObjectStep_IncAnonJumptableIndex .step1 ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call ObjectStep_IncAnonJumptableIndex .init2 ld hl, OBJECT_1D ; new facing add hl, bc ld a, [hl] ld hl, OBJECT_DIRECTION add hl, bc ld [hl], a ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 3 call ObjectStep_IncAnonJumptableIndex .step2 ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_StrengthBoulder: call AddStepVector ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz push bc ld hl, OBJECT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_MAP_Y add hl, bc ld e, [hl] ld hl, OBJECT_MAP_OBJECT_INDEX add hl, bc ld a, [hl] ld b, a farcall CopyDECoordsToMapObject pop bc ld hl, OBJECT_FLAGS2 add hl, bc res OBJ_FLAGS2_2, [hl] call CopyCoordsTileToLastCoordsTile ld hl, OBJECT_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret StepFunction_TrackingObject: ld hl, OBJECT_1D add hl, bc ld e, [hl] inc hl ld d, [hl] ld hl, OBJECT_SPRITE add hl, de ld a, [hl] and a jr z, .nope ld hl, OBJECT_SPRITE_X add hl, de ld a, [hl] ld hl, OBJECT_SPRITE_X add hl, bc ld [hl], a ld hl, OBJECT_SPRITE_Y add hl, de ld a, [hl] ld hl, OBJECT_SPRITE_Y add hl, bc ld [hl], a ld hl, OBJECT_STEP_DURATION add hl, bc ld a, [hl] and a ret z dec [hl] ret nz .nope jp DeleteMapObject StepFunction_14: StepFunction_ScreenShake: call ObjectStep_AnonJumptable .anon_dw dw .Init dw .Run .Init: xor a ld hl, OBJECT_1D add hl, bc ld [hl], a call ObjectStep_IncAnonJumptableIndex .Run: ld hl, OBJECT_1D add hl, bc ld d, [hl] ld a, [wPlayerStepVectorY] sub d ld [wPlayerStepVectorY], a ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] jr z, .ok ld a, [hl] call .GetSign ld hl, OBJECT_1D add hl, bc ld [hl], a ld d, a ld a, [wPlayerStepVectorY] add d ld [wPlayerStepVectorY], a ret .ok call DeleteMapObject ret .GetSign: ld hl, OBJECT_1E add hl, bc and 1 ld a, [hl] ret z cpl inc a ret StepFunction_16: call ObjectStep_AnonJumptable ; jumptable was dummied out here StepFunction_17: call ObjectStep_AnonJumptable .anon_dw dw .null dw .null dw .null .null StepFunction_SkyfallTop: call ObjectStep_AnonJumptable .anon_dw dw .Init dw .Run .Init: ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_SKYFALL ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call ObjectStep_IncAnonJumptableIndex .Run: ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], $60 ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_FROM_MOVEMENT ret Stubbed_UpdateYOffset: ; dummied out ret ld hl, OBJECT_1D add hl, bc inc [hl] ld a, [hl] srl a srl a and %00000111 ld l, a ld h, 0 ld de, .y_offsets add hl, de ld a, [hl] ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], a ret .y_offsets: db 0, -1, -2, -3, -4, -3, -2, -1 UpdateJumpPosition: call GetStepVector ld a, h ld hl, OBJECT_JUMP_HEIGHT add hl, bc ld e, [hl] add e ld [hl], a nop srl e ld d, 0 ld hl, .y_offsets add hl, de ld a, [hl] ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], a ret .y_offsets: db -4, -6, -8, -10, -11, -12, -12, -12 db -11, -10, -9, -8, -6, -4, 0, 0 GetPlayerNextMovementIndex: ; copy [wPlayerNextMovement] to [wPlayerMovement] ld a, [wPlayerNextMovement] ld hl, wPlayerMovement ld [hl], a ; load [wPlayerNextMovement] with movement_step_sleep ld a, movement_step_sleep ld [wPlayerNextMovement], a ; recover the previous value of [wPlayerNextMovement] ld a, [hl] ret GetMovementIndex: ld hl, wMovementDataBank call _GetMovementIndex ret GetIndexedMovementIndex1: ld hl, OBJECT_MOVEMENT_INDEX add hl, bc ld e, [hl] inc [hl] ld d, 0 ld hl, wMovementObject ld a, [hli] ld h, [hl] ld l, a add hl, de ld a, [hl] ret GetIndexedMovementIndex2: ld hl, OBJECT_MOVEMENT_INDEX add hl, bc ld e, [hl] inc [hl] ld d, 0 ld hl, wIndexedMovement2Pointer ld a, [hli] ld h, [hl] ld l, a add hl, de ld a, [hl] ret _GetMovementObject: ld hl, GetMovementObject jp HandleMovementData GetMovementObject: ld a, [wMovementObject] ret HandleMovementData: call .StorePointer .loop xor a ld [wContinueReadingMovement], a call JumpMovementPointer call DoMovementFunction ld a, [wContinueReadingMovement] and a jr nz, .loop ret .StorePointer: ld a, l ld [wMovementPointer], a ld a, h ld [wMovementPointer + 1], a ret JumpMovementPointer: ld hl, wMovementPointer ld a, [hli] ld h, [hl] ld l, a jp hl ContinueReadingMovement: ld a, TRUE ld [wContinueReadingMovement], a ret DoMovementFunction: push af call ApplyMovementToFollower pop af ld hl, MovementPointers rst JumpTable ret INCLUDE "engine/overworld/movement.asm" ApplyMovementToFollower: ld e, a ld a, [wObjectFollow_Follower] cp -1 ret z ld a, [wObjectFollow_Leader] ld d, a ldh a, [hMapObjectIndex] cp d ret nz ld a, e cp movement_step_sleep ret z cp movement_step_end ret z cp movement_step_4b ret z cp movement_step_bump ret z cp movement_slow_step ret c push af ld hl, wFollowerMovementQueueLength inc [hl] ld e, [hl] ld d, 0 ld hl, wFollowMovementQueue add hl, de pop af ld [hl], a ret GetFollowerNextMovementIndex: ld hl, wFollowerMovementQueueLength ld a, [hl] and a jr z, .done cp -1 jr z, .done dec [hl] ld e, a ld d, 0 ld hl, wFollowMovementQueue add hl, de inc e ld a, -1 .loop ld d, [hl] ld [hld], a ld a, d dec e jr nz, .loop ret .done call .CancelFollowIfLeaderMissing ret c ld a, movement_step_sleep ret .CancelFollowIfLeaderMissing: ld a, [wObjectFollow_Leader] cp -1 jr z, .nope push bc call GetObjectStruct ld hl, OBJECT_SPRITE add hl, bc ld a, [hl] pop bc and a jr z, .nope and a ret .nope ld a, -1 ld [wObjectFollow_Follower], a ld a, movement_step_end scf ret SpawnShadow: push bc ld de, .ShadowObject call CopyTempObjectData call InitTempObject pop bc ret .ShadowObject: ; vtile, palette, movement db $00, PAL_OW_GREY, SPRITEMOVEDATA_SHADOW SpawnStrengthBoulderDust: push bc ld de, .BoulderDustObject call CopyTempObjectData call InitTempObject pop bc ret .BoulderDustObject: ; vtile, palette, movement db $00, PAL_OW_GREY, SPRITEMOVEDATA_BOULDERDUST SpawnEmote: push bc ld de, .EmoteObject call CopyTempObjectData call InitTempObject pop bc ret .EmoteObject: ; vtile, palette, movement db $00, PAL_OW_GREY, SPRITEMOVEDATA_EMOTE ShakeGrass: push bc ld de, .GrassObject call CopyTempObjectData call InitTempObject pop bc ret .GrassObject: ; vtile, palette, movement db $00, PAL_OW_TREE, SPRITEMOVEDATA_GRASS ShakeScreen: push bc push af ld de, .ScreenShakeObject call CopyTempObjectData pop af ld [wTempObjectCopyRange], a call InitTempObject pop bc ret .ScreenShakeObject: ; vtile, palette, movement db $00, PAL_OW_GREY, SPRITEMOVEDATA_SCREENSHAKE DespawnEmote: push bc ldh a, [hMapObjectIndex] ld c, a call .DeleteEmote pop bc ret .DeleteEmote: ld de, wObjectStructs ld a, NUM_OBJECT_STRUCTS .loop push af ld hl, OBJECT_FLAGS1 add hl, de bit EMOTE_OBJECT_F, [hl] jr z, .next ld hl, OBJECT_SPRITE add hl, de ld a, [hl] and a jr z, .next push bc xor a ld bc, OBJECT_LENGTH call ByteFill pop bc .next ld hl, OBJECT_LENGTH add hl, de ld d, h ld e, l pop af dec a jr nz, .loop ret InitTempObject: call FindFirstEmptyObjectStruct ret nc ld d, h ld e, l farcall CopyTempObjectToObjectStruct ret CopyTempObjectData: ; load into wTempObjectCopy: ; -1, -1, [de], [de + 1], [de + 2], [hMapObjectIndex], [NextMapX], [NextMapY], -1 ; This spawns the object at the same place as whichever object is loaded into bc. ld hl, wTempObjectCopyMapObjectIndex ld [hl], -1 inc hl ld [hl], -1 inc hl ld a, [de] inc de ld [hli], a ld a, [de] inc de ld [hli], a ld a, [de] ld [hli], a ldh a, [hMapObjectIndex] ld [hli], a push hl ld hl, OBJECT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_MAP_Y add hl, bc ld e, [hl] pop hl ld [hl], d inc hl ld [hl], e inc hl ld [hl], -1 ret UpdateAllObjectsFrozen:: ld a, [wVramState] bit 0, a ret z ld bc, wObjectStructs xor a .loop ldh [hMapObjectIndex], a call DoesObjectHaveASprite jr z, .ok call UpdateObjectFrozen .ok ld hl, OBJECT_LENGTH add hl, bc ld b, h ld c, l ldh a, [hMapObjectIndex] inc a cp NUM_OBJECT_STRUCTS jr nz, .loop ret RespawnPlayerAndOpponent: ; called at battle start call HideAllObjects ld a, PLAYER call RespawnObject ld a, [wBattleScriptFlags] bit 7, a jr z, .skip_opponent ldh a, [hLastTalked] and a jr z, .skip_opponent call RespawnObject .skip_opponent call _UpdateActiveSprites ret RespawnPlayer: call HideAllObjects ld a, PLAYER call RespawnObject call _UpdateActiveSprites ret RespawnObject: cp NUM_OBJECTS ret nc call GetMapObject ld hl, MAPOBJECT_OBJECT_STRUCT_ID add hl, bc ld a, [hl] cp -1 ret z cp NUM_OBJECT_STRUCTS ret nc call GetObjectStruct call DoesObjectHaveASprite ret z call UpdateRespawnedObjectFrozen ret HideAllObjects: xor a ld bc, wObjectStructs .loop ldh [hMapObjectIndex], a call SetFacing_Standing ld hl, OBJECT_LENGTH add hl, bc ld b, h ld c, l ldh a, [hMapObjectIndex] inc a cp NUM_OBJECT_STRUCTS jr nz, .loop ret UpdateObjectFrozen: push bc call CheckObjectCoveredByTextbox pop bc jr c, SetFacing_Standing call CheckObjectOnScreen jr c, SetFacing_Standing call UpdateObjectTile call HandleFrozenObjectAction xor a ret UpdateRespawnedObjectFrozen: call CheckObjectOnScreen jr c, SetFacing_Standing call HandleFrozenObjectAction xor a ret SetFacing_Standing: ld hl, OBJECT_FACING add hl, bc ld [hl], STANDING scf ret UpdateObjectTile: push bc ld hl, OBJECT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_MAP_Y add hl, bc ld e, [hl] call GetCoordTile pop bc ld hl, OBJECT_TILE add hl, bc ld [hl], a call UpdateTallGrassFlags ret CheckObjectOnScreen: ld hl, OBJECT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_MAP_Y add hl, bc ld e, [hl] inc d inc e ld a, [wXCoord] cp d jr z, .equal_x jr nc, .nope add MAPOBJECT_SCREEN_WIDTH - 1 cp d jr c, .nope .equal_x ld a, [wYCoord] cp e jr z, .equal_y jr nc, .nope add MAPOBJECT_SCREEN_HEIGHT - 1 cp e jr c, .nope .equal_y xor a ret .nope scf ret CheckObjectCoveredByTextbox: ; Check whether the object fits in the screen width. ld a, [wPlayerBGMapOffsetX] ld d, a ld hl, OBJECT_SPRITE_X_OFFSET add hl, bc ld a, [hl] ld hl, OBJECT_SPRITE_X add hl, bc add [hl] add d cp $f0 jr nc, .ok1 cp SCREEN_WIDTH_PX jp nc, .disappear .ok1 ; Account for objects currently moving left/right. and %00000111 ld d, 2 cp TILE_WIDTH / 2 jr c, .ok2 ld d, 3 .ok2 ; Convert pixels to tiles. ld a, [hl] srl a srl a srl a cp SCREEN_WIDTH jr c, .ok3 sub BG_MAP_WIDTH .ok3 ldh [hCurSpriteXCoord], a ; Check whether the object fits in the screen height. ld a, [wPlayerBGMapOffsetY] ld e, a ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld a, [hl] ld hl, OBJECT_SPRITE_Y add hl, bc add [hl] add e cp $f0 jr nc, .ok4 cp SCREEN_HEIGHT_PX jr nc, .disappear .ok4 ; Account for objects currently moving up/down. and %00000111 ld e, 2 cp TILE_WIDTH / 2 jr c, .ok5 ld e, 3 .ok5 ; Convert pixels to tiles. ld a, [hl] srl a srl a srl a cp SCREEN_HEIGHT jr c, .ok6 sub BG_MAP_HEIGHT .ok6 ldh [hCurSpriteYCoord], a ; Account for big objects that are twice as wide and high. ld hl, OBJECT_PALETTE add hl, bc bit BIG_OBJECT_F, [hl] jr z, .ok7 ld a, d add 2 ld d, a ld a, e add 2 ld e, a .ok7 ld a, d ldh [hCurSpriteXPixel], a .loop ldh a, [hCurSpriteXPixel] ld d, a ldh a, [hCurSpriteYCoord] add e dec a ld b, a .next ldh a, [hCurSpriteXCoord] add d dec a ld c, a push bc call ScrollAwareCoord2Tile pop bc ; NPCs disappear if standing on tiles FIRST_REGULAR_TEXT_CHAR or above, ; since those IDs are for text characters and textbox frames. ; - if 1bpp text, a single textbox tile overlapping with the sprite makes it disappear. ; - if 2bpp text, sprite only disappears if ALL overlapping tiles are textbox tiles. ld a, [hl] cp FIRST_REGULAR_TEXT_CHAR jr c, .object_not_in_textbox ;.object_in_textbox ld a, [wText2bpp] and a jr z, .disappear jr .ok8 .object_not_in_textbox ld a, [wText2bpp] and a jr nz, .not_disappear .ok8 dec d jr nz, .next .ok9 ; while sprites are centered to tiles in the X axis exactly on top of two adjacent horizonal tiles, ; in the Y axis they occupy 4-8-4 pixels of adjacent vertical tiles instead. ; this is why we loop here one more time (thrice for regular-sized sprites) than horizontally. dec e ld a, e cp $ff jr nz, .loop ; if we managed make it here without returning early, there are only two options: ; - if 1bpp text, the sprite is wholly outside of a textbox ; - if 2bpp text, the sprite is wholly inside a textbox ld a, [wText2bpp] and a jr z, .not_disappear .disappear scf ret .not_disappear and a ret HandleNPCStep:: call ResetStepVector call DoStepsForAllObjects ret ResetStepVector: xor a ld [wPlayerStepVectorX], a ld [wPlayerStepVectorY], a ld [wPlayerStepFlags], a ld a, STANDING ld [wPlayerStepDirection], a ret DoStepsForAllObjects: ld bc, wObjectStructs xor a .loop ldh [hMapObjectIndex], a call DoesObjectHaveASprite jr z, .next call HandleObjectStep .next ld hl, OBJECT_LENGTH add hl, bc ld b, h ld c, l ldh a, [hMapObjectIndex] inc a cp NUM_OBJECT_STRUCTS jr nz, .loop ret RefreshPlayerSprite: ld a, movement_step_sleep ld [wPlayerNextMovement], a ld [wPlayerMovement], a xor a ld [wPlayerTurningDirection], a ld [wPlayerStepFrame], a call TryResetPlayerAction farcall CheckWarpFacingDown call c, SpawnInFacingDown call SpawnInCustomFacing ret TryResetPlayerAction: ld hl, wPlayerSpriteSetupFlags bit PLAYERSPRITESETUP_RESET_ACTION_F, [hl] jr nz, .ok ret .ok ld a, OBJECT_ACTION_00 ld [wPlayerAction], a ret SpawnInCustomFacing: ld hl, wPlayerSpriteSetupFlags bit PLAYERSPRITESETUP_CUSTOM_FACING_F, [hl] ret z ld a, [wPlayerSpriteSetupFlags] and PLAYERSPRITESETUP_FACING_MASK add a add a jr _ContinueSpawnFacing SpawnInFacingDown: ld a, DOWN _ContinueSpawnFacing: ld bc, wPlayerStruct call SetSpriteDirection ret _SetPlayerPalette: ld a, d and 1 << 7 ret z ld bc, 0 ; debug? ld hl, OBJECT_DIRECTION add hl, bc ld a, [hl] or d ld [hl], a ld a, d swap a and PALETTE_MASK ld d, a ld bc, wPlayerStruct ld hl, OBJECT_PALETTE add hl, bc ld a, [hl] and ~PALETTE_MASK or d ld [hl], a ret StartFollow:: push bc ld a, b call SetLeaderIfVisible pop bc ret c ld a, c call SetFollowerIfVisible farcall QueueFollowerFirstStep ret SetLeaderIfVisible: call CheckObjectVisibility ret c ldh a, [hObjectStructIndex] ld [wObjectFollow_Leader], a ret StopFollow:: call ResetLeader call ResetFollower ret ResetLeader: ld a, -1 ld [wObjectFollow_Leader], a ret SetFollowerIfVisible: push af call ResetFollower pop af call CheckObjectVisibility ret c ld hl, OBJECT_MOVEMENT_TYPE add hl, bc ld [hl], SPRITEMOVEDATA_FOLLOWING ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_RESET ldh a, [hObjectStructIndex] ld [wObjectFollow_Follower], a ret ResetFollower: ld a, [wObjectFollow_Follower] cp -1 ret z call GetObjectStruct call ResetObject ld a, -1 ld [wObjectFollow_Follower], a ret FreezeAllOtherObjects:: ld a, c call CheckObjectVisibility ret c push bc call FreezeAllObjects pop bc ld hl, OBJECT_FLAGS2 add hl, bc res FROZEN_F, [hl] xor a ret FreezeObject: ; unreferenced call CheckObjectVisibility ret c ld hl, OBJECT_FLAGS2 add hl, bc set FROZEN_F, [hl] xor a ret FreezeAllObjects: ld bc, wObjectStructs xor a .loop push af call DoesObjectHaveASprite jr z, .next ld hl, OBJECT_FLAGS2 add hl, bc set FROZEN_F, [hl] .next ld hl, OBJECT_LENGTH add hl, bc ld b, h ld c, l pop af inc a cp NUM_OBJECT_STRUCTS jr nz, .loop ret _UnfreezeFollowerObject:: ld a, [wObjectFollow_Leader] cp -1 ret z push bc call GetObjectStruct ld hl, OBJECT_MAP_OBJECT_INDEX add hl, bc ld a, [hl] pop bc cp c ret nz ld a, [wObjectFollow_Follower] cp -1 ret z call GetObjectStruct ld hl, OBJECT_FLAGS2 add hl, bc res FROZEN_F, [hl] ret UnfreezeAllObjects:: push bc ld bc, wObjectStructs xor a .loop push af call DoesObjectHaveASprite jr z, .next ld hl, OBJECT_FLAGS2 add hl, bc res FROZEN_F, [hl] .next ld hl, OBJECT_LENGTH add hl, bc ld b, h ld c, l pop af inc a cp NUM_OBJECT_STRUCTS jr nz, .loop pop bc ret UnfreezeObject: ; unreferenced call CheckObjectVisibility ret c ld hl, OBJECT_FLAGS2 add hl, bc res FROZEN_F, [hl] ret ResetObject: ld hl, OBJECT_MAP_OBJECT_INDEX add hl, bc ld a, [hl] cp -1 jp z, .set_standing push bc call GetMapObject ld hl, MAPOBJECT_MOVEMENT add hl, bc ld a, [hl] pop bc ld hl, OBJECT_MOVEMENT_TYPE add hl, bc ld [hl], a ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_RESET ret .set_standing: call GetSpriteDirection rrca rrca ld e, a ld d, 0 ld hl, .standing_movefns add hl, de ld a, [hl] ld hl, OBJECT_MOVEMENT_TYPE add hl, bc ld [hl], a ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_RESET ret .standing_movefns: db SPRITEMOVEDATA_STANDING_DOWN db SPRITEMOVEDATA_STANDING_UP db SPRITEMOVEDATA_STANDING_LEFT db SPRITEMOVEDATA_STANDING_RIGHT _UpdateActiveSpritesAfterOffset:: ld a, [wVramState] bit 0, a ret z jr _UpdateActiveSprites.go _UpdateActiveSprites:: ld a, [wVramState] bit 0, a ret z xor a ldh [hUsedSpriteIndex], a .go ldh a, [hOAMUpdate] push af ld a, 1 ldh [hOAMUpdate], a call InitSprites call .fill pop af ldh [hOAMUpdate], a ret .fill ld a, [wVramState] bit 1, a ld b, NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH jr z, .ok ld b, (NUM_SPRITE_OAM_STRUCTS - 12) * SPRITEOAMSTRUCT_LENGTH .ok ldh a, [hUsedSpriteIndex] cp b ret nc ld l, a ld h, HIGH(wShadowOAM) ld de, SPRITEOAMSTRUCT_LENGTH ld a, b ld c, SCREEN_HEIGHT_PX + 2 * TILE_WIDTH .loop ld [hl], c ; y add hl, de cp l jr nz, .loop ret ApplyBGMapAnchorToObjects: push hl push de push bc ld a, [wPlayerBGMapOffsetX] ld d, a ld a, [wPlayerBGMapOffsetY] ld e, a ld bc, wObjectStructs ld a, NUM_OBJECT_STRUCTS .loop push af call DoesObjectHaveASprite jr z, .skip ld hl, OBJECT_SPRITE_X add hl, bc ld a, [hl] add d ld [hl], a ld hl, OBJECT_SPRITE_Y add hl, bc ld a, [hl] add e ld [hl], a .skip ld hl, OBJECT_LENGTH add hl, bc ld b, h ld c, l pop af dec a jr nz, .loop xor a ld [wPlayerBGMapOffsetX], a ld [wPlayerBGMapOffsetY], a pop bc pop de pop hl ret DEF PRIORITY_LOW EQU $10 DEF PRIORITY_NORM EQU $20 DEF PRIORITY_HIGH EQU $30 InitSprites: call InitSecondarySprites call .DeterminePriorities ld c, PRIORITY_HIGH call .InitSpritesByPriority ld c, PRIORITY_NORM call .InitSpritesByPriority ld c, PRIORITY_LOW call .InitSpritesByPriority ret .DeterminePriorities: xor a ld hl, wObjectPriorities ld bc, NUM_OBJECT_STRUCTS call ByteFill ld d, 0 ld bc, wObjectStructs ld hl, wObjectPriorities .loop push hl call DoesObjectHaveASprite jr z, .skip ld hl, OBJECT_FACING add hl, bc ld a, [hl] cp STANDING jr z, .skip ; Define the sprite priority. ld e, PRIORITY_LOW ld hl, OBJECT_FLAGS2 add hl, bc bit LOW_PRIORITY_F, [hl] jr nz, .add ld e, PRIORITY_NORM bit HIGH_PRIORITY_F, [hl] jr z, .add ld e, PRIORITY_HIGH jr .add .skip ld hl, OBJECT_LENGTH add hl, bc ld b, h ld c, l pop hl jr .next .add ld hl, OBJECT_LENGTH add hl, bc ld b, h ld c, l pop hl ld a, d or e ld [hli], a .next inc d ld a, d cp NUM_OBJECT_STRUCTS jr nz, .loop ret .InitSpritesByPriority: ld hl, wObjectPriorities .next_sprite ld a, [hli] ld d, a and $f0 ret z cp c jr nz, .next_sprite push bc push hl ld a, d and $f call .GetObjectStructPointer call .InitSprite pop hl pop bc jr .next_sprite .InitSprite: ld hl, OBJECT_SPRITE_TILE add hl, bc ld a, [hl] and ~(1 << 7) ldh [hCurSpriteTile], a xor a bit 7, [hl] jr nz, .not_vram1 or VRAM_BANK_1 .not_vram1 ld hl, OBJECT_FLAGS2 add hl, bc ld e, [hl] bit OBJ_FLAGS2_7, e jr z, .not_priority or PRIORITY .not_priority bit USE_OBP1_F, e jr z, .not_obp_num or OBP_NUM .not_obp_num ld hl, OBJECT_PALETTE add hl, bc ld d, a ld a, [hl] and PALETTE_MASK or d ld d, a xor a bit OVERHEAD_F, e jr z, .not_overhead or PRIORITY .not_overhead ldh [hCurSpriteOAMFlags], a ld hl, OBJECT_SPRITE_X add hl, bc ld a, [hl] ld hl, OBJECT_SPRITE_X_OFFSET add hl, bc add [hl] add 8 ld e, a ld a, [wPlayerBGMapOffsetX] add e ldh [hCurSpriteXPixel], a ld hl, OBJECT_SPRITE_Y add hl, bc ld a, [hl] ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc add [hl] add 12 ld e, a ld a, [wPlayerBGMapOffsetY] add e ldh [hCurSpriteYPixel], a ld hl, OBJECT_FACING add hl, bc ld a, [hl] cp STANDING jp z, .done cp NUM_FACINGS jp nc, .done ld l, a ld h, 0 add hl, hl ld bc, Facings add hl, bc ld a, [hli] ld h, [hl] ld l, a ldh a, [hUsedSpriteIndex] ld c, a ld b, HIGH(wShadowOAM) ld a, [hli] ldh [hUsedSpriteTile], a add c cp LOW(wShadowOAMEnd) jr nc, .full .addsprite ldh a, [hCurSpriteYPixel] add [hl] inc hl ld [bc], a ; y inc c ldh a, [hCurSpriteXPixel] add [hl] inc hl ld [bc], a ; x inc c ld e, [hl] inc hl ldh a, [hCurSpriteTile] bit ABSOLUTE_TILE_ID_F, e jr z, .nope1 xor a .nope1 add [hl] inc hl ld [bc], a ; tile id inc c ld a, e bit RELATIVE_ATTRIBUTES_F, a jr z, .nope2 ldh a, [hCurSpriteOAMFlags] or e .nope2 and OBP_NUM | X_FLIP | Y_FLIP | PRIORITY or d ld [bc], a ; attributes inc c ldh a, [hUsedSpriteTile] dec a ldh [hUsedSpriteTile], a jr nz, .addsprite ld a, c ldh [hUsedSpriteIndex], a .done xor a ret .full scf ret .GetObjectStructPointer: ld c, a ld b, 0 ld hl, .Addresses add hl, bc add hl, bc ld c, [hl] inc hl ld b, [hl] ret .Addresses: dw wPlayerStruct dw wObject1Struct dw wObject2Struct dw wObject3Struct dw wObject4Struct dw wObject5Struct dw wObject6Struct dw wObject7Struct dw wObject8Struct dw wObject9Struct dw wObject10Struct dw wObject11Struct dw wObject12Struct _UpdateSecondarySprites:: ; 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 _UpdateActiveSprites to avoid corruption. ld a, [wVramState] bit 0, a ret z ld a, [hUsedSpriteIndex] push af xor a ldh [hUsedSpriteIndex], a .go ldh a, [hOAMUpdate] push af ld a, 1 ldh [hOAMUpdate], a call InitSecondarySprites pop af ldh [hOAMUpdate], a ldh a, [hUsedSpriteIndex] ld c, a pop af cp c ret nc jp _UpdateActiveSprites InitSecondarySprites: ld a, [wDisplaySecondarySprites] bit SECONDARYSPRITES_BOARD_MENU_F, a call nz, InitBoardMenuSprites bit SECONDARYSPRITES_DIE_ROLL_F, a call nz, InitDieRollSprites bit SECONDARYSPRITES_SPACES_LEFT_F, a call nz, InitSpacesLeftNumberSprites bit SECONDARYSPRITES_BRANCH_SPACE_F, a call nz, InitBranchArrowsSprites bit SECONDARYSPRITES_VIEW_MAP_MODE_F, a call nz, InitViewMapModeSprites bit SECONDARYSPRITES_TALKER_EVENT_F, a call nz, InitTalkerEventSprites bit SECONDARYSPRITES_GAIN_OR_LOSE_COINS_F, a call nz, InitGainOrLoseCoinsSprites ret InitBoardMenuSprites: push af ld hl, BoardMenuOAM ld a, [wBoardMenuCursorPosition] ld bc, BOARD_MENU_ITEM_SIZE * SPRITEOAMSTRUCT_LENGTH call AddNTimes ; find the beginning of free space in OAM, and assure there's space for a BOARD_MENU_ITEM_SIZE object ldh a, [hUsedSpriteIndex] cp (NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH) - (BOARD_MENU_ITEM_SIZE * SPRITEOAMSTRUCT_LENGTH) + 1 jr nc, .oam_full ; copy the sprite data (BOARD_MENU_ITEM_SIZE objects) of that item to the available space in OAM ld e, a ld d, HIGH(wShadowOAM) ld bc, BOARD_MENU_ITEM_SIZE * SPRITEOAMSTRUCT_LENGTH call CopyBytes ldh a, [hUsedSpriteIndex] add (BOARD_MENU_ITEM_SIZE * SPRITEOAMSTRUCT_LENGTH) ldh [hUsedSpriteIndex], a .oam_full pop af ret InitDieRollSprites: push af ld a, [wDieRoll] and a jr z, .zero_or_oam_full dec a ld hl, DieRollOAM ld bc, DIE_SIZE * SPRITEOAMSTRUCT_LENGTH call AddNTimes ; find the beginning of free space in OAM, and assure there's space for a DIE_SIZE object ldh a, [hUsedSpriteIndex] cp (NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH) - (DIE_SIZE * SPRITEOAMSTRUCT_LENGTH) + 1 jr nc, .zero_or_oam_full ; copy the sprite data (DIE_SIZE objects) of that item to the available space in OAM ld e, a ld d, HIGH(wShadowOAM) ld bc, DIE_SIZE * SPRITEOAMSTRUCT_LENGTH call CopyBytes ldh a, [hUsedSpriteIndex] add (DIE_SIZE * SPRITEOAMSTRUCT_LENGTH) ldh [hUsedSpriteIndex], a .zero_or_oam_full pop af ret InitSpacesLeftNumberSprites: push af ld hl, SpacesLeftNumberOAM ld a, [wSpacesLeft] dec a ld bc, DIE_NUMBER_SIZE * SPRITEOAMSTRUCT_LENGTH call AddNTimes ; find the beginning of free space in OAM, and assure there's space for a DIE_NUMBER_SIZE object ldh a, [hUsedSpriteIndex] cp (NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH) - (DIE_NUMBER_SIZE * SPRITEOAMSTRUCT_LENGTH) + 1 jr nc, .oam_full ; copy the sprite data (DIE_NUMBER_SIZE objects) of that item to the available space in OAM ld e, a ld d, HIGH(wShadowOAM) ld bc, DIE_NUMBER_SIZE * SPRITEOAMSTRUCT_LENGTH call CopyBytes ldh a, [hUsedSpriteIndex] add (DIE_NUMBER_SIZE * SPRITEOAMSTRUCT_LENGTH) ldh [hUsedSpriteIndex], a .oam_full pop af ret InitBranchArrowsSprites: push af ;; arrows ; find the beginning of free space in OAM, and assure there's space for 4 objects ldh a, [hUsedSpriteIndex] cp (NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH) - (NUM_DIRECTIONS * SPRITEOAMSTRUCT_LENGTH) + 1 jr nc, .oam_full ld hl, BranchArrowsOAM ld de, wTempSpaceBranchStruct ld c, NUM_DIRECTIONS .loop ld a, [de] cp BRANCH_DIRECTION_INVALID jr z, .next1 ; skip this arrow if this direction is not valid cp BRANCH_DIRECTION_UNAVAILABLE gender_to_pal ld b, a jr nz, .available ld b, PAL_OW_GREY ; draw grey arrow if this direction is unavailable .available ; draw this arrow and advance hUsedSpriteIndex ; preserve loop variables d, e, c push de push bc ldh a, [hUsedSpriteIndex] ld e, a ld d, HIGH(wShadowOAM) ; copy all bytes minus the attributes one. the palette matches the ; player's color palette, or is PAL_OW_GREY if direction is unavailable push bc ld bc, SPRITEOAMSTRUCT_LENGTH - 1 call CopyBytes pop bc ld a, b ; palette ld [de], a inc de ld a, e ldh [hUsedSpriteIndex], a pop bc pop de jr .next2 .next1 inc hl ; inc hl ; inc hl ; .next2 inc hl ; next object in BranchArrowsOAM inc de dec c jr nz, .loop ;; legend ; find the beginning of free space in OAM, and assure there's space for 8 objects ldh a, [hUsedSpriteIndex] cp (NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH) - (8 * SPRITEOAMSTRUCT_LENGTH) + 1 jr nc, .oam_full ; copy the sprite data of the legend to the available space in OAM. ; the palette byte overrides that data as it matches the player's color palette. ld e, a ld d, HIGH(wShadowOAM) gender_to_pal ld b, a ld c, 8 ; number of objects ld hl, BranchLegendOAM .loop2 push bc ld bc, SPRITEOAMSTRUCT_LENGTH - 1 call CopyBytes pop bc ld a, b ; palette ld [de], a inc hl inc de dec c jr nz, .loop2 ldh a, [hUsedSpriteIndex] add (8 * SPRITEOAMSTRUCT_LENGTH) ldh [hUsedSpriteIndex], a .oam_full pop af ret InitViewMapModeSprites: push af ;; arrows ; find the beginning of free space in OAM, and assure there's space for 4 objects ldh a, [hUsedSpriteIndex] cp (NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH) - (NUM_DIRECTIONS * SPRITEOAMSTRUCT_LENGTH) + 1 jr nc, .oam_full ld hl, ViewMapModeArrowsOAM ld de, wTileDown ld c, NUM_DIRECTIONS .loop ld a, [de] cp $ff jr z, .next1 ; skip this arrow if this direction is not valid gender_to_pal ld b, a ; draw this arrow and advance hUsedSpriteIndex ; preserve loop variables d, e, c push de push bc ldh a, [hUsedSpriteIndex] ld e, a ld d, HIGH(wShadowOAM) ; copy all bytes minus the attributes one. ; the palette matches the player's color palette. push bc ld bc, SPRITEOAMSTRUCT_LENGTH - 1 call CopyBytes pop bc ld a, b ; palette ld [de], a inc de ld a, e ldh [hUsedSpriteIndex], a pop bc pop de jr .next2 .next1 inc hl ; inc hl ; inc hl ; .next2 inc hl ; next object in ViewMapModeArrowsOAM inc de dec c jr nz, .loop ;; legend ; find the beginning of free space in OAM, and assure there's space for 8 objects ldh a, [hUsedSpriteIndex] cp (NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH) - (8 * SPRITEOAMSTRUCT_LENGTH) + 1 jr nc, .oam_full ; copy the sprite data of the legend to the available space in OAM. ; the palette byte overrides that data as it matches the player's color palette. ld e, a ld d, HIGH(wShadowOAM) gender_to_pal ld b, a ld c, 8 ; number of objects ld hl, ViewMapModeLegendOAM .loop2 push bc ld bc, SPRITEOAMSTRUCT_LENGTH - 1 call CopyBytes pop bc ld a, b ; palette ld [de], a inc hl inc de dec c jr nz, .loop2 ldh a, [hUsedSpriteIndex] add (8 * SPRITEOAMSTRUCT_LENGTH) ldh [hUsedSpriteIndex], a .oam_full pop af ret InitTalkerEventSprites: push af ; find the beginning of free space in OAM, and assure there's space for 8 objects ldh a, [hUsedSpriteIndex] cp (NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH) - (8 * SPRITEOAMSTRUCT_LENGTH) + 1 jr nc, .oam_full ; copy the sprite data of the legend to the available space in OAM. ; the palette byte overrides that data as it matches the player's color palette. ld e, a ld d, HIGH(wShadowOAM) gender_to_pal ld b, a ld c, 8 ; number of objects ld hl, TalkerEventLegendOAM .loop2 push bc ld bc, SPRITEOAMSTRUCT_LENGTH - 1 call CopyBytes pop bc ld a, b ; palette ld [de], a inc hl inc de dec c jr nz, .loop2 ldh a, [hUsedSpriteIndex] add (8 * SPRITEOAMSTRUCT_LENGTH) ldh [hUsedSpriteIndex], a .oam_full pop af ret InitGainOrLoseCoinsSprites: push af ; print string at wStringBuffer1 as OAM ; get string length ld hl, wStringBuffer1 ld c, 0 .get_length_loop ld a, [hli] cp "@" jr z, .got_length inc c ld a, c cp $2 + MAX_DELTA_COINS_DIGITS + 1 jr nz, .get_length_loop .got_length ld e, c ; find the beginning of free space in OAM, and assure there's space for c objects ld a, (NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH) + 1 sla c ; sla c ; c *= SPRITEOAMSTRUCT_LENGTH sub c ld b, a ; b = (NUM_SPRITE_OAM_STRUCTS * SPRITEOAMSTRUCT_LENGTH) - (c * SPRITEOAMSTRUCT_LENGTH) + 1 ldh a, [hUsedSpriteIndex] cp b jr nc, .oam_full ; align OAM in the X axis according to the string length (e) ld a, 10 * TILE_WIDTH ld c, TILE_WIDTH / 2 .x_coord_loop sub c dec e jr nz, .x_coord_loop ; b = SPRITEOAMSTRUCT_XCOORD ld b, a ; c = SPRITEOAMSTRUCT_YCOORD ld c, 8 * TILE_WIDTH ; de = address within wShadowOAM ld a, [hUsedSpriteIndex] ld e, a ld d, HIGH(wShadowOAM) ld hl, wStringBuffer1 .print_oam_loop ld a, c ld [de], a ; SPRITEOAMSTRUCT_YCOORD inc de ld a, b ld [de], a ; SPRITEOAMSTRUCT_XCOORD inc de add 1 * TILE_WIDTH ld b, a ld a, [hli] ld [de], a ; SPRITEOAMSTRUCT_TILE_ID inc de ld a, PAL_OW_MISC ld [de], a ; SPRITEOAMSTRUCT_ATTRIBUTES inc de ld a, [hl] cp "@" jr nz, .print_oam_loop ld a, e ld [hUsedSpriteIndex], a .oam_full pop af ret INCLUDE "data/sprites/secondary_sprites.asm"