shithub: pokecrystal

Download patch

ref: 8290f851fd97131d927a9702deee20b150d3eae3
parent: aba038a4a4b5a1ef9ab683a3683849809ef95467
author: PikalaxALT <[email protected]>
date: Sun Nov 15 19:52:53 EST 2015

Further decoding of SpriteMovementData

--- a/engine/map_objects.asm
+++ b/engine/map_objects.asm
@@ -2,45 +2,50 @@
 INCLUDE "engine/facings.asm"
 
 SpriteMovementData:: ; 4273
-	; function, facing, ?, ?, ?, ?
-	db SPRITEMOVEFN_00,                    DOWN,  $01, $02, $00, $00 ; 00
-	db SPRITEMOVEFN_STANDING,              DOWN,  $01, $0c, $00, $00 ; 01
-	db SPRITEMOVEFN_RANDOM_WALK_XY,        DOWN,  $01, $00, $00, $00 ; 02
-	db SPRITEMOVEFN_SLOW_RANDOM_SPIN,      DOWN,  $01, $00, $00, $00 ; 03
-	db SPRITEMOVEFN_RANDOM_WALK_Y,         DOWN,  $01, $00, $00, $00 ; 04
-	db SPRITEMOVEFN_RANDOM_WALK_X,         DOWN,  $01, $00, $00, $00 ; 05
-	db SPRITEMOVEFN_STANDING,              DOWN,  $01, $00, $00, $00 ; 06
-	db SPRITEMOVEFN_STANDING,              UP,    $01, $00, $00, $00 ; 07
-	db SPRITEMOVEFN_STANDING,              LEFT,  $01, $00, $00, $00 ; 08
-	db SPRITEMOVEFN_STANDING,              RIGHT, $01, $00, $00, $00 ; 09
-	db SPRITEMOVEFN_FAST_RANDOM_SPIN,      DOWN,  $01, $00, $00, $00 ; 0a
-	db SPRITEMOVEFN_OBEY_DPAD,             DOWN,  $01, $02, $00, $00 ; 0b
-	db SPRITEMOVEFN_08,                    DOWN,  $01, $00, $00, $00 ; 0c
-	db SPRITEMOVEFN_09,                    DOWN,  $01, $00, $00, $00 ; 0d
-	db SPRITEMOVEFN_0A,                    DOWN,  $01, $00, $00, $00 ; 0e
-	db SPRITEMOVEFN_0B,                    DOWN,  $01, $00, $00, $00 ; 0f
-	db SPRITEMOVEFN_0C,                    DOWN,  $01, $00, $00, $00 ; 10
-	db SPRITEMOVEFN_0D,                    DOWN,  $01, $00, $00, $00 ; 11
-	db SPRITEMOVEFN_0E,                    DOWN,  $01, $00, $00, $00 ; 12
-	db SPRITEMOVEFN_FOLLOW,                DOWN,  $01, $02, $00, $00 ; 13
-	db SPRITEMOVEFN_SCRIPTED,              DOWN,  $01, $02, $00, $00 ; 14
-	db SPRITEMOVEFN_BIG_SNORLAX,           DOWN,  $09, $2e, $01, $c0 ; 15
-	db SPRITEMOVEFN_BOUNCE,                DOWN,  $0a, $2e, $00, $00 ; 16
-	db SPRITEMOVEFN_STANDING,              DOWN,  $01, $0c, $00, $00 ; 17
-	db SPRITEMOVEFN_STANDING,              DOWN,  $01, $2e, $10, $00 ; 18
-	db SPRITEMOVEFN_STRENGTH,              DOWN,  $01, $2e, $00, $40 ; 19
-	db SPRITEMOVEFN_FOLLOWNOTEXACT,        DOWN,  $01, $02, $00, $00 ; 1a
-	db SPRITEMOVEFN_SHADOW,                DOWN,  $00, $8e, $01, $00 ; 1b
-	db SPRITEMOVEFN_EMOTE,                 DOWN,  $08, $8e, $02, $00 ; 1c
-	db SPRITEMOVEFN_SCREENSHAKE,           DOWN,  $00, $82, $00, $00 ; 1d
-	db SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE, LEFT,  $01, $00, $00, $00 ; 1e
-	db SPRITEMOVEFN_SPIN_CLOCKWISE,        RIGHT, $01, $00, $00, $00 ; 1f
-	db SPRITEMOVEFN_STRENGTH,              DOWN,  $0c, $2e, $01, $c0 ; 20
-	db SPRITEMOVEFN_STRENGTH,              DOWN,  $0d, $2e, $01, $c0 ; 21
-	db SPRITEMOVEFN_BOULDERDUST,           DOWN,  $0e, $8e, $01, $00 ; 22
-	db SPRITEMOVEFN_GRASS,                 DOWN,  $0f, $8e, $02, $00 ; 23
-	db SPRITEMOVEFN_RANDOM_WALK_XY,        DOWN,  $01, $00, $00, $20 ; 24
-	db SPRITEMOVEFN_00,                    DOWN,  $01, $00, $00, $00 ; 25
+
+sprite_movement_data: macro
+	db \1, \2, \3, \4, \5
+	dn \6, 0
+	endm
+	; function,                                              facing, action,              flags1, flags2, palette flags
+	sprite_movement_data SPRITEMOVEFN_00,                    DOWN,   PERSON_ACTION_01,    $02,    $00,    %0000 ; 00
+	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_01,    $0c,    $00,    %0000 ; 01
+	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY,        DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 02
+	sprite_movement_data SPRITEMOVEFN_SLOW_RANDOM_SPIN,      DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 03
+	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_Y,         DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 04
+	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_X,         DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 05
+	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 06
+	sprite_movement_data SPRITEMOVEFN_STANDING,              UP,     PERSON_ACTION_01,    $00,    $00,    %0000 ; 07
+	sprite_movement_data SPRITEMOVEFN_STANDING,              LEFT,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 08
+	sprite_movement_data SPRITEMOVEFN_STANDING,              RIGHT,  PERSON_ACTION_01,    $00,    $00,    %0000 ; 09
+	sprite_movement_data SPRITEMOVEFN_FAST_RANDOM_SPIN,      DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 0a
+	sprite_movement_data SPRITEMOVEFN_OBEY_DPAD,             DOWN,   PERSON_ACTION_01,    $02,    $00,    %0000 ; 0b
+	sprite_movement_data SPRITEMOVEFN_08,                    DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 0c
+	sprite_movement_data SPRITEMOVEFN_09,                    DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 0d
+	sprite_movement_data SPRITEMOVEFN_0A,                    DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 0e
+	sprite_movement_data SPRITEMOVEFN_0B,                    DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 0f
+	sprite_movement_data SPRITEMOVEFN_0C,                    DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 10
+	sprite_movement_data SPRITEMOVEFN_0D,                    DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 11
+	sprite_movement_data SPRITEMOVEFN_0E,                    DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 12
+	sprite_movement_data SPRITEMOVEFN_FOLLOW,                DOWN,   PERSON_ACTION_01,    $02,    $00,    %0000 ; 13
+	sprite_movement_data SPRITEMOVEFN_SCRIPTED,              DOWN,   PERSON_ACTION_01,    $02,    $00,    %0000 ; 14
+	sprite_movement_data SPRITEMOVEFN_BIG_SNORLAX,           DOWN,   PERSON_ACTION_09,    $2e,    $01,    %1100 ; 15
+	sprite_movement_data SPRITEMOVEFN_BOUNCE,                DOWN,   PERSON_ACTION_0A,    $2e,    $00,    %0000 ; 16
+	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_01,    $0c,    $00,    %0000 ; 17
+	sprite_movement_data SPRITEMOVEFN_STANDING,              DOWN,   PERSON_ACTION_01,    $2e,    $10,    %0000 ; 18
+	sprite_movement_data SPRITEMOVEFN_STRENGTH,              DOWN,   PERSON_ACTION_01,    $2e,    $00,    %0100 ; 19
+	sprite_movement_data SPRITEMOVEFN_FOLLOWNOTEXACT,        DOWN,   PERSON_ACTION_01,    $02,    $00,    %0000 ; 1a
+	sprite_movement_data SPRITEMOVEFN_SHADOW,                DOWN,   PERSON_ACTION_00,    $8e,    $01,    %0000 ; 1b
+	sprite_movement_data SPRITEMOVEFN_EMOTE,                 DOWN,   PERSON_ACTION_08,    $8e,    $02,    %0000 ; 1c
+	sprite_movement_data SPRITEMOVEFN_SCREENSHAKE,           DOWN,   PERSON_ACTION_00,    $82,    $00,    %0000 ; 1d
+	sprite_movement_data SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE, LEFT,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 1e
+	sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE,        RIGHT,  PERSON_ACTION_01,    $00,    $00,    %0000 ; 1f
+	sprite_movement_data SPRITEMOVEFN_STRENGTH,              DOWN,   PERSON_ACTION_0C,    $2e,    $01,    %1100 ; 20
+	sprite_movement_data SPRITEMOVEFN_STRENGTH,              DOWN,   PERSON_ACTION_0D,    $2e,    $01,    %1100 ; 21
+	sprite_movement_data SPRITEMOVEFN_BOULDERDUST,           DOWN,   PERSON_ACTION_0E,    $8e,    $01,    %0000 ; 22
+	sprite_movement_data SPRITEMOVEFN_GRASS,                 DOWN,   PERSON_ACTION_0F,    $8e,    $02,    %0000 ; 23
+	sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY,        DOWN,   PERSON_ACTION_01,    $00,    $00,    %0010 ; 24
+	sprite_movement_data SPRITEMOVEFN_00,                    DOWN,   PERSON_ACTION_01,    $00,    $00,    %0000 ; 25
 ; 4357
 
 
@@ -2705,6 +2710,7 @@
 	ld a, [VramState]
 	bit 0, a
 	ret z
+
 	ld bc, ObjectStructs
 	xor a
 .loop
--- a/home/map_objects.asm
+++ b/home/map_objects.asm
@@ -542,7 +542,7 @@
 ; 1a61
 
 
-Function1a61:: ; 1a61
+CopySpriteMovementData:: ; 1a61
 	ld l, a
 	ld a, [hROMBank]
 	push af
@@ -551,7 +551,7 @@
 	ld a, l
 	push bc
 
-	call Function1a71
+	call .CopyData
 
 	pop bc
 	pop af
@@ -560,10 +560,11 @@
 	ret
 ; 1a71
 
-Function1a71:: ; 1a71
+.CopyData ; 1a71
 	ld hl, OBJECT_MOVEMENTTYPE
 	add hl, de
 	ld [hl], a
+
 	push de
 	ld e, a
 	ld d, 0
@@ -574,29 +575,34 @@
 	ld b, h
 	ld c, l
 	pop de
+
 	ld a, [bc]
 	inc bc
 	rlca
 	rlca
-	and $c
+	and %00001100
 	ld hl, OBJECT_FACING
 	add hl, de
 	ld [hl], a
+
 	ld a, [bc]
 	inc bc
 	ld hl, OBJECT_ACTION
 	add hl, de
 	ld [hl], a
+
 	ld a, [bc]
 	inc bc
 	ld hl, OBJECT_FLAGS1
 	add hl, de
 	ld [hl], a
+
 	ld a, [bc]
 	inc bc
 	ld hl, OBJECT_FLAGS2
 	add hl, de
 	ld [hl], a
+
 	ld a, [bc]
 	inc bc
 	ld hl, OBJECT_PALETTE
@@ -648,6 +654,7 @@
 	ld a, [VramState]
 	bit 0, a
 	ret z
+
 	callba Function55e0
 	callba _UpdateSprites
 	ret
--- a/main.asm
+++ b/main.asm
@@ -3248,7 +3248,7 @@
 ; A dummy map object used to initialize the player object.
 ; Shorter than the actual amount copied by two bytes.
 ; Said bytes seem to be unused.
-	person_event SPRITE_CHRIS, -4, -4, SPRITEMOVEDATA_PLAYER, 15, 15, -1, -1, 0, 0, 0, 0, -1
+	person_event SPRITE_CHRIS, -4, -4, SPRITEMOVEDATA_PLAYER, 15, 15, -1, -1, 0, PERSONTYPE_SCRIPT, 0, 0, -1
 ; 807e
 
 CopyDECoordsToMapObject:: ; 807e
@@ -3630,7 +3630,7 @@
 	ld [hl], a
 
 	ld a, [wTempObjectCopyMovement]
-	call Function1a61
+	call CopySpriteMovementData
 
 	ld a, [wTempObjectCopyPalette]
 	ld hl, OBJECT_PALETTE