INCLUDE "engine/facings.asm" SpriteMovementData:: ; 4273 INCLUDE "data/map_objects.asm" ; 4357 DeleteMapObject:: ; 4357 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 ; 437b Function437b: ; 437b call .CheckObjectStillVisible ret c call .HandleStepType call .HandleObjectAction ret .CheckObjectStillVisible: ld hl, OBJECT_FLAGS2 add hl, bc res 6, [hl] ld a, [XCoord] 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, [YCoord] 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, [XCoord] 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, [YCoord] 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 1, [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, Pointers4b45 rst JumpTable ret .bit5 ret .HandleObjectAction: ld hl, OBJECT_FLAGS1 add hl, bc bit INVISIBLE, [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, Pointers445f ; use first column jr asm_444d ; 4440 Function4440: ; 4440 ld hl, OBJECT_FLAGS1 add hl, bc bit INVISIBLE, [hl] jr nz, SetFacingStanding asm_4448 ; use second column ld de, Pointers445f + 2 jr asm_444d ; 444d asm_444d ; call [4 * ObjectStructs[ObjInd, OBJECT_ACTION] + de] INCLUDE "engine/map_object_action.asm" CopyNextCoordsTileToStandingCoordsTile: ; 4600 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 ; 462a Function462a: ; 462a 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 ; 463f UpdateTallGrassFlags: ; 463f ld hl, OBJECT_FLAGS2 add hl, bc bit 3, [hl] ; is current tile grass? 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 ; 4661 SetTallGrassFlags: ; 4661 call CheckSuperTallGrassTile jr z, .set call CheckGrassTile jr c, .reset .set ld hl, OBJECT_FLAGS2 add hl, bc set 3, [hl] ret .reset ld hl, OBJECT_FLAGS2 add hl, bc res 3, [hl] ret ; 4679 UselessAndA: ; 4679 and a ret ; 467b EndSpriteMovement: ; 467b xor a ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], a ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc rept 3 ld [hli], a endr ld [hl], a ; OBJECT_30 ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ret ; 4690 InitStep: ; 4690 ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], a ld hl, OBJECT_FLAGS1 add hl, bc bit FIXED_FACING, [hl] jr nz, GetNextTile add a add a and %00001100 ld hl, OBJECT_FACING add hl, bc ld [hl], a GetNextTile: ; 46a6 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 ; 46d7 AddStepVector: ; 46d7 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 ; 46e9 GetStepVector: ; 46e9 ; 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 ; 4700 StepVectors: ; 4700 ; 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 ; 4730 GetStepVectorSign: ; 4730 add a ret z ; 0 or 128 ld a, 1 ret nc ; 1 - 127 ld a, -1 ret ; 129 - 255 ; 4738 UpdatePlayerStep: ; 4738 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 ; 4759 Function4759: ; 4759 ; 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 ; 4769 RestoreDefaultMovement: ; 4769 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 ; 4780 ClearObjectMovementByteIndex: ; 4780 ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc ld [hl], 0 ret ; 4787 IncrementObjectMovementByteIndex: ; 4787 ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc inc [hl] ret ; 478d DecrementObjectMovementByteIndex: ; 478d ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc dec [hl] ret ; 4793 MovementAnonymousJumptable: ; 4793 ld hl, OBJECT_MOVEMENT_BYTE_INDEX add hl, bc ld a, [hl] pop hl rst JumpTable ret ; 479b ClearObjectStructField28: ; 479b ld hl, OBJECT_28 add hl, bc ld [hl], 0 ret ; 47a2 IncrementObjectStructField28: ; 47a2 ld hl, OBJECT_28 add hl, bc inc [hl] ret ; 47a8 Object28AnonymousJumptable: ; 47a8 ld hl, OBJECT_28 add hl, bc ld a, [hl] pop hl rst JumpTable ret ; 47b0 GetValueObjectStructField28: ; 47b0 ld hl, OBJECT_28 add hl, bc ld a, [hl] ret ; 47b6 SetValueObjectStructField28: ; 47b6 ld hl, OBJECT_28 add hl, bc ld [hl], a ret ; 47bc ObjectMovementReset: ; 47bc 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 ; 47dd MapObjectMovementPattern: ; 47dd call ClearObjectStructField28 call GetSpriteMovementFunction ld a, [hl] ld hl, .Pointers rst JumpTable ret .Pointers: ; 47e9 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 ld a, [hRandomAdd] and %00000001 jp .RandomWalkContinue .RandomWalkX: call Random ld a, [hRandomAdd] and %00000001 or %00000010 jp .RandomWalkContinue .RandomWalkXY: call Random ld a, [hRandomAdd] and %00000011 jp .RandomWalkContinue .RandomSpin1: call Random ld 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 ld 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], PERSON_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 _GetMovementPerson .Movement0b: jp _GetMovementPerson .Movement0c: jp _GetMovementPerson .Movement0d: ld hl, Function5000 jp HandleMovementData .Movement0e: jp _GetMovementPerson .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 Function6ec1 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], PERSON_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], PERSON_ACTION_09 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], PERSON_ACTION_0A 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], PERSON_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: ; 49c0 db OW_RIGHT, OW_LEFT, OW_DOWN, OW_UP .MovementSpinTurnRight: ld de, .DirectionData_Clockwise call .MovementSpinNextFacing jr .MovementSpinClockwise .DirectionData_Clockwise: ; 49cc 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], PERSON_ACTION_07 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] and 3 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], PERSON_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], PERSON_ACTION_0E 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 ; 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], PERSON_ACTION_0F 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_29 add hl, bc ld [hl], e inc hl ld [hl], d ret .MovementScreenShake: call EndSpriteMovement ld hl, OBJECT_ACTION add hl, bc ld [hl], PERSON_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_30 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 Function6ec1 ; check whether the object can move in that direction jr c, .NewDuration call UpdateTallGrassFlags ld hl, OBJECT_ACTION add hl, bc ld [hl], PERSON_ACTION_STEP ld hl, wCenteredObject ld 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: ; 4b1d call Random ld a, [hRandomAdd] and %01111111 jr SetRandomStepDuration ; 4b26 RandomStepDuration_Fast: ; 4b26 call Random ld a, [hRandomAdd] and %00011111 SetRandomStepDuration: ; 4b2d 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], PERSON_ACTION_STAND ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_03 ret ; 4b45 Pointers4b45: ; 4b45 ; These pointers use OBJECT_STEP_TYPE. See constants/sprite_constants.asm dw ObjectMovementReset ; 00 dw MapObjectMovementPattern ; unused dw NPCStep ; 02 npc walk dw StepType03 ; 03 dw StepType04 ; 04 dw StepType05 ; 05 dw PlayerStep ; 06 player walk dw StepType07 ; 07 dw NPCJump ; 08 npc jump step dw PlayerJump ; 09 player jump step dw PlayerOrNPCTurnStep ; 0a half step dw StepTypeBump ; 0b dw TeleportFrom ; 0c teleport from dw TeleportTo ; 0d teleport to dw Skyfall ; 0e skyfall 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 ; 4b79 WaitStep_InPlace: ; 4b79 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 ; 4b86 NPCJump: ; 4b86 call Object28AnonymousJumptable ; 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 IncrementObjectStructField28 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 ; 4bbf PlayerJump: ; 4bbf call Object28AnonymousJumptable ; anonymous dw dw .initjump dw .stepjump dw .initland dw .stepland .initjump ld hl, wPlayerStepFlags set 7, [hl] call IncrementObjectStructField28 .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 IncrementObjectStructField28 ret .initland call GetNextTile ld hl, wPlayerStepFlags set 7, [hl] call IncrementObjectStructField28 .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 ; 4c18 TeleportFrom: ; 4c18 call Object28AnonymousJumptable ; anonymous dw dw .InitSpin dw .DoSpin dw .InitSpinRise dw .DoSpinRise ; 4c23 .InitSpin: ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call IncrementObjectStructField28 .DoSpin: ld hl, OBJECT_ACTION add hl, bc ld [hl], PERSON_ACTION_SPIN ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call IncrementObjectStructField28 ret .InitSpinRise: ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_31 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 IncrementObjectStructField28 .DoSpinRise: ld hl, OBJECT_ACTION add hl, bc ld [hl], PERSON_ACTION_SPIN ld hl, OBJECT_31 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 ; 4c89 TeleportTo: ; 4c89 call Object28AnonymousJumptable ; anonymous dw dw .InitWait dw .DoWait dw .InitDescent dw .DoDescent dw .InitFinalSpin dw .DoFinalSpin dw .FinishStep ; 4c9a .InitWait: ld hl, OBJECT_ACTION add hl, bc ld [hl], PERSON_ACTION_00 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call IncrementObjectStructField28 ret ; 4caa .DoWait: ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call IncrementObjectStructField28 .InitDescent: ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_31 add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call IncrementObjectStructField28 ret ; 4cc9 .DoDescent: ld hl, OBJECT_ACTION add hl, bc ld [hl], PERSON_ACTION_SPIN ld hl, OBJECT_31 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 IncrementObjectStructField28 .InitFinalSpin: ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call IncrementObjectStructField28 ret ; 4cf5 .DoFinalSpin: ld hl, OBJECT_ACTION add hl, bc ld [hl], PERSON_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 ; 4d14 Skyfall: ; 4d14 call Object28AnonymousJumptable ; anonymous dw dw .Init dw .Step dw .Fall dw .Finish ; 4d1f .Init: ld hl, OBJECT_ACTION add hl, bc ld [hl], PERSON_ACTION_00 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call IncrementObjectStructField28 .Step: ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz ld hl, OBJECT_ACTION add hl, bc ld [hl], PERSON_ACTION_STEP ld hl, OBJECT_STEP_FRAME add hl, bc ld [hl], 0 ld hl, OBJECT_31 add hl, bc ld [hl], 0 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call IncrementObjectStructField28 .Fall: ld hl, OBJECT_31 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 IncrementObjectStructField28 .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 ; 4d7e GotBiteStep: ; 4d7e call Object28AnonymousJumptable ; anonymous dw dw .Init dw .Run ; 4d85 .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 IncrementObjectStructField28 .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 ; 4daf RockSmashStep: ; 4daf call .Step jp WaitStep_InPlace ; 4db5 .Step: ld hl, OBJECT_STEP_DURATION add hl, bc ld a, [hl] and %00000001 ld a, PERSON_ACTION_STAND jr z, .yes ld a, PERSON_ACTION_00 .yes ld hl, OBJECT_ACTION add hl, bc ld [hl], a ret ; 4dc8 ReturnDigStep: ; 4dc8 ld hl, OBJECT_STEP_DURATION add hl, bc ld a, [hl] and %00000001 ld a, PERSON_ACTION_SPIN jr z, .yes ld a, PERSON_ACTION_SPIN_FLICKER .yes ld hl, OBJECT_ACTION add hl, bc ld [hl], a jp WaitStep_InPlace ; 4ddd StepType03: ; 4ddd 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 ; 4df0 StepType18: ; 4df0 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 ; 4dff StepTypeBump: ; 4dff 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 ; 4e0c StepType05: ; 4e0c call Object28AnonymousJumptable ; anonymous dw dw .Reset dw StepType04 .Reset: call RestoreDefaultMovement call GetInitialFacing ld hl, OBJECT_FACING add hl, bc ld [hl], a call IncrementObjectStructField28 StepType04: ; 4e21 call MobileFn_4fb2 ld hl, OBJECT_DIRECTION_WALKING add hl, bc ld [hl], STANDING ret ; 4e2b NPCStep: ; 4e2b call MobileFn_4fb2 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 ; 4e47 StepType07: ; 4e47 call AddStepVector ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call CopyNextCoordsTileToStandingCoordsTile jp RandomStepDuration_Slow ; 4e56 PlayerStep: ; 4e56 ; AnimateStep? call Object28AnonymousJumptable ; anonymous dw dw .init dw .step .init ld hl, wPlayerStepFlags set 7, [hl] call IncrementObjectStructField28 .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 ; 4e83 PlayerOrNPCTurnStep: ; 4e83 call Object28AnonymousJumptable ; 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 IncrementObjectStructField28 .step1 ld hl, OBJECT_STEP_DURATION add hl, bc dec [hl] ret nz call IncrementObjectStructField28 .init2 ld hl, OBJECT_29 ; 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 IncrementObjectStructField28 .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 ; 4ecd StepType0f: ; 4ecd 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 callba 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 ; 4f04 StepTypeTrackingObject: ; 4f04 ld hl, OBJECT_29 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 ; 4f33 StepType14: ; 4f33 StepType15: ; 4f33 call Object28AnonymousJumptable ; anonymous dw dw .Init dw .Run .Init: xor a ld hl, OBJECT_29 add hl, bc ld [hl], a call IncrementObjectStructField28 .Run: ld hl, OBJECT_29 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_29 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_30 add hl, bc and 1 ld a, [hl] ret z cpl inc a ret ; 4f77 StepType16: ; 4f77 call Object28AnonymousJumptable ; ???? ; 4f7a StepType17: ; 4f7a call Object28AnonymousJumptable ; anonymous dw dw .null dw .null dw .null .null ; 4f83 SkyfallTop: ; 4f83 call Object28AnonymousJumptable ; anonymous dw dw .Init dw .Run .Init: ld hl, OBJECT_ACTION add hl, bc ld [hl], PERSON_ACTION_10 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], 16 call IncrementObjectStructField28 .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 ; 4fb2 MobileFn_4fb2: mobile ld hl, OBJECT_29 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 ; 4fcd db 0, -1, -2, -3, -4, -3, -2, -1 ; 4fd5 UpdateJumpPosition: ; 4fd5 call GetStepVector ld a, h ld hl, OBJECT_31 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 ; 4ff0 db -4, -6, -8, -10, -11, -12, -12, -12 db -11, -10, -9, -8, -6, -4, 0, 0 ; 5000 Function5000: ; unscripted? ; copy [wPlayerNextMovement] to [wPlayerMovement] ld a, [wPlayerNextMovement] ld hl, wPlayerMovement ld [hl], a ; load [wPlayerNextMovement] with movement_step_sleep_1 ld a, movement_step_sleep_1 ld [wPlayerNextMovement], a ; recover the previous value of [wPlayerNextMovement] ld a, [hl] ret ; 500e GetMovementByte: ld hl, wMovementDataPointer call _GetMovementByte ret ; 5015 Function5015: ; 5015 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 ; 5026 Function5026: ; 5026 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 ; 5037 _GetMovementPerson: ; 5037 ld hl, GetMovementPerson jp HandleMovementData ; 503d GetMovementPerson: ; 503d ld a, [wMovementPerson] ret ; 5041 HandleMovementData: ; 5041 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 ; 505e JumpMovementPointer: ; 505e ld hl, wMovementPointer ld a, [hli] ld h, [hl] ld l, a jp [hl] ; 5065 ContinueReadingMovement: ; 5065 ld a, 1 ld [wMovementByteWasControlSwitch], a ret ; 506b DoMovementFunction: ; 506b push af call ApplyMovementToFollower pop af ld hl, MovementPointers rst JumpTable ret ; 5075 INCLUDE "engine/movement.asm" ; 54b8 ApplyMovementToFollower: ; 54b8 ld e, a ld a, [wObjectFollow_Follower] cp -1 ret z ld a, [wObjectFollow_Leader] ld d, a ld a, [hMapObjectIndexBuffer] cp d ret nz ld a, e cp movement_step_sleep_1 ret z cp movement_step_end ret z cp movement_step_4b ret z cp movement_step_bump ret z cp movement_turn_step_right + 1 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 ; 54e6 GetFollowerNextMovementByte: ; 54e6 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_1 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 ; 5529 SpawnShadow: ; 5529 push bc ld de, .ShadowObject call CopyTempObjectData call InitTempObject pop bc ret .ShadowObject: ; vtile, palette, movement db $00, PAL_OW_SILVER, SPRITEMOVEDATA_SHADOW ; 5538 SpawnStrengthBoulderDust: ; 5538 push bc ld de, .BoulderDustObject call CopyTempObjectData call InitTempObject pop bc ret .BoulderDustObject: db $00, PAL_OW_SILVER, SPRITEMOVEDATA_BOULDERDUST ; 5547 SpawnEmote: ; 5547 push bc ld de, .EmoteObject call CopyTempObjectData call InitTempObject pop bc ret .EmoteObject: db $00, PAL_OW_SILVER, SPRITEMOVEDATA_EMOTE ; 5556 ShakeGrass: ; 5556 push bc ld de, .data_5562 call CopyTempObjectData call InitTempObject pop bc ret .data_5562 db $00, PAL_OW_TREE, SPRITEMOVEDATA_GRASS ; 5565 ShakeScreen: ; 5565 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 ; 5579 DespawnEmote: ; 5579 push bc ld a, [hMapObjectIndexBuffer] ld c, a call .DeleteEmote pop bc ret .DeleteEmote: ld de, ObjectStructs ld a, NUM_OBJECT_STRUCTS .loop push af ld hl, OBJECT_FLAGS1 add hl, de bit EMOTE_OBJECT, [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 ; 55ac InitTempObject: ; 55ac call FindFirstEmptyObjectStruct ret nc ld d, h ld e, l callba CopyTempObjectToObjectStruct ret ; 55b9 CopyTempObjectData: ; 55b9 ; 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 ld 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 ; 55e0 Function55e0:: ; 55e0 ld a, [VramState] bit 0, a ret z ld bc, ObjectStructs xor a .loop ld [hMapObjectIndexBuffer], a call GetObjectSprite jr z, .ok call Function565c .ok ld hl, OBJECT_STRUCT_LENGTH add hl, bc ld b, h ld c, l ld a, [hMapObjectIndexBuffer] inc a cp NUM_OBJECT_STRUCTS jr nz, .loop ret ; 5602 Function5602: ; 5602, called at battle start call Function5645 ; clear sprites ld a, PLAYER call Function5629 ; respawn player ld a, [wBattleScriptFlags] bit 7, a jr z, .ok ld a, [hLastTalked] and a jr z, .ok call Function5629 ; respawn opponent .ok call _UpdateSprites ret ; 561d Function561d: ; 561d call Function5645 ; clear sprites ld a, PLAYER call Function5629 ; respawn player call _UpdateSprites ret ; 5629 Function5629: ; 5629 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 GetObjectSprite ret z call Function5673 ret ; 5645 Function5645: ; 5645 xor a ld bc, ObjectStructs .loop ld [hMapObjectIndexBuffer], a call SetFacing_Standing ld hl, OBJECT_STRUCT_LENGTH add hl, bc ld b, h ld c, l ld a, [hMapObjectIndexBuffer] inc a cp NUM_OBJECT_STRUCTS jr nz, .loop ret ; 565c Function565c: ; 565c push bc call Function56cd pop bc jr c, SetFacing_Standing call Function56a3 jr c, SetFacing_Standing call Function5688 callba Function4440 xor a ret ; 5673 Function5673: ; 5673 call Function56a3 jr c, SetFacing_Standing callba Function4440 ; no need to farcall xor a ret ; 5680 SetFacing_Standing: ; 5680 ld hl, OBJECT_FACING_STEP add hl, bc ld [hl], STANDING scf ret ; 5688 Function5688: ; 5688 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 callba UpdateTallGrassFlags ; no need to farcall ret ; 56a3 Function56a3: ; 56a3 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, [XCoord] cp d jr z, .equal_x jr nc, .nope add $b cp d jr c, .nope .equal_x ld a, [YCoord] cp e jr z, .equal_y jr nc, .nope add $a cp e jr c, .nope .equal_y xor a ret .nope scf ret ; 56cd Function56cd: ; 56cd ld a, [wFollowNotExactPersonX] 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 $20 .ok3 ld [hUsedSpriteIndex], a ld a, [wFollowNotExactPersonY] 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 $12 jr c, .ok6 sub $20 .ok6 ld [hUsedSpriteTile], a ld hl, OBJECT_PALETTE add hl, bc bit 7, [hl] jr z, .ok7 ld a, d add 2 ld d, a ld a, e add 2 ld e, a .ok7 ld a, d ld [hFFBF], a .loop ld a, [hFFBF] ld d, a ld a, [hUsedSpriteTile] add e dec a cp $12 jr nc, .ok9 ld b, a .next ld a, [hUsedSpriteIndex] add d dec a cp $14 jr nc, .ok8 ld c, a push bc call Coord2Tile pop bc ld a, [hl] cp $60 jr nc, .nope .ok8 dec d jr nz, .next .ok9 dec e jr nz, .loop and a ret .nope scf ret ; 576a HandleNPCStep:: ; 576a 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, ObjectStructs xor a .loop ld [hMapObjectIndexBuffer], a call GetObjectSprite jr z, .next call Function437b .next ld hl, OBJECT_STRUCT_LENGTH add hl, bc ld b, h ld c, l ld a, [hMapObjectIndexBuffer] inc a cp NUM_OBJECT_STRUCTS jr nz, .loop ret ; 579d RefreshPlayerSprite: ; 579d ld a, movement_step_sleep_1 ld [wPlayerNextMovement], a ld [wPlayerMovement], a xor a ld [wd04e], a ld [PlayerObjectStepFrame], a call .TryResetPlayerAction callba CheckWarpFacingDown call c, SpawnInFacingDown call .SpawnInCustomFacing ret ; 57bc .TryResetPlayerAction: ; 57bc ld hl, wPlayerSpriteSetupFlags bit 7, [hl] jr nz, .ok ret .ok ld a, PERSON_ACTION_00 ld [PlayerAction], a ret ; 57ca .SpawnInCustomFacing: ; 57ca ld hl, wPlayerSpriteSetupFlags bit 5, [hl] ret z ld a, [wPlayerSpriteSetupFlags] and 3 add a add a jr ContinueSpawnFacing ; 57d9 SpawnInFacingDown: ; 57d9 ld a, 0 ContinueSpawnFacing: ; 57db ld bc, PlayerStruct call SetSpriteDirection ret ; 57e2 SetPlayerPalette: ; 57e2 ld a, d and %10000000 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 %00000111 ld d, a ld bc, PlayerStruct ld hl, OBJECT_PALETTE add hl, bc ld a, [hl] and %11111000 or d ld [hl], a ret ; 5803 StartFollow:: ; 5803 push bc ld a, b call SetLeaderIfVisible pop bc ret c ld a, c call SetFollowerIfVisible callba QueueFollowerFirstStep ret ; 5815 SetLeaderIfVisible: ; 5815 call CheckObjectVisibility ret c ld a, [hObjectStructIndexBuffer] ld [wObjectFollow_Leader], a ret ; 581f StopFollow:: ; 581f call ResetLeader call ResetFollower ret ; 5826 ResetLeader: ; 5826 ld a, -1 ld [wObjectFollow_Leader], a ret ; 582c SetFollowerIfVisible: ; 582c 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 ld a, [hObjectStructIndexBuffer] ld [wObjectFollow_Follower], a ret ; 5847 ResetFollower: ; 5847 ld a, [wObjectFollow_Follower] cp -1 ret z call GetObjectStruct callba Function58e3 ; no need to bankswitch ld a, -1 ld [wObjectFollow_Follower], a ret ; 585c SetFlagsForMovement_1:: ; 585c 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 ; 586e Function586e: ; 586e call CheckObjectVisibility ret c ld hl, OBJECT_FLAGS2 add hl, bc set 5, [hl] xor a ret ; 587a Function587a: ; 587a ld bc, ObjectStructs xor a .loop push af call GetObjectSprite 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 ; 5897 _SetFlagsForMovement_2:: ; 5897 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 ; 58b9 Function58b9:: ; 58b9 push bc ld bc, ObjectStructs xor a .loop push af call GetObjectSprite 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 ; 58d8 Function58d8: ; 58d8 call CheckObjectVisibility ret c ld hl, OBJECT_FLAGS2 add hl, bc res 5, [hl] ret ; 58e3 Function58e3: ; 58e3 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 ; 5903 Function5903: ; 5903 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 ; 5920 _UpdateSprites:: ; 5920 ld a, [VramState] bit 0, a ret z xor a ld [hUsedSpriteIndex], a ld a, [hOAMUpdate] push af ld a, 1 ld [hOAMUpdate], a call InitSprites call .fill pop af ld [hOAMUpdate], a ret .fill ld a, [VramState] bit 1, a ld b, SpritesEnd % $100 jr z, .ok ld b, 28 * 4 .ok ld a, [hUsedSpriteIndex] cp b ret nc ld l, a ld h, Sprites / $100 ld de, 4 ld a, b ld c, SCREEN_HEIGHT_PX + 16 .loop ld [hl], c add hl, de cp l jr nz, .loop ret ; 5958 Function5958: ; 5958 push hl push de push bc ld a, [wFollowNotExactPersonX] ld d, a ld a, [wFollowNotExactPersonY] ld e, a ld bc, ObjectStructs ld a, NUM_OBJECT_STRUCTS .loop push af call GetObjectSprite 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 [wFollowNotExactPersonX], a ld [wFollowNotExactPersonY], a pop bc pop de pop hl ret ; 5991 InitSprites: ; 5991 PRIORITY_LOW EQU $10 PRIORITY_NORM EQU $20 PRIORITY_HIGH EQU $30 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, ObjectStructs ld hl, wMovementPointer .loop push hl call GetObjectSprite 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 0, [hl] jr nz, .add ld e, PRIORITY_NORM bit 1, [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 %01111111 ld [hFFC1], a xor a bit 7, [hl] jr nz, .skip1 or %00001000 .skip1 ld hl, OBJECT_FLAGS2 add hl, bc ld e, [hl] bit 7, e jr z, .skip2 or %10000000 .skip2 bit 4, e jr z, .skip3 or %00010000 .skip3 ld hl, OBJECT_PALETTE add hl, bc ld d, a ld a, [hl] and %00000111 or d ld d, a xor a bit 3, e jr z, .skip4 or %10000000 .skip4 ld [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, [wFollowNotExactPersonX] add e ld [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, [wFollowNotExactPersonY] add e ld [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 ld a, [hUsedSpriteIndex] ld c, a ld b, Sprites / $100 ld a, [hli] ld [hUsedSpriteTile], a add c cp SpritesEnd % $100 jr nc, .full .addsprite ld a, [hFFC0] add [hl] inc hl ld [bc], a inc c ld a, [hFFBF] add [hl] inc hl ld [bc], a inc c ld e, [hl] inc hl ld a, [hFFC1] bit 2, e jr z, .nope1 xor a .nope1 add [hl] inc hl ld [bc], a inc c ld a, e bit 1, a jr z, .nope2 ld a, [hFFC2] or e .nope2 and %11110000 or d ld [bc], a inc c ld a, [hUsedSpriteTile] dec a ld [hUsedSpriteTile], a jr nz, .addsprite ld a, c ld [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: ; 5ace dw PlayerStruct dw Object1Struct dw Object2Struct dw Object3Struct dw Object4Struct dw Object5Struct dw Object6Struct dw Object7Struct dw Object8Struct dw Object9Struct dw Object10Struct dw Object11Struct dw Object12Struct ; 5ae8