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* Started labelling dumped bank 1 functions, identified movement values * Changed all NPCs to use the new movement constants * Updated the rest of the movement constant instances, removed the old movement_constants.asm * Ready to deal the finishing blow to bank01.asm * Bank 01 is no more. Other scattered changes. * Labelled a few flags and matched a few variables with pokegold * Finished labelling bank02.asm too while I was at it
133 lines
1.9 KiB
NASM
133 lines
1.9 KiB
NASM
INCLUDE "constants.asm"
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SECTION "home/movement.asm", ROM0
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InitMovementBuffer::
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ld [wMovementBufferObject], a
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xor a
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ld [wMovementBufferCount], a
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ld a, BANK(wMovementBuffer)
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ld [wMovementBufferPointerBank], a
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ld a, LOW(wMovementBuffer)
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ld [wMovementBufferPointerAddr], a
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ld a, HIGH(wMovementBuffer)
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ld [wMovementBufferPointerAddr + 1], a
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ret
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DecrementMovementBufferCount::
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ld a, [wMovementBufferCount]
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and a
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ret z
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dec a
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ld [wMovementBufferCount], a
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ret
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AppendToMovementBuffer::
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push hl
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push de
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ld hl, wMovementBufferCount
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ld e, [hl]
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inc [hl]
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ld d, $0
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ld hl, wMovementBuffer
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add hl, de
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ld [hl], a
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pop de
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pop hl
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ret
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AppendToMovementBufferNTimes::
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push af
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ld a, c
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and a
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jr nz, .asm_1a0a
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pop af
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ret
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.asm_1a0a:
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pop af
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.asm_1a0b:
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call AppendToMovementBuffer
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dec c
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jr nz, .asm_1a0b
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ret
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ComputePathToWalkToDestination::
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push af
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; compare x coords, load left/right into h, and x distance into d
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ld a, b
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sub d
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ld h, LEFT
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jr nc, .got_x_distance
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dec a
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cpl
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ld h, RIGHT
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.got_x_distance
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ld d, a
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; compare y coords, load up/down into l, and y distance into e
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ld a, c
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sub e
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ld l, UP
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jr nc, .got_y_distance
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dec a
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cpl
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ld l, DOWN
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.got_y_distance
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ld e, a
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; if the x distance is less than the y distance, swap h and l, and swap d and e
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cp d
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jr nc, .done
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ld a, h
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ld h, l
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ld l, a
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ld a, d
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ld d, e
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ld e, a
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.done
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pop af
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ld b, a
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; Add movement in the longer direction first...
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ld a, h
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call .GetMovementData
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ld c, d
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call AppendToMovementBufferNTimes
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; ... then add the shorter direction.
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ld a, l
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call .GetMovementData
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ld c, e
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call AppendToMovementBufferNTimes
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ret
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.GetMovementData:
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push de
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push hl
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ld l, b
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ld h, 0
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add hl, hl
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add hl, hl
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ld e, a
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ld d, 0
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add hl, de
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ld de, .MovementData
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add hl, de
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ld a, [hl]
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pop hl
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pop de
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ret
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.MovementData:
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slow_step DOWN
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slow_step UP
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slow_step LEFT
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slow_step RIGHT
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step DOWN
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step UP
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step LEFT
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step RIGHT
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big_step DOWN
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big_step UP
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big_step LEFT
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big_step RIGHT
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