; object_struct members (see macros/ram.asm) rsreset DEF OBJECT_SPRITE rb ; 00 DEF OBJECT_MAP_OBJECT_INDEX rb ; 01 DEF OBJECT_SPRITE_TILE rb ; 02 DEF OBJECT_MOVEMENT_TYPE rb ; 03 DEF OBJECT_FLAGS1 rb ; 04 DEF OBJECT_FLAGS2 rb ; 05 DEF OBJECT_PALETTE rb ; 06 DEF OBJECT_WALKING rb ; 07 DEF OBJECT_DIRECTION rb ; 08 DEF OBJECT_STEP_TYPE rb ; 09 DEF OBJECT_STEP_DURATION rb ; 0a DEF OBJECT_ACTION rb ; 0b DEF OBJECT_STEP_FRAME rb ; 0c DEF OBJECT_FACING rb ; 0d DEF OBJECT_TILE_COLLISION rb ; 0e DEF OBJECT_LAST_TILE rb ; 0f DEF OBJECT_MAP_X rb ; 10 DEF OBJECT_MAP_Y rb ; 11 DEF OBJECT_LAST_MAP_X rb ; 12 DEF OBJECT_LAST_MAP_Y rb ; 13 DEF OBJECT_INIT_X rb ; 14 DEF OBJECT_INIT_Y rb ; 15 DEF OBJECT_RADIUS rb ; 16 DEF OBJECT_SPRITE_X rb ; 17 DEF OBJECT_SPRITE_Y rb ; 18 DEF OBJECT_SPRITE_X_OFFSET rb ; 19 DEF OBJECT_SPRITE_Y_OFFSET rb ; 1a DEF OBJECT_MOVEMENT_INDEX rb ; 1b DEF OBJECT_STEP_INDEX rb ; 1c DEF OBJECT_1D rb ; 1d DEF OBJECT_1E rb ; 1e DEF OBJECT_JUMP_HEIGHT rb ; 1f DEF OBJECT_RANGE rb ; 20 rb_skip 7 DEF OBJECT_LENGTH EQU _RS DEF NUM_OBJECT_STRUCTS EQU 13 ; see wObjectStructs ; object_struct OBJECT_DIRECTION values DEF OW_DOWN EQU DOWN << 2 DEF OW_UP EQU UP << 2 DEF OW_LEFT EQU LEFT << 2 DEF OW_RIGHT EQU RIGHT << 2 ; object_struct OBJECT_FLAGS1 bit flags const_def const INVISIBLE_F ; 0 const WONT_DELETE_F ; 1 const FIXED_FACING_F ; 2 const SLIDING_F ; 3 const NOCLIP_TILES_F ; 4 const MOVE_ANYWHERE_F ; 5 const NOCLIP_OBJS_F ; 6 const EMOTE_OBJECT_F ; 7 DEF INVISIBLE EQU 1 << INVISIBLE_F DEF WONT_DELETE EQU 1 << WONT_DELETE_F DEF FIXED_FACING EQU 1 << FIXED_FACING_F DEF SLIDING EQU 1 << SLIDING_F DEF NOCLIP_TILES EQU 1 << NOCLIP_TILES_F DEF MOVE_ANYWHERE EQU 1 << MOVE_ANYWHERE_F DEF NOCLIP_OBJS EQU 1 << NOCLIP_OBJS_F DEF EMOTE_OBJECT EQU 1 << EMOTE_OBJECT_F ; object_struct OBJECT_FLAGS2 bit flags const_def const LOW_PRIORITY_F ; 0 const HIGH_PRIORITY_F ; 1 const OBJ_FLAGS2_2 ; 2 const OVERHEAD_F ; 3 const USE_OBP1_F ; 4 const FROZEN_F ; 5 const OBJ_FLAGS2_6 ; 6 const OBJ_FLAGS2_7 ; 7 DEF LOW_PRIORITY EQU 1 << LOW_PRIORITY_F DEF HIGH_PRIORITY EQU 1 << HIGH_PRIORITY_F DEF OVERHEAD EQU 1 << OVERHEAD_F DEF USE_OBP1 EQU 1 << USE_OBP1_F ; object_struct OBJECT_PALETTE bit flags const_def 5 const SWIMMING_F ; 5 const STRENGTH_BOULDER_F ; 6 const BIG_OBJECT_F ; 7 DEF SWIMMING EQU 1 << SWIMMING_F DEF STRENGTH_BOULDER EQU 1 << STRENGTH_BOULDER_F DEF BIG_OBJECT EQU 1 << BIG_OBJECT_F ; facing attribute bit flags DEF RELATIVE_ATTRIBUTES_F EQU 1 DEF ABSOLUTE_TILE_ID_F EQU 2 DEF RELATIVE_ATTRIBUTES EQU 1 << RELATIVE_ATTRIBUTES_F DEF ABSOLUTE_TILE_ID EQU 1 << ABSOLUTE_TILE_ID_F ; map_object struct members (see macros/ram.asm) ; struct initialized by object_event macro (see macros/scripts/maps.asm) rsreset DEF MAPOBJECT_OBJECT_STRUCT_ID rb ; 0 DEF MAPOBJECT_SPRITE rb ; 1 DEF MAPOBJECT_Y_COORD rb ; 2 DEF MAPOBJECT_X_COORD rb ; 3 DEF MAPOBJECT_MOVEMENT rb ; 4 DEF MAPOBJECT_RADIUS rb ; 5 DEF MAPOBJECT_HOUR_1 rb ; 6 DEF MAPOBJECT_HOUR_2 rb ; 7 rsset MAPOBJECT_HOUR_2 DEF MAPOBJECT_TIMEOFDAY rb ; 7 DEF MAPOBJECT_PALETTE rb ; 8 rsset MAPOBJECT_PALETTE DEF MAPOBJECT_TYPE rb ; 8 DEF MAPOBJECT_SIGHT_RANGE rb ; 9 DEF MAPOBJECT_SCRIPT_POINTER rw ; a DEF MAPOBJECT_EVENT_FLAG rw ; c rb_skip 2 DEF MAPOBJECT_LENGTH EQU _RS DEF NUM_OBJECTS EQU 16 DEF LAST_OBJECT EQU NUM_OBJECTS - 1 DEF PLAYER_OBJECT EQU 0 DEF MAPOBJECT_PALETTE_MASK EQU %11110000 DEF MAPOBJECT_TYPE_MASK EQU %00001111 ; special MAPOBJECT_EVENT_FLAG values DEF ALWAYS_HIDDEN EQU $ff00 ; anything between $ff00 and $fffe DEF ALWAYS_SHOWN EQU $ffff assert HIGH(ALWAYS_HIDDEN) == HIGH(ALWAYS_SHOWN) ; number of entries in MapObjectsBackups. ; this sets a limit to the maximum number of different maps that can be reentered during a level. ; map groups with more than NUM_MAP_OBJECTS_BACKUPS maps are only ok if no more than ; NUM_MAP_OBJECTS_BACKUPS can be possibly accesed during the same level play. DEF NUM_MAP_OBJECTS_BACKUPS EQU 10 ; SpriteMovementData struct members (see data/sprites/map_objects.asm) rsreset DEF SPRITEMOVEATTR_MOVEMENT rb ; 0 DEF SPRITEMOVEATTR_FACING rb ; 1 DEF SPRITEMOVEATTR_ACTION rb ; 2 DEF SPRITEMOVEATTR_FLAGS1 rb ; 3 DEF SPRITEMOVEATTR_FLAGS2 rb ; 4 DEF SPRITEMOVEATTR_PALFLAGS rb ; 5 DEF NUM_SPRITEMOVEDATA_FIELDS EQU _RS DEF MAPOBJECT_SCREEN_WIDTH EQU (SCREEN_WIDTH / 2) + 2 DEF MAPOBJECT_SCREEN_HEIGHT EQU (SCREEN_HEIGHT / 2) + 2 ; SpriteMovementData indexes (see data/sprites/map_objects.asm) const_def const SPRITEMOVEDATA_00 ; 00 const SPRITEMOVEDATA_STILL ; 01 const SPRITEMOVEDATA_WANDER ; 02 const SPRITEMOVEDATA_SPINRANDOM_SLOW ; 03 const SPRITEMOVEDATA_WALK_UP_DOWN ; 04 const SPRITEMOVEDATA_WALK_LEFT_RIGHT ; 05 const SPRITEMOVEDATA_STANDING_DOWN ; 06 const SPRITEMOVEDATA_STANDING_UP ; 07 const SPRITEMOVEDATA_STANDING_LEFT ; 08 const SPRITEMOVEDATA_STANDING_RIGHT ; 09 const SPRITEMOVEDATA_SPINRANDOM_FAST ; 0a const SPRITEMOVEDATA_PLAYER ; 0b const SPRITEMOVEDATA_INDEXED_1 ; 0c const SPRITEMOVEDATA_INDEXED_2 ; 0d const SPRITEMOVEDATA_0E ; 0e const SPRITEMOVEDATA_0F ; 0f const SPRITEMOVEDATA_10 ; 10 const SPRITEMOVEDATA_11 ; 11 const SPRITEMOVEDATA_12 ; 12 const SPRITEMOVEDATA_FOLLOWING ; 13 const SPRITEMOVEDATA_SCRIPTED ; 14 const SPRITEMOVEDATA_BIGDOLLSYM ; 15 const SPRITEMOVEDATA_POKEMON ; 16 const SPRITEMOVEDATA_SUDOWOODO ; 17 const SPRITEMOVEDATA_SMASHABLE_ROCK ; 18 const SPRITEMOVEDATA_STRENGTH_BOULDER ; 19 const SPRITEMOVEDATA_FOLLOWNOTEXACT ; 1a const SPRITEMOVEDATA_SHADOW ; 1b const SPRITEMOVEDATA_EMOTE ; 1c const SPRITEMOVEDATA_SCREENSHAKE ; 1d const SPRITEMOVEDATA_SPINCOUNTERCLOCKWISE ; 1e const SPRITEMOVEDATA_SPINCLOCKWISE ; 1f const SPRITEMOVEDATA_BIGDOLLASYM ; 20 const SPRITEMOVEDATA_BIGDOLL ; 21 const SPRITEMOVEDATA_BOULDERDUST ; 22 const SPRITEMOVEDATA_GRASS ; 23 const SPRITEMOVEDATA_SWIM_WANDER ; 24 const SPRITEMOVEDATA_CUTTABLE_TREE ; 25 DEF NUM_SPRITEMOVEDATA EQU const_value ; StepFunction_FromMovement.Pointers indexes (see engine/overworld/map_objects.asm) const_def const SPRITEMOVEFN_00 ; 00 const SPRITEMOVEFN_RANDOM_WALK_Y ; 01 const SPRITEMOVEFN_RANDOM_WALK_X ; 02 const SPRITEMOVEFN_RANDOM_WALK_XY ; 03 const SPRITEMOVEFN_SLOW_RANDOM_SPIN ; 04 const SPRITEMOVEFN_FAST_RANDOM_SPIN ; 05 const SPRITEMOVEFN_STANDING ; 06 const SPRITEMOVEFN_OBEY_DPAD ; 07 const SPRITEMOVEFN_INDEXED_1 ; 08 const SPRITEMOVEFN_INDEXED_2 ; 09 const SPRITEMOVEFN_0A ; 0a const SPRITEMOVEFN_0B ; 0b const SPRITEMOVEFN_0C ; 0c const SPRITEMOVEFN_0D ; 0d const SPRITEMOVEFN_0E ; 0e const SPRITEMOVEFN_FOLLOW ; 0f const SPRITEMOVEFN_SCRIPTED ; 10 const SPRITEMOVEFN_STRENGTH ; 11 const SPRITEMOVEFN_FOLLOWNOTEXACT ; 12 const SPRITEMOVEFN_SHADOW ; 13 const SPRITEMOVEFN_EMOTE ; 14 const SPRITEMOVEFN_BIG_SNORLAX ; 15 const SPRITEMOVEFN_BOUNCE ; 16 const SPRITEMOVEFN_SCREENSHAKE ; 17 const SPRITEMOVEFN_SPIN_CLOCKWISE ; 18 const SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE ; 19 const SPRITEMOVEFN_BOULDERDUST ; 1a const SPRITEMOVEFN_GRASS ; 1b DEF NUM_SPRITEMOVEFN EQU const_value ; StepTypesJumptable indexes (see engine/overworld/map_objects.asm) const_def const STEP_TYPE_RESET ; 00 const STEP_TYPE_FROM_MOVEMENT ; 01 const STEP_TYPE_NPC_WALK ; 02 const STEP_TYPE_SLEEP ; 03 const STEP_TYPE_STANDING ; 04 const STEP_TYPE_RESTORE ; 05 const STEP_TYPE_PLAYER_WALK ; 06 const STEP_TYPE_CONTINUE_WALK ; 07 const STEP_TYPE_NPC_JUMP ; 08 const STEP_TYPE_PLAYER_JUMP ; 09 const STEP_TYPE_TURN ; 0a const STEP_TYPE_BUMP ; 0b const STEP_TYPE_TELEPORT_FROM ; 0c const STEP_TYPE_TELEPORT_TO ; 0d const STEP_TYPE_SKYFALL ; 0e const STEP_TYPE_STRENGTH_BOULDER ; 0f const STEP_TYPE_GOT_BITE ; 10 const STEP_TYPE_ROCK_SMASH ; 11 const STEP_TYPE_RETURN_DIG ; 12 const STEP_TYPE_TRACKING_OBJECT ; 13 const STEP_TYPE_14 ; 14 const STEP_TYPE_SCREENSHAKE ; 15 const STEP_TYPE_16 ; 16 const STEP_TYPE_17 ; 17 const STEP_TYPE_DELETE ; 18 const STEP_TYPE_SKYFALL_TOP ; 19 DEF NUM_STEP_TYPES EQU const_value ; ObjectActionPairPointers indexes (see engine/overworld/map_object_action.asm) const_def const OBJECT_ACTION_00 ; 00 const OBJECT_ACTION_STAND ; 01 const OBJECT_ACTION_STEP ; 02 const OBJECT_ACTION_BUMP ; 03 const OBJECT_ACTION_SPIN ; 04 const OBJECT_ACTION_SPIN_FLICKER ; 05 const OBJECT_ACTION_FISHING ; 06 const OBJECT_ACTION_SHADOW ; 07 const OBJECT_ACTION_EMOTE ; 08 const OBJECT_ACTION_BIG_DOLL_SYM ; 09 const OBJECT_ACTION_BOUNCE ; 0a const OBJECT_ACTION_WEIRD_TREE ; 0b const OBJECT_ACTION_BIG_DOLL_ASYM ; 0c const OBJECT_ACTION_BIG_DOLL ; 0d const OBJECT_ACTION_BOULDER_DUST ; 0e const OBJECT_ACTION_GRASS_SHAKE ; 0f const OBJECT_ACTION_SKYFALL ; 10 DEF NUM_OBJECT_ACTIONS EQU const_value ; Facings indexes (see data/sprites/facings.asm) const_def const FACING_STEP_DOWN_0 ; 00 const FACING_STEP_DOWN_1 ; 01 const FACING_STEP_DOWN_2 ; 02 const FACING_STEP_DOWN_3 ; 03 const FACING_STEP_UP_0 ; 04 const FACING_STEP_UP_1 ; 05 const FACING_STEP_UP_2 ; 06 const FACING_STEP_UP_3 ; 07 const FACING_STEP_LEFT_0 ; 08 const FACING_STEP_LEFT_1 ; 09 const FACING_STEP_LEFT_2 ; 0a const FACING_STEP_LEFT_3 ; 0b const FACING_STEP_RIGHT_0 ; 0c const FACING_STEP_RIGHT_1 ; 0d const FACING_STEP_RIGHT_2 ; 0e const FACING_STEP_RIGHT_3 ; 0f const FACING_FISH_DOWN ; 10 const FACING_FISH_UP ; 11 const FACING_FISH_LEFT ; 12 const FACING_FISH_RIGHT ; 13 const FACING_EMOTE ; 14 const FACING_SHADOW ; 15 const FACING_BIG_DOLL_ASYM ; 16 const FACING_BIG_DOLL_SYM ; 17 const FACING_WEIRD_TREE_0 ; 18 const FACING_WEIRD_TREE_1 ; 19 const FACING_WEIRD_TREE_2 ; 1a const FACING_WEIRD_TREE_3 ; 1b const FACING_BOULDER_DUST_1 ; 1c const FACING_BOULDER_DUST_2 ; 1d const FACING_GRASS_1 ; 1e const FACING_GRASS_2 ; 1f DEF NUM_FACINGS EQU const_value ; DoPlayerMovement.DoStep arguments (see engine/overworld/player_movement.asm) const_def const STEP_SLOW ; 0 const STEP_WALK ; 1 const STEP_BIKE ; 2 const STEP_LEDGE ; 3 const STEP_ICE ; 4 const STEP_TURN ; 5 const STEP_BACK_LEDGE ; 6 const STEP_WALK_IN_PLACE ; 7 DEF NUM_STEPS EQU const_value