ref: ef98c44edd40d28f56afb271d0a64e52ee59fc96
parent: 700321a7fb2d6c852ffc91cc0b8867526cb76813
author: PikalaxALT <[email protected]>
date: Tue Sep 27 05:37:10 EDT 2016
Person action and facing labels, part 1
--- a/audio/engine.asm
+++ b/audio/engine.asm
@@ -258,21 +258,21 @@
.asm_e8159
bit NOTE_REST, [hl] ; rest
jr nz, .ch1rest
- bit NOTE_UNKN_4, [hl]
+ bit NOTE_NOISE_SAMPLING, [hl]
jr nz, .asm_e81a2
- bit NOTE_UNKN_1, [hl]
- jr nz, .asm_e816b
- bit NOTE_UNKN_6, [hl]
+ bit NOTE_FREQ_OVERRIDE, [hl]
+ jr nz, .frequency_override
+ bit NOTE_VIBRATO_OVERRIDE, [hl]
jr nz, .asm_e8184
- jr .asm_e8175
+ jr .check_duty_override
-.asm_e816b
+.frequency_override
ld a, [wCurTrackFrequency]
ld [rNR13], a
ld a, [wCurTrackFrequency + 1]
ld [rNR14], a
-.asm_e8175
- bit NOTE_UNKN_0, [hl]
+.check_duty_override
+ bit NOTE_DUTY_OVERRIDE, [hl]
ret z
ld a, [wCurTrackDuty]
ld d, a
@@ -321,11 +321,11 @@
add hl, bc
bit NOTE_REST, [hl] ; rest
jr nz, .ch2rest
- bit NOTE_UNKN_4, [hl]
+ bit NOTE_NOISE_SAMPLING, [hl]
jr nz, .asm_e8204
- bit NOTE_UNKN_6, [hl]
+ bit NOTE_VIBRATO_OVERRIDE, [hl]
jr nz, .asm_e81e6
- bit NOTE_UNKN_0, [hl]
+ bit NOTE_DUTY_OVERRIDE, [hl]
ret z
ld a, [wCurTrackDuty]
ld d, a
@@ -381,9 +381,9 @@
add hl, bc
bit NOTE_REST, [hl] ; rest
jr nz, .ch3rest
- bit NOTE_UNKN_4, [hl]
+ bit NOTE_NOISE_SAMPLING, [hl]
jr nz, .asm_e824d
- bit NOTE_UNKN_6, [hl]
+ bit NOTE_VIBRATO_OVERRIDE, [hl]
jr nz, .asm_e823a
ret
@@ -482,7 +482,7 @@
add hl, bc
bit NOTE_REST, [hl] ; rest
jr nz, .ch4rest
- bit NOTE_UNKN_4, [hl]
+ bit NOTE_NOISE_SAMPLING, [hl]
jr nz, .asm_e82d4
ret
@@ -853,7 +853,7 @@
ld [wCurTrackDuty], a
ld hl, Channel1NoteFlags - Channel1
add hl, bc
- set NOTE_UNKN_0, [hl]
+ set NOTE_DUTY_OVERRIDE, [hl]
.next
ld hl, Channel1Flags2 - Channel1
add hl, bc
@@ -930,9 +930,9 @@
ld d, a
ld a, e
sub d
- jr nc, .asm_e84ef
+ jr nc, .no_carry
ld a, 0
- jr .asm_e84ef
+ jr .no_carry
.down
; vibrato up
@@ -943,14 +943,14 @@
swap a ; move it to lo
;
add e
- jr nc, .asm_e84ef
+ jr nc, .no_carry
ld a, $ff
-.asm_e84ef
+.no_carry
ld [wCurTrackFrequency], a
;
ld hl, Channel1NoteFlags - Channel1
add hl, bc
- set NOTE_UNKN_6, [hl]
+ set NOTE_VIBRATO_OVERRIDE, [hl]
.quit
ret
@@ -1067,8 +1067,8 @@
ld [hl], d
ld hl, Channel1NoteFlags - Channel1
add hl, bc
- set NOTE_UNKN_1, [hl]
- set NOTE_UNKN_0, [hl]
+ set NOTE_FREQ_OVERRIDE, [hl]
+ set NOTE_DUTY_OVERRIDE, [hl]
ret
; e858c
@@ -1145,7 +1145,7 @@
ld hl, Channel1NoteFlags - Channel1
add hl, bc
- set NOTE_UNKN_4, [hl]
+ set NOTE_NOISE_SAMPLING, [hl]
ret
.quit
@@ -1206,7 +1206,7 @@
; ????
ld hl, Channel1NoteFlags - Channel1
add hl, bc
- set NOTE_UNKN_4, [hl]
+ set NOTE_NOISE_SAMPLING, [hl]
jp LoadNote
.rest
@@ -1288,7 +1288,7 @@
; turn noise sampling on
ld hl, Channel1NoteFlags - Channel1
add hl, bc
- set NOTE_UNKN_4, [hl] ; noise sample
+ set NOTE_NOISE_SAMPLING, [hl] ; noise sample
; update note duration
ld a, [CurMusicByte]
call SetNoteDuration ; top nybble doesnt matter?
--- a/constants/audio_constants.asm
+++ b/constants/audio_constants.asm
@@ -55,9 +55,9 @@
SOUND_PITCH_WHEEL_DIR EQU 1
; NoteFlags
-NOTE_UNKN_0 EQU 0
-NOTE_UNKN_1 EQU 1
+NOTE_DUTY_OVERRIDE EQU 0
+NOTE_FREQ_OVERRIDE EQU 1
NOTE_UNKN_3 EQU 3
-NOTE_UNKN_4 EQU 4
+NOTE_NOISE_SAMPLING EQU 4
NOTE_REST EQU 5
-NOTE_UNKN_6 EQU 6
+NOTE_VIBRATO_OVERRIDE EQU 6
--- a/constants/sprite_constants.asm
+++ b/constants/sprite_constants.asm
@@ -311,30 +311,30 @@
const PERSON_ACTION_0C
const PERSON_ACTION_0D
const PERSON_ACTION_0E
- const PERSON_ACTION_0F
+ const PERSON_ACTION_GRASS_SHAKE
const PERSON_ACTION_10
const_def
- const FACING_00
- const FACING_01
- const FACING_02
- const FACING_03
- const FACING_04
- const FACING_05
- const FACING_06
- const FACING_07
- const FACING_08
- const FACING_09
- const FACING_0A
- const FACING_0B
- const FACING_0C
- const FACING_0D
- const FACING_0E
- const FACING_0F
- const FACING_10
- const FACING_11
- const FACING_12
- const FACING_13
+ const FACING_STEP_DOWN_0
+ const FACING_STEP_DOWN_1
+ const FACING_STEP_DOWN_2
+ const FACING_STEP_DOWN_3
+ const FACING_STEP_UP_0
+ const FACING_STEP_UP_1
+ const FACING_STEP_UP_2
+ const FACING_STEP_UP_3
+ const FACING_STEP_LEFT_0
+ const FACING_STEP_LEFT_1
+ const FACING_STEP_LEFT_2
+ const FACING_STEP_LEFT_3
+ const FACING_STEP_RIGHT_0
+ const FACING_STEP_RIGHT_1
+ const FACING_STEP_RIGHT_2
+ const FACING_STEP_RIGHT_3
+ const FACING_FISH_DOWN
+ const FACING_FISH_UP
+ const FACING_FISH_LEFT
+ const FACING_FISH_RIGHT
const FACING_EMOTE
const FACING_15
const FACING_16
@@ -345,8 +345,8 @@
const FACING_1B
const FACING_1C
const FACING_1D
- const FACING_1E
- const FACING_1F
+ const FACING_GRASS_1
+ const FACING_GRASS_2
const_def
const SPRITEANIMSTRUCT_INDEX ; 0
--- a/data/map_objects.asm
+++ b/data/map_objects.asm
@@ -3,42 +3,42 @@
dn \6, 0
endm
- ; function, facing, action, flags1, flags2, palette flags
- sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 00
- sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 01
- sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 02
- sprite_movement_data SPRITEMOVEFN_SLOW_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 03
- sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_Y, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 04
- sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_X, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 05
- sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 06
- sprite_movement_data SPRITEMOVEFN_STANDING, UP, PERSON_ACTION_STAND, $00, $00, %0000 ; 07
- sprite_movement_data SPRITEMOVEFN_STANDING, LEFT, PERSON_ACTION_STAND, $00, $00, %0000 ; 08
- sprite_movement_data SPRITEMOVEFN_STANDING, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 09
- sprite_movement_data SPRITEMOVEFN_FAST_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0a
- sprite_movement_data SPRITEMOVEFN_OBEY_DPAD, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 0b
- sprite_movement_data SPRITEMOVEFN_08, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0c
- sprite_movement_data SPRITEMOVEFN_09, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0d
- sprite_movement_data SPRITEMOVEFN_0A, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0e
- sprite_movement_data SPRITEMOVEFN_0B, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0f
- sprite_movement_data SPRITEMOVEFN_0C, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 10
- sprite_movement_data SPRITEMOVEFN_0D, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 11
- sprite_movement_data SPRITEMOVEFN_0E, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 12
- sprite_movement_data SPRITEMOVEFN_FOLLOW, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 13
- sprite_movement_data SPRITEMOVEFN_SCRIPTED, DOWN, PERSON_ACTION_STAND, $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_STAND, $0c, $00, %0000 ; 17
- sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $2e, $10, %0000 ; 18
- sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_STAND, $2e, $00, %0100 ; 19
- sprite_movement_data SPRITEMOVEFN_FOLLOWNOTEXACT, DOWN, PERSON_ACTION_STAND, $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_EMOTE, $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_STAND, $00, $00, %0000 ; 1e
- sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE, RIGHT, PERSON_ACTION_STAND, $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_STAND, $00, $00, %0010 ; 24
- sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25
\ No newline at end of file
+ ; function, facing, action, flags1, flags2, palette flags
+ sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 00
+ sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 01
+ sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 02
+ sprite_movement_data SPRITEMOVEFN_SLOW_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 03
+ sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_Y, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 04
+ sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_X, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 05
+ sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 06
+ sprite_movement_data SPRITEMOVEFN_STANDING, UP, PERSON_ACTION_STAND, $00, $00, %0000 ; 07
+ sprite_movement_data SPRITEMOVEFN_STANDING, LEFT, PERSON_ACTION_STAND, $00, $00, %0000 ; 08
+ sprite_movement_data SPRITEMOVEFN_STANDING, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 09
+ sprite_movement_data SPRITEMOVEFN_FAST_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0a
+ sprite_movement_data SPRITEMOVEFN_OBEY_DPAD, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 0b
+ sprite_movement_data SPRITEMOVEFN_08, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0c
+ sprite_movement_data SPRITEMOVEFN_09, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0d
+ sprite_movement_data SPRITEMOVEFN_0A, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0e
+ sprite_movement_data SPRITEMOVEFN_0B, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0f
+ sprite_movement_data SPRITEMOVEFN_0C, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 10
+ sprite_movement_data SPRITEMOVEFN_0D, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 11
+ sprite_movement_data SPRITEMOVEFN_0E, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 12
+ sprite_movement_data SPRITEMOVEFN_FOLLOW, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 13
+ sprite_movement_data SPRITEMOVEFN_SCRIPTED, DOWN, PERSON_ACTION_STAND, $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_STAND, $0c, $00, %0000 ; 17
+ sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $2e, $10, %0000 ; 18
+ sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_STAND, $2e, $00, %0100 ; 19
+ sprite_movement_data SPRITEMOVEFN_FOLLOWNOTEXACT, DOWN, PERSON_ACTION_STAND, $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_EMOTE, $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_STAND, $00, $00, %0000 ; 1e
+ sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE, RIGHT, PERSON_ACTION_STAND, $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_GRASS_SHAKE, $8e, $02, %0000 ; 23
+ sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0010 ; 24
+ sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25
--- a/engine/facings.asm
+++ b/engine/facings.asm
@@ -1,25 +1,25 @@
Facings: ; 4049
- dw Facing00
- dw Facing01
- dw Facing02
- dw Facing03
- dw Facing04
- dw Facing05
- dw Facing06
- dw Facing07
- dw Facing08
- dw Facing09
- dw Facing10
- dw Facing11
- dw Facing12
- dw Facing13
- dw Facing14
- dw Facing15
- dw Facing16
- dw Facing17
- dw Facing18
- dw Facing19
- dw Facing20
+ dw FacingStepDown0
+ dw FacingStepDown1
+ dw FacingStepDown2
+ dw FacingStepDown3
+ dw FacingStepUp0
+ dw FacingStepUp1
+ dw FacingStepUp2
+ dw FacingStepUp3
+ dw FacingStepLeft0
+ dw FacingStepLeft1
+ dw FacingStepLeft2
+ dw FacingStepLeft3
+ dw FacingStepRight0
+ dw FacingStepRight1
+ dw FacingStepRight2
+ dw FacingStepRight3
+ dw FacingFishDown
+ dw FacingFishUp
+ dw FacingFishLeft
+ dw FacingFishRight
+ dw FacingEmote
dw Facing21
dw Facing22
dw Facing23
@@ -29,8 +29,8 @@
dw Facing27
dw Facing28
dw Facing29
- dw Facing30
- dw Facing31
+ dw FacingGrass1
+ dw FacingGrass2
FacingsEnd: dw 0
NUM_FACINGS EQU (FacingsEnd - Facings) / 2
@@ -47,8 +47,8 @@
BEHIND_BG EQU 1 << OAM_PRIORITY
-Facing00:
-Facing02:
+FacingStepDown0:
+FacingStepDown2:
Facing24:
Facing26: ; standing down
db 4 ; #
@@ -58,7 +58,7 @@
db 8, 8, 2, $03
; 409c
-Facing01: ; walking down 1
+FacingStepDown1: ; walking down 1
db 4 ; #
db 0, 0, 0, $80
db 0, 8, 0, $81
@@ -66,7 +66,7 @@
db 8, 8, 2, $83
; 40ad
-Facing03: ; walking down 2
+FacingStepDown3: ; walking down 2
db 4 ; #
db 0, 8, X_FLIP, $80
db 0, 0, X_FLIP, $81
@@ -74,8 +74,8 @@
db 8, 0, 2 | X_FLIP, $83
; 40be
-Facing04:
-Facing06: ; standing up
+FacingStepUp0:
+FacingStepUp2: ; standing up
db 4 ; #
db 0, 0, 0, $04
db 0, 8, 0, $05
@@ -83,7 +83,7 @@
db 8, 8, 2, $07
; 40cf
-Facing05: ; walking up 1
+FacingStepUp1: ; walking up 1
db 4 ; #
db 0, 0, 0, $84
db 0, 8, 0, $85
@@ -91,7 +91,7 @@
db 8, 8, 2, $87
; 40e0
-Facing07: ; walking up 2
+FacingStepUp3: ; walking up 2
db 4 ; #
db 0, 8, X_FLIP, $84
db 0, 0, X_FLIP, $85
@@ -99,8 +99,8 @@
db 8, 0, 2 | X_FLIP, $87
; 40f1
-Facing08:
-Facing10: ; standing left
+FacingStepLeft0:
+FacingStepLeft2: ; standing left
db 4 ; #
db 0, 0, 0, $08
db 0, 8, 0, $09
@@ -108,8 +108,8 @@
db 8, 8, 2, $0b
; 4102
-Facing12:
-Facing14: ; standing right
+FacingStepRight0:
+FacingStepRight2: ; standing right
db 4 ; #
db 0, 8, X_FLIP, $08
db 0, 0, X_FLIP, $09
@@ -117,8 +117,8 @@
db 8, 0, 2 | X_FLIP, $0b
; 4113
-Facing09:
-Facing11: ; walking left
+FacingStepLeft1:
+FacingStepLeft3: ; walking left
db 4 ; #
db 0, 0, 0, $88
db 0, 8, 0, $89
@@ -126,8 +126,8 @@
db 8, 8, 2, $8b
; 4124
-Facing13:
-Facing15: ; walking right
+FacingStepRight1:
+FacingStepRight3: ; walking right
db 4 ; #
db 0, 8, X_FLIP, $88
db 0, 0, X_FLIP, $89
@@ -135,7 +135,7 @@
db 8, 0, 2 | X_FLIP, $8b
; 4135
-Facing16: ; fishing down
+FacingFishDown: ; fishing down
db 5 ; #
db 0, 0, 0, $00
db 0, 8, 0, $01
@@ -144,7 +144,7 @@
db 16, 0, 4, $fc
; 414a
-Facing17: ; fishing up
+FacingFishUp: ; fishing up
db 5 ; #
db 0, 0, 0, $04
db 0, 8, 0, $05
@@ -153,7 +153,7 @@
db -8, 0, 4, $fc
; 415f
-Facing18: ; fishing left
+FacingFishLeft: ; fishing left
db 5 ; #
db 0, 0, 0, $08
db 0, 8, 0, $09
@@ -162,7 +162,7 @@
db 5, -8, 4 | X_FLIP, $fd
; 4174
-Facing19: ; fishing right
+FacingFishRight: ; fishing right
db 5 ; #
db 0, 8, X_FLIP, $08
db 0, 0, X_FLIP, $09
@@ -171,7 +171,7 @@
db 5, 16, 4, $fd
; 4189
-Facing20: ; emote
+FacingEmote: ; emote
db 4 ; #
db 0, 0, 4, $f8
db 0, 8, 4, $f9
@@ -255,13 +255,13 @@
db 8, 8, 4, $ff
; 4261
-Facing30: ; 4261
+FacingGrass1: ; 4261
db 2 ; #
db 8, 0, 4, $fe
db 8, 8, 4 | X_FLIP, $fe
; 426a
-Facing31: ; 426a
+FacingGrass2: ; 426a
db 2 ; #
db 9, -1, 4, $fe
db 9, 9, 4 | X_FLIP, $fe
--- a/engine/map_object_action.asm
+++ b/engine/map_object_action.asm
@@ -14,23 +14,23 @@
; 445f
Pointers445f: ; 445f
- dw SetFacingStanding, SetFacingStanding ; 00
- dw Function44b5, SetFacingCurrent ; 01 standing?
- dw Function44c1, SetFacingCurrent ; 02 walking?
- dw Function4508, SetFacingCurrent ; 03 bumping?
- dw Function4529, SetFacingCurrent ; 04
- dw Function4539, SetFacingStanding ; 05
- dw Function456e, Function456e ; 06
- dw Function457b, SetFacingStanding ; 07
- dw Function4582, Function4582 ; 08
- dw Function4589, Function4589 ; 09
- dw Function4590, Function45a4 ; 0a
- dw Function45ab, SetFacingCurrent ; 0c
- dw Function45be, Function45be ; 0b
- dw Function45c5, Function45c5 ; 0d
- dw Function45da, SetFacingStanding ; 0e
- dw Function45ed, SetFacingStanding ; 0f
- dw Function44e4, SetFacingCurrent ; 10
+ dw SetFacingStanding, SetFacingStanding ; 00
+ dw SetFacingStandAction, SetFacingCurrent ; 01 standing?
+ dw SetFacingStepAction, SetFacingCurrent ; 02 walking?
+ dw SetFacingBumpAction, SetFacingCurrent ; 03 bumping?
+ dw SetFacingCounterclockwiseSpin, SetFacingCurrent ; 04
+ dw SetFacingCounterclockwiseSpin2, SetFacingStanding ; 05
+ dw SetFacingFish, SetFacingFish ; 06
+ dw Function457b, SetFacingStanding ; 07
+ dw Function4582, Function4582 ; 08
+ dw Function4589, Function4589 ; 09
+ dw Function4590, Function45a4 ; 0a
+ dw Function45ab, SetFacingCurrent ; 0c
+ dw Function45be, Function45be ; 0b
+ dw Function45c5, Function45c5 ; 0d
+ dw Function45da, SetFacingStanding ; 0e
+ dw SetFacingGrassShake, SetFacingStanding ; 0f
+ dw Function44e4, SetFacingCurrent ; 10
; 44a3
SetFacingStanding: ; 44a3
@@ -49,16 +49,16 @@
ret
; 44b5
-Function44b5: ; 44b5
+SetFacingStandAction: ; 44b5
ld hl, OBJECT_FACING_STEP
add hl, bc
ld a, [hl]
and 1
- jr nz, Function44c1
+ jr nz, SetFacingStepAction
jp SetFacingCurrent
; 44c1
-Function44c1: ; 44c1
+SetFacingStepAction: ; 44c1
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
@@ -112,7 +112,7 @@
ret
; 4508
-Function4508: ; 4508
+SetFacingBumpAction: ; 4508
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
@@ -138,8 +138,8 @@
ret
; 4529
-Function4529: ; 4529
- call Function453f
+SetFacingCounterclockwiseSpin: ; 4529
+ call CounterclockwiseSpinAction
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
@@ -150,12 +150,16 @@
ret
; 4539
-Function4539: ; 4539
- call Function453f
+SetFacingCounterclockwiseSpin2: ; 4539
+ call CounterclockwiseSpinAction
jp SetFacingStanding
; 453f
-Function453f: ; 453f
+CounterclockwiseSpinAction: ; 453f
+; Here, OBJECT_STEP_FRAME consists of two 2-bit components,
+; using only bits 0,1 and 4,5.
+; bits 0,1 is a timer (4 overworld frames)
+; bits 4,5 determines the facing - the direction is counterclockwise.
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
@@ -195,11 +199,11 @@
db OW_DOWN, OW_RIGHT, OW_UP, OW_LEFT
; 456e
-Function456e: ; 456e
+SetFacingFish: ; 456e
call GetSpriteDirection
rrca
rrca
- add $10
+ add FACING_FISH_DOWN
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
@@ -238,7 +242,7 @@
jr z, Function45a4
ld hl, OBJECT_FACING_STEP
add hl, bc
- ld [hl], FACING_04
+ ld [hl], FACING_STEP_UP_0
ret
; 45a4
@@ -305,7 +309,7 @@
ret
; 45ed
-Function45ed: ; 45ed
+SetFacingGrassShake: ; 45ed
ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
@@ -313,9 +317,9 @@
ld hl, OBJECT_FACING_STEP
add hl, bc
and 4
- ld a, FACING_1E
+ ld a, FACING_GRASS_1
jr z, .ok
- inc a ; FACING_1F
+ inc a ; FACING_GRASS_2
.ok
ld [hl], a
--- a/engine/map_objects.asm
+++ b/engine/map_objects.asm
@@ -965,7 +965,7 @@
call ._MovementShadow_Grass_Emote_BoulderDust
ld hl, OBJECT_ACTION
add hl, bc
- ld [hl], PERSON_ACTION_0F
+ ld [hl], PERSON_ACTION_GRASS_SHAKE
ld hl, OBJECT_STEP_DURATION
add hl, de
ld a, [hl]
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