pokered/home/reset_player_sprite.asm
Narishma-gb f332678625
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Use more hardware and graphics constants (#532)
- Use `OBJ_SIZE` and `TILE_SIZE` from hardware.inc.
- `SPRITESTATEDATA1_LENGTH`, `NUM_SPRITESTATEDATA_STRUCTS`
  and `TILE_1BPP_SIZE` are used in some places.
- Highlight an oversight in `OakSpeech` where several
  direct MBC bank switches are requested.
- Remove redundant comments in home/overworld.asm.
- Add unreferenced `FillBgMap` function to avoid a byte
  of dead code.
- Some constants added in wram.asm.
- Correctly separate the commented code in `SaveMainData`.
2025-11-18 15:17:31 -05:00

22 lines
589 B
NASM

ResetPlayerSpriteData::
ld hl, wSpriteStateData1
call ResetPlayerSpriteData_ClearSpriteData
ld hl, wSpriteStateData2
call ResetPlayerSpriteData_ClearSpriteData
ld a, $1
ld [wSpritePlayerStateData1PictureID], a
ld [wSpritePlayerStateData2ImageBaseOffset], a
ld hl, wSpritePlayerStateData1YPixels
ld [hl], $3c ; set Y screen pos
inc hl
inc hl
ld [hl], $40 ; set X screen pos
ret
; overwrites sprite data with zeroes
ResetPlayerSpriteData_ClearSpriteData::
ld bc, SPRITESTATEDATA1_LENGTH
ASSERT SPRITESTATEDATA2_LENGTH == SPRITESTATEDATA1_LENGTH
xor a
jp FillMemory