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_STRUCT_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 Function437b: call .CheckObjectStillVisible ret c call .HandleStepType call .HandleObjectAction ret .CheckObjectStillVisible: ld hl, OBJECT_FLAGS2 add hl, bc res 6, [hl] ld a, [wXCoord] ld e, a ld hl, OBJECT_NEXT_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_NEXT_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 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 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 5, [hl] jr nz, .bit5 cp STEP_TYPE_SLEEP jr z, .one jr .ok3 .zero call ObjectMovementReset ld hl, OBJECT_FLAGS2 add hl, bc bit 5, [hl] jr nz, .bit5 .one call MapObjectMovementPattern ld hl, OBJECT_STEP_TYPE add hl, bc ld a, [hl] and a ret z cp STEP_TYPE_SLEEP ret z .ok3 ld hl, StepTypesJumptable rst JumpTable ret .bit5 ret .HandleObjectAction: ld hl, OBJECT_FLAGS1 add hl, bc bit INVISIBLE_F, [hl] jr nz, SetFacingStanding ld hl, OBJECT_FLAGS2 add hl, bc bit 6, [hl] jr nz, SetFacingStanding bit 5, [hl] jr nz, asm_4448 ld de, ObjectActionPairPointers ; use first column jr _HandleObjectAction Function4440: ld hl, OBJECT_FLAGS1 add hl, bc bit INVISIBLE_F, [hl] jr nz, SetFacingStanding asm_4448: ld de, ObjectActionPairPointers + 2 ; use second column jr _HandleObjectAction _HandleObjectAction: ; call [4 * wObjectStructs[ObjInd, OBJECT_ACTION] + de] 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" CopyNextCoordsTileToStandingCoordsTile: ld hl, OBJECT_NEXT_MAP_X add hl, bc ld a, [hl] ld hl, OBJECT_MAP_X add hl, bc ld [hl], a ld hl, OBJECT_NEXT_MAP_Y add hl, bc ld a, [hl] ld hl, OBJECT_MAP_Y add hl, bc ld [hl], a ld hl, OBJECT_NEXT_TILE add hl, bc ld a, [hl] ld hl, OBJECT_STANDING_TILE add hl, bc ld [hl], a call SetTallGrassFlags ld hl, OBJECT_NEXT_TILE add hl, bc ld a, [hl] call UselessAndA ret Function462a: ld hl, OBJECT_MAP_X add hl, bc ld a, [hl] ld hl, OBJECT_NEXT_MAP_X add hl, bc ld [hl], a ld hl, OBJECT_MAP_Y add hl, bc ld a, [hl] ld hl, OBJECT_NEXT_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_NEXT_TILE add hl, bc ld a, [hl] call SetTallGrassFlags .ok ld hl, OBJECT_NEXT_TILE add hl, bc ld a, [hl] call UselessAndA ret c ; never happens ld hl, OBJECT_STANDING_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_BYTE_INDEX add hl, bc ld [hli], a ld [hli], a ld [hli], a ld [hl], a ; OBJECT_1E ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ret InitStep: ld hl, OBJECT_DIRECTION_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_FACING add hl, bc ld [hl], a GetNextTile: call GetStepVector ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], a ld a, d call GetStepVectorSign ld hl, OBJECT_MAP_X add hl, bc add [hl] ld hl, OBJECT_NEXT_MAP_X add hl, bc ld [hl], a ld d, a ld a, e call GetStepVectorSign ld hl, OBJECT_MAP_Y add hl, bc add [hl] ld hl, OBJECT_NEXT_MAP_Y add hl, bc ld [hl], a ld e, a push bc call GetCoordTile pop bc ld hl, OBJECT_NEXT_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_DIRECTION_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 ld a, 1 ret nc ; 1 - 127 ld a, -1 ret ; 129 - 255 UpdatePlayerStep: ld hl, OBJECT_DIRECTION_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 5, [hl] ret Unreferenced_Function4759: 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, SPRITEMOVEFN_STANDING ret ClearObjectMovementByteIndex: ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc ld [hl], 0 ret IncrementObjectMovementByteIndex: ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc inc [hl] ret DecrementObjectMovementByteIndex: ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc dec [hl] ret MovementAnonymousJumptable: ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc ld a, [hl] pop hl rst JumpTable ret ClearObjectStructField1c: ld hl, OBJECT_1C add hl, bc ld [hl], 0 ret IncrementObjectStructField1c: ld hl, OBJECT_1C add hl, bc inc [hl] ret Field1cAnonymousJumptable: ld hl, OBJECT_1C add hl, bc ld a, [hl] pop hl rst JumpTable ret GetValueObjectStructField1c: ld hl, OBJECT_1C add hl, bc ld a, [hl] ret SetValueObjectStructField1c: ld hl, OBJECT_1C add hl, bc ld [hl], a ret ObjectMovementReset: ld hl, OBJECT_NEXT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_NEXT_MAP_Y add hl, bc ld e, [hl] push bc call GetCoordTile pop bc ld hl, OBJECT_NEXT_TILE add hl, bc ld [hl], a call CopyNextCoordsTileToStandingCoordsTile call EndSpriteMovement ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_SLEEP ret MapObjectMovementPattern: call ClearObjectStructField1c call GetSpriteMovementFunction ld a, [hl] ld hl, .Pointers rst JumpTable ret .Pointers: ; entries correspond to SPRITEMOVEFN_* constants dw .Null_00 ; 00 dw .RandomWalkY ; 01 dw .RandomWalkX ; 02 dw .RandomWalkXY ; 03 dw .RandomSpin1 ; 04 dw .RandomSpin2 ; 05 dw .Standing ; 06 dw .ObeyDPad ; 07 dw .Movement08 ; 08 dw .Movement09 ; 09 dw .Movement0a ; 0a dw .Movement0b ; 0b dw .Movement0c ; 0c dw .Movement0d ; 0d dw .Movement0e ; 0e dw .Follow ; 0f dw .Script ; 10 dw .Strength ; 11 dw .FollowNotExact ; 12 dw .MovementShadow ; 13 dw .MovementEmote ; 14 dw .MovementBigStanding ; 15 dw .MovementBouncing ; 16 dw .MovementScreenShake ; 17 dw .MovementSpinClockwise ; 18 dw .MovementSpinCounterclockwise ; 19 dw .MovementBoulderDust ; 1a dw .MovementShakingGrass ; 1b .Null_00: ret .RandomWalkY: call Random ldh a, [hRandomAdd] and %00000001 jp .RandomWalkContinue .RandomWalkX: call Random ldh a, [hRandomAdd] and %00000001 or %00000010 jp .RandomWalkContinue .RandomWalkXY: call Random ldh a, [hRandomAdd] and %00000011 jp .RandomWalkContinue .RandomSpin1: call Random ldh a, [hRandomAdd] and %00001100 ld hl, OBJECT_FACING add hl, bc ld [hl], a jp RandomStepDuration_Slow .RandomSpin2: ld hl, OBJECT_FACING 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 .Standing: call Function462a 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_05 ret .ObeyDPad: ld hl, Function5000 jp HandleMovementData .Movement08: ld hl, Function5015 jp HandleMovementData .Movement09: ld hl, Function5026 jp HandleMovementData .Movement0a: jp _GetMovementObject .Movement0b: jp _GetMovementObject .Movement0c: jp _GetMovementObject .Movement0d: ld hl, Function5000 jp HandleMovementData .Movement0e: jp _GetMovementObject .Follow: ld hl, GetFollowerNextMovementByte jp HandleMovementData .Script: ld hl, GetMovementByte jp HandleMovementData .Strength: call MovementAnonymousJumptable dw .Strength_Start dw .Strength_Stop .Strength_Start: ld hl, OBJECT_NEXT_TILE add hl, bc ld a, [hl] call CheckPitTile jr z, .on_pit ld hl, OBJECT_FLAGS2 add hl, bc bit 2, [hl] res 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_0F ret .ok2 call Function462a .ok ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ret .on_pit call IncrementObjectMovementByteIndex .Strength_Stop: ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ret .FollowNotExact: ld hl, OBJECT_NEXT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_NEXT_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_DIRECTION_WALKING add hl, bc ld a, [hl] cp STANDING jr z, .standing ld hl, OBJECT_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_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_DIRECTION_WALKING add hl, bc ld a, [hl] and %00001100 or d pop bc jp NormalStep .standing pop bc ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_STAND ret .MovementBigStanding: call EndSpriteMovement ld hl, OBJECT_DIRECTION_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_04 ret .MovementBouncing: call EndSpriteMovement ld hl, OBJECT_DIRECTION_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_04 ret .MovementSpinCounterclockwise: call MovementAnonymousJumptable dw .MovementSpinInit dw .MovementSpinRepeat dw .MovementSpinTurnLeft .MovementSpinClockwise: call MovementAnonymousJumptable dw .MovementSpinInit dw .MovementSpinRepeat dw .MovementSpinTurnRight .MovementSpinInit: call EndSpriteMovement call IncrementObjectMovementByteIndex .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_03 call IncrementObjectMovementByteIndex ret .MovementSpinTurnLeft: ld de, .DirectionData_Counterclockwise call .MovementSpinNextFacing jr .MovementSpinCounterclockwise .DirectionData_Counterclockwise: db OW_RIGHT, OW_LEFT, OW_DOWN, OW_UP .MovementSpinTurnRight: ld de, .DirectionData_Clockwise call .MovementSpinNextFacing jr .MovementSpinClockwise .DirectionData_Clockwise: db OW_LEFT, OW_RIGHT, OW_UP, OW_DOWN .MovementSpinNextFacing: ld hl, OBJECT_FACING 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 DecrementObjectMovementByteIndex ret .MovementShadow: call ._MovementShadow_Grass_Emote_BoulderDust 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_DIRECTION_WALKING add hl, de ld a, [hl] maskbits NUM_DIRECTIONS ld d, 1 * 8 + 6 cp DOWN jr z, .ok_13 cp UP jr z, .ok_13 ld d, 1 * 8 + 4 .ok_13 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 .MovementEmote: call EndSpriteMovement call ._MovementShadow_Grass_Emote_BoulderDust 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 * 8 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 .MovementBoulderDust: call EndSpriteMovement call ._MovementShadow_Grass_Emote_BoulderDust 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_DIRECTION_WALKING add hl, de ld a, [hl] and %00000011 ld e, a ld d, 0 ld hl, .data_4a81 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 .data_4a81 ; x, y db 0, -4 db 0, 8 db 6, 2 db -6, 2 .MovementShakingGrass: call EndSpriteMovement call ._MovementShadow_Grass_Emote_BoulderDust 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 ._MovementShadow_Grass_Emote_BoulderDust: 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 ld [hl], d ret .MovementScreenShake: 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 ._MovementScreenShake 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_15 ret ._MovementScreenShake: 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 ; check whether the object can move in that direction jr c, .NewDuration call UpdateTallGrassFlags ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_STEP ld hl, wCenteredObject ldh a, [hMapObjectIndexBuffer] cp [hl] jr z, .load_6 ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_07 ret .load_6 ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_PLAYER_WALK ret .NewDuration: call EndSpriteMovement call Function462a 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_DIRECTION_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_03 ret StepTypesJumptable: ; entries correspond to STEP_TYPE_* constants dw ObjectMovementReset ; 00 dw MapObjectMovementPattern ; 01 dw NPCStep ; 02 dw StepType03 ; 03 dw StepType04 ; 04 dw StepType05 ; 05 dw PlayerStep ; 06 dw StepType07 ; 07 dw NPCJump ; 08 dw PlayerJump ; 09 dw PlayerOrNPCTurnStep ; 0a dw StepTypeBump ; 0b dw TeleportFrom ; 0c dw TeleportTo ; 0d dw Skyfall ; 0e dw StepType0f ; 0f dw GotBiteStep ; 10 dw RockSmashStep ; 11 dw ReturnDigStep ; 12 dw StepTypeTrackingObject ; 13 dw StepType14 ; 14 dw StepType15 ; 15 dw StepType16 ; 16 dw StepType17 ; 17 dw StepType18 ; 18 dw SkyfallTop ; 19 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_SLEEP ret NPCJump: call Field1cAnonymousJumptable ; anonymous dw dw .Jump dw .Land .Jump: call AddStepVector call UpdateJumpPosition ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyNextCoordsTileToStandingCoordsTile call GetNextTile ld hl, OBJECT_FLAGS2 add hl, bc res 3, [hl] call IncrementObjectStructField1c ret .Land: call AddStepVector call UpdateJumpPosition ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyNextCoordsTileToStandingCoordsTile ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_SLEEP ret PlayerJump: call Field1cAnonymousJumptable ; anonymous dw dw .initjump dw .stepjump dw .initland dw .stepland .initjump ld hl, wPlayerStepFlags set 7, [hl] call IncrementObjectStructField1c .stepjump call UpdateJumpPosition call UpdatePlayerStep ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyNextCoordsTileToStandingCoordsTile ld hl, OBJECT_FLAGS2 add hl, bc res 3, [hl] ld hl, wPlayerStepFlags set 6, [hl] set 4, [hl] call IncrementObjectStructField1c ret .initland call GetNextTile ld hl, wPlayerStepFlags set 7, [hl] call IncrementObjectStructField1c .stepland call UpdateJumpPosition call UpdatePlayerStep ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, wPlayerStepFlags set 6, [hl] call CopyNextCoordsTileToStandingCoordsTile ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_SLEEP ret TeleportFrom: call Field1cAnonymousJumptable ; anonymous 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 IncrementObjectStructField1c .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 IncrementObjectStructField1c ret .InitSpinRise: ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_1F 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 3, [hl] call IncrementObjectStructField1c .DoSpinRise: ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_SPIN ld hl, OBJECT_1F 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_SLEEP ret TeleportTo: call Field1cAnonymousJumptable ; anonymous 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 IncrementObjectStructField1c ret .DoWait: ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call IncrementObjectStructField1c .InitDescent: ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_1F add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call IncrementObjectStructField1c ret .DoDescent: ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_SPIN ld hl, OBJECT_1F 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 IncrementObjectStructField1c .InitFinalSpin: ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call IncrementObjectStructField1c 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_SLEEP ret Skyfall: call Field1cAnonymousJumptable ; anonymous 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 IncrementObjectStructField1c .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_1F add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call IncrementObjectStructField1c .Fall: ld hl, OBJECT_1F 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 IncrementObjectStructField1c .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_SLEEP ret GotBiteStep: call Field1cAnonymousJumptable ; anonymous 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 IncrementObjectStructField1c .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_SLEEP ret RockSmashStep: 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 ReturnDigStep: 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 StepType03: ld hl, OBJECT_DIRECTION_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_SLEEP ret StepType18: ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz jp DeleteMapObject StepTypeBump: ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_SLEEP ret StepType05: call Field1cAnonymousJumptable ; anonymous dw dw .Reset dw StepType04 .Reset: call RestoreDefaultMovement call GetInitialFacing ld hl, OBJECT_FACING add hl, bc ld [hl], a call IncrementObjectStructField1c StepType04: call Stubbed_Function4fb2 ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ret NPCStep: call Stubbed_Function4fb2 call AddStepVector ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyNextCoordsTileToStandingCoordsTile ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_SLEEP ret StepType07: call AddStepVector ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyNextCoordsTileToStandingCoordsTile jp RandomStepDuration_Slow PlayerStep: ; AnimateStep? call Field1cAnonymousJumptable ; anonymous dw dw .init dw .step .init ld hl, wPlayerStepFlags set 7, [hl] call IncrementObjectStructField1c .step call UpdatePlayerStep ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, wPlayerStepFlags set 6, [hl] call CopyNextCoordsTileToStandingCoordsTile ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_SLEEP ret PlayerOrNPCTurnStep: call Field1cAnonymousJumptable ; anonymous dw dw .init1 dw .step1 dw .init2 dw .step2 .init1 ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_FRAME add hl, bc ld a, [hl] ld [hl], 2 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 2 call IncrementObjectStructField1c .step1 ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call IncrementObjectStructField1c .init2 ld hl, OBJECT_1D ; new facing add hl, bc ld a, [hl] ld hl, OBJECT_FACING add hl, bc ld [hl], a ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 2 call IncrementObjectStructField1c .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_SLEEP ret StepType0f: call AddStepVector ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz push bc ld hl, OBJECT_NEXT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_NEXT_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 2, [hl] call CopyNextCoordsTileToStandingCoordsTile ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_SLEEP ret StepTypeTrackingObject: 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 StepType14: StepType15: call Field1cAnonymousJumptable ; anonymous dw dw .Init dw .Run .Init: xor a ld hl, OBJECT_1D add hl, bc ld [hl], a call IncrementObjectStructField1c .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 StepType16: call Field1cAnonymousJumptable ; ???? StepType17: call Field1cAnonymousJumptable ; anonymous dw dw .null dw .null dw .null .null SkyfallTop: call Field1cAnonymousJumptable ; anonymous 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 IncrementObjectStructField1c .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_SLEEP ret Stubbed_Function4fb2: 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 add hl, de ld a, [hl] ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], a ret .y db 0, -1, -2, -3, -4, -3, -2, -1 UpdateJumpPosition: call GetStepVector ld a, h ld hl, OBJECT_1F add hl, bc ld e, [hl] add e ld [hl], a nop srl e ld d, 0 ld hl, .y add hl, de ld a, [hl] ld hl, OBJECT_SPRITE_Y_OFFSET add hl, bc ld [hl], a ret .y db -4, -6, -8, -10, -11, -12, -12, -12 db -11, -10, -9, -8, -6, -4, 0, 0 Function5000: ; unscripted? ; 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 GetMovementByte: ld hl, wMovementDataPointer call _GetMovementByte ret Function5015: ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc ld e, [hl] inc [hl] ld d, 0 ld hl, wc2e2 ld a, [hli] ld h, [hl] ld l, a add hl, de ld a, [hl] ret Function5026: ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc ld e, [hl] inc [hl] ld d, 0 ld hl, wc2e6 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 [wMovementByteWasControlSwitch], a call JumpMovementPointer call DoMovementFunction ld a, [wMovementByteWasControlSwitch] 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, 1 ld [wMovementByteWasControlSwitch], 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, [hMapObjectIndexBuffer] 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 GetFollowerNextMovementByte: 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_SILVER, SPRITEMOVEDATA_SHADOW SpawnStrengthBoulderDust: push bc ld de, .BoulderDustObject call CopyTempObjectData call InitTempObject pop bc ret .BoulderDustObject: db $00, PAL_OW_SILVER, SPRITEMOVEDATA_BOULDERDUST SpawnEmote: push bc ld de, .EmoteObject call CopyTempObjectData call InitTempObject pop bc ret .EmoteObject: db $00, PAL_OW_SILVER, SPRITEMOVEDATA_EMOTE ShakeGrass: push bc ld de, .GrassObject call CopyTempObjectData call InitTempObject pop bc ret .GrassObject 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: db $00, PAL_OW_SILVER, SPRITEMOVEDATA_SCREENSHAKE DespawnEmote: push bc ldh a, [hMapObjectIndexBuffer] 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_STRUCT_LENGTH call ByteFill pop bc .next ld hl, OBJECT_STRUCT_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], [hMapObjectIndexBuffer], [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, [hMapObjectIndexBuffer] ld [hli], a push hl ld hl, OBJECT_NEXT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_NEXT_MAP_Y add hl, bc ld e, [hl] pop hl ld [hl], d inc hl ld [hl], e inc hl ld [hl], -1 ret Function55e0:: ld a, [wVramState] bit 0, a ret z ld bc, wObjectStructs xor a .loop ldh [hMapObjectIndexBuffer], a call DoesObjectHaveASprite jr z, .ok call Function565c .ok ld hl, OBJECT_STRUCT_LENGTH add hl, bc ld b, h ld c, l ldh a, [hMapObjectIndexBuffer] inc a cp NUM_OBJECT_STRUCTS jr nz, .loop ret Function5602: ; called at battle start call Function5645 ; clear sprites ld a, PLAYER call Function5629 ; respawn player ld a, [wBattleScriptFlags] bit 7, a jr z, .ok ldh a, [hLastTalked] and a jr z, .ok call Function5629 ; respawn opponent .ok call _UpdateSprites ret Function561d: call Function5645 ; clear sprites ld a, PLAYER call Function5629 ; respawn player call _UpdateSprites ret Function5629: 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 Function5673 ret Function5645: xor a ld bc, wObjectStructs .loop ldh [hMapObjectIndexBuffer], a call SetFacing_Standing ld hl, OBJECT_STRUCT_LENGTH add hl, bc ld b, h ld c, l ldh a, [hMapObjectIndexBuffer] inc a cp NUM_OBJECT_STRUCTS jr nz, .loop ret Function565c: push bc call Function56cd pop bc jr c, SetFacing_Standing call Function56a3 jr c, SetFacing_Standing call Function5688 farcall Function4440 xor a ret Function5673: call Function56a3 jr c, SetFacing_Standing farcall Function4440 ; no need to farcall xor a ret SetFacing_Standing: ld hl, OBJECT_FACING_STEP add hl, bc ld [hl], STANDING scf ret Function5688: push bc ld hl, OBJECT_NEXT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_NEXT_MAP_Y add hl, bc ld e, [hl] call GetCoordTile pop bc ld hl, OBJECT_NEXT_TILE add hl, bc ld [hl], a farcall UpdateTallGrassFlags ; no need to farcall ret Function56a3: ld hl, OBJECT_NEXT_MAP_X add hl, bc ld d, [hl] ld hl, OBJECT_NEXT_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 Function56cd: 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 $a0 jp nc, .nope .ok1 and %00000111 ld d, 2 cp 4 jr c, .ok2 ld d, 3 .ok2 ld a, [hl] srl a srl a srl a cp SCREEN_WIDTH jr c, .ok3 sub BG_MAP_WIDTH .ok3 ldh [hUsedSpriteIndex], a 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 $90 jr nc, .nope .ok4 and %00000111 ld e, 2 cp 4 jr c, .ok5 ld e, 3 .ok5 ld a, [hl] srl a srl a srl a cp SCREEN_HEIGHT jr c, .ok6 sub BG_MAP_HEIGHT .ok6 ldh [hUsedSpriteTile], a 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 [hFFBF], a .loop ldh a, [hFFBF] ld d, a ldh a, [hUsedSpriteTile] add e dec a cp SCREEN_HEIGHT jr nc, .ok9 ld b, a .next ldh a, [hUsedSpriteIndex] add d dec a cp SCREEN_WIDTH jr nc, .ok8 ld c, a push bc call Coord2Tile pop bc ; NPCs disappear if standing on tile $60-$7f (or $e0-$ff), ; since those IDs are for text characters and textbox frames. ld a, [hl] cp FIRST_REGULAR_TEXT_CHAR jr nc, .nope .ok8 dec d jr nz, .next .ok9 dec e jr nz, .loop and a ret .nope scf ret HandleNPCStep:: call .ResetStepVector call .DoStepsForAllObjects ret .ResetStepVector: xor a ld [wPlayerStepVectorX], a ld [wPlayerStepVectorY], a ld [wPlayerStepFlags], a ld a, -1 ld [wPlayerStepDirection], a ret .DoStepsForAllObjects: ld bc, wObjectStructs xor a .loop ldh [hMapObjectIndexBuffer], a call DoesObjectHaveASprite jr z, .next call Function437b .next ld hl, OBJECT_STRUCT_LENGTH add hl, bc ld b, h ld c, l ldh a, [hMapObjectIndexBuffer] 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 [wPlayerObjectStepFrame], 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, 0 ContinueSpawnFacing: ld bc, wPlayerStruct call SetSpriteDirection ret _SetPlayerPalette: ld a, d and 1 << 7 ret z ld bc, 0 ; debug? ld hl, OBJECT_FACING 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 $ff ^ 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, [hObjectStructIndexBuffer] 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_MOVEMENTTYPE add hl, bc ld [hl], SPRITEMOVEDATA_FOLLOWING ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_00 ldh a, [hObjectStructIndexBuffer] ld [wObjectFollow_Follower], a ret ResetFollower: ld a, [wObjectFollow_Follower] cp -1 ret z call GetObjectStruct farcall Function58e3 ; no need to bankswitch ld a, -1 ld [wObjectFollow_Follower], a ret SetFlagsForMovement_1:: ld a, c call CheckObjectVisibility ret c push bc call Function587a pop bc ld hl, OBJECT_FLAGS2 add hl, bc res 5, [hl] xor a ret Function586e: call CheckObjectVisibility ret c ld hl, OBJECT_FLAGS2 add hl, bc set 5, [hl] xor a ret Function587a: ld bc, wObjectStructs xor a .loop push af call DoesObjectHaveASprite jr z, .next ld hl, OBJECT_FLAGS2 add hl, bc set 5, [hl] .next ld hl, OBJECT_STRUCT_LENGTH add hl, bc ld b, h ld c, l pop af inc a cp NUM_OBJECT_STRUCTS jr nz, .loop ret _SetFlagsForMovement_2:: 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 5, [hl] ret Function58b9:: push bc ld bc, wObjectStructs xor a .loop push af call DoesObjectHaveASprite jr z, .next ld hl, OBJECT_FLAGS2 add hl, bc res 5, [hl] .next ld hl, OBJECT_STRUCT_LENGTH add hl, bc ld b, h ld c, l pop af inc a cp NUM_OBJECT_STRUCTS jr nz, .loop pop bc ret Function58d8: call CheckObjectVisibility ret c ld hl, OBJECT_FLAGS2 add hl, bc res 5, [hl] ret Function58e3: ld hl, OBJECT_MAP_OBJECT_INDEX add hl, bc ld a, [hl] cp -1 jp z, Function5903 ; a jr would have been appropriate here push bc call GetMapObject ld hl, MAPOBJECT_MOVEMENT add hl, bc ld a, [hl] pop bc ld hl, OBJECT_MOVEMENTTYPE add hl, bc ld [hl], a ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_00 ret Function5903: call GetSpriteDirection rrca rrca ld e, a ld d, 0 ld hl, .standing_movefns add hl, de ld a, [hl] ld hl, OBJECT_MOVEMENTTYPE add hl, bc ld [hl], a ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_00 ret .standing_movefns db SPRITEMOVEDATA_STANDING_DOWN db SPRITEMOVEDATA_STANDING_UP db SPRITEMOVEDATA_STANDING_LEFT db SPRITEMOVEDATA_STANDING_RIGHT _UpdateSprites:: ld a, [wVramState] bit 0, a ret z xor a ldh [hUsedSpriteIndex], a 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, LOW(wVirtualOAMEnd) jr z, .ok ld b, 28 * SPRITEOAMSTRUCT_LENGTH .ok ldh a, [hUsedSpriteIndex] cp b ret nc ld l, a ld h, HIGH(wVirtualOAM) 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_STRUCT_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 PRIORITY_LOW EQU $10 PRIORITY_NORM EQU $20 PRIORITY_HIGH EQU $30 InitSprites: 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, wMovementPointer ld bc, NUM_OBJECT_STRUCTS call ByteFill ld d, 0 ld bc, wObjectStructs ld hl, wMovementPointer .loop push hl call DoesObjectHaveASprite jr z, .skip ld hl, OBJECT_FACING_STEP 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_STRUCT_LENGTH add hl, bc ld b, h ld c, l pop hl jr .next .add ld hl, OBJECT_STRUCT_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, wMovementPointer .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 $ff ^ (1 << 7) ldh [hFFC1], a xor a bit 7, [hl] jr nz, .skip1 or VRAM_BANK_1 .skip1 ld hl, OBJECT_FLAGS2 add hl, bc ld e, [hl] bit 7, e jr z, .skip2 or PRIORITY .skip2 bit USE_OBP1_F, e jr z, .skip3 or OBP_NUM .skip3 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, .skip4 or PRIORITY .skip4 ldh [hFFC2], 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 [hFFBF], 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 [hFFC0], a ld hl, OBJECT_FACING_STEP 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(wVirtualOAM) ld a, [hli] ldh [hUsedSpriteTile], a add c cp LOW(wVirtualOAMEnd) jr nc, .full .addsprite ldh a, [hFFC0] add [hl] inc hl ld [bc], a ; y inc c ldh a, [hFFBF] add [hl] inc hl ld [bc], a ; x inc c ld e, [hl] inc hl ldh a, [hFFC1] 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, [hFFC2] 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