ref: 51ac538c25f8c0a6d88101569a17f02d09855d31
parent: 4a7d1513f3135a3c926233d47921b21bf8b1fab4
author: Rangi <[email protected]>
date: Tue Jul 7 12:57:51 EDT 2020
Identify SPRITESTATEDATA2_ORIGFACINGDIRECTION
--- a/constants/map_object_constants.asm
+++ b/constants/map_object_constants.asm
@@ -29,7 +29,7 @@
const SPRITESTATEDATA2_MOVEMENTBYTE1 ; 6
const SPRITESTATEDATA2_GRASSPRIORITY ; 7
const SPRITESTATEDATA2_MOVEMENTDELAY ; 8
- const SPRITESTATEDATA2_09 ; 9
+ const SPRITESTATEDATA2_ORIGFACINGDIRECTION ; 9
const SPRITESTATEDATA2_0A ; a
const SPRITESTATEDATA2_0B ; b
const SPRITESTATEDATA2_0C ; c
--- a/engine/menus/display_text_id_init.asm
+++ b/engine/menus/display_text_id_init.asm
@@ -38,8 +38,8 @@
jr nz, .skipMovingSprites
call UpdateSprites
.skipMovingSprites
-; loop to copy [x#SPRITESTATEDATA1_FACINGDIRECTION] to [x#SPRITESTATEDATA2_09]
-; for each sprite from x=01 to x=15
+; loop to copy [x#SPRITESTATEDATA1_FACINGDIRECTION] to
+; [x#SPRITESTATEDATA2_ORIGFACINGDIRECTION] for each non-player sprite
; this is done because when you talk to an NPC, they turn to look your way
; the original direction they were facing must be restored after the dialogue is over
ld hl, wSprite01StateData1FacingDirection
@@ -46,9 +46,9 @@
ld c, $0f
ld de, $10
.spriteFacingDirectionCopyLoop
- ld a, [hl]
+ ld a, [hl] ; x#SPRITESTATEDATA1_FACINGDIRECTION
inc h
- ld [hl], a
+ ld [hl], a ; [x#SPRITESTATEDATA2_ORIGFACINGDIRECTION]
dec h
add hl, de
dec c
--- a/home/text_script.asm
+++ b/home/text_script.asm
@@ -111,13 +111,13 @@
xor a
ldh [hAutoBGTransferEnabled], a ; disable continuous WRAM to VRAM transfer each V-blank
; loop to make sprites face the directions they originally faced before the dialogue
- ld hl, wSprite01StateData2 + 9 ; should be wSprite01StateData1FacingDirection?
+ ld hl, wSprite01StateData2OrigFacingDirection
ld c, $0f
ld de, $10
.restoreSpriteFacingDirectionLoop
- ld a, [hl]
+ ld a, [hl] ; x#SPRITESTATEDATA2_ORIGFACINGDIRECTION
dec h
- ld [hl], a
+ ld [hl], a ; [x#SPRITESTATEDATA1_FACINGDIRECTION]
inc h
add hl, de
dec c
--- a/macros/wram.asm
+++ b/macros/wram.asm
@@ -88,7 +88,8 @@
\1MovementByte1:: db
\1GrassPriority:: db
\1MovementDelay:: db
- ds 4
+\1OrigFacingDirection:: db
+ ds 3
\1PictureID:: db
\1ImageBaseOffset:: db
ds 1
--- a/wram.asm
+++ b/wram.asm
@@ -206,7 +206,7 @@
; - 6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
; - 7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
; - 8: delay until next movement (counted downwards, movement status is set to ready if reached 0)
-; - 9
+; - 9: original facing direction (backed up by DisplayTextIDInit, restored by CloseTextDisplay)
; - A
; - B
; - C