ref: 32b92ca51c73f1ad9be169bef476b9c93687e2a4
parent: 4e776d4fa6bb0510fa06416ad7a6dd9ffe0ff724
author: Rangi <remy.oukaour+rangi42@gmail.com>
date: Wed May 23 08:48:14 EDT 2018
Start improving sprite movement engine (to do: identify bit flags) Introduce maskbits N[, S]: optionally shift the bitmask
--- a/constants/map_object_constants.asm
+++ b/constants/map_object_constants.asm
@@ -75,6 +75,16 @@
const MAPOBJECT_F ; unused
OBJECT_LENGTH EQU const_value
+; SpriteMovementData struct members (see data/sprites/map_objects.asm)
+ const_def
+ const SPRITEMOVEATTR_MOVEMENT ; 0
+ const SPRITEMOVEATTR_FACING ; 1
+ const SPRITEMOVEATTR_ACTION ; 2
+ const SPRITEMOVEATTR_FLAGS1 ; 3
+ const SPRITEMOVEATTR_FLAGS2 ; 4
+ const SPRITEMOVEATTR_PALFLAGS ; 5
+NUM_SPRITEMOVEDATA_FIELDS EQU const_value
+
MAPOBJECT_SCREEN_HEIGHT EQU 11
MAPOBJECT_SCREEN_WIDTH EQU 12
@@ -119,7 +129,6 @@
const SPRITEMOVEDATA_GRASS ; 23
const SPRITEMOVEDATA_SWIM_WANDER ; 24
NUM_SPRITEMOVEDATA EQU const_value
-SPRITEMOVEDATA_FIELDS EQU 6
; MapObjectMovementPattern.Pointers indexes (see engine/overworld/map_objects.asm)
const_def
--- a/data/sprites/map_objects.asm
+++ b/data/sprites/map_objects.asm
@@ -5,304 +5,304 @@
db SPRITEMOVEFN_00 ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000010 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_STILL
db SPRITEMOVEFN_STANDING ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00001100 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 1 << 2 | 1 << 3 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_WANDER
db SPRITEMOVEFN_RANDOM_WALK_XY ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_SPINRANDOM_SLOW
db SPRITEMOVEFN_SLOW_RANDOM_SPIN ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_WALK_UP_DOWN
db SPRITEMOVEFN_RANDOM_WALK_Y ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_WALK_LEFT_RIGHT
db SPRITEMOVEFN_RANDOM_WALK_X ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_STANDING_DOWN
db SPRITEMOVEFN_STANDING ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_STANDING_UP
db SPRITEMOVEFN_STANDING ; movement function
db UP ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_STANDING_LEFT
db SPRITEMOVEFN_STANDING ; movement function
db LEFT ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_STANDING_RIGHT
db SPRITEMOVEFN_STANDING ; movement function
db RIGHT ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_SPINRANDOM_FAST
db SPRITEMOVEFN_FAST_RANDOM_SPIN ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_PLAYER
db SPRITEMOVEFN_OBEY_DPAD ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000010 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_0C
db SPRITEMOVEFN_08 ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_0D
db SPRITEMOVEFN_09 ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_0E
db SPRITEMOVEFN_0A ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_0F
db SPRITEMOVEFN_0B ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_10
db SPRITEMOVEFN_0C ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_11
db SPRITEMOVEFN_0D ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_12
db SPRITEMOVEFN_0E ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_FOLLOWING
db SPRITEMOVEFN_FOLLOW ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000010 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_SCRIPTED
db SPRITEMOVEFN_SCRIPTED ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000010 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_BIGDOLLSYM
db SPRITEMOVEFN_BIG_SNORLAX ; movement function
db DOWN ; facing
db OBJECT_ACTION_BIG_DOLL_SYM ; action
- db %00101110 ; flags1
- db %00000001 ; flags2
- db %11000000 ; palette flags
+ db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
+ db 1 << 0 ; flags2
+ db 1 << 6 | 1 << 7 ; palette flags
; SPRITEMOVEDATA_POKEMON
db SPRITEMOVEFN_BOUNCE ; movement function
db DOWN ; facing
db OBJECT_ACTION_BOUNCE ; action
- db %00101110 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_SUDOWOODO
db SPRITEMOVEFN_STANDING ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00001100 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 1 << 2 | 1 << 3 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_SMASHABLE_ROCK
db SPRITEMOVEFN_STANDING ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00101110 ; flags1
- db %00010000 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
+ db 1 << 4 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_STRENGTH_BOULDER
db SPRITEMOVEFN_STRENGTH ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00101110 ; flags1
- db %00000000 ; flags2
- db %01000000 ; palette flags
+ db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
+ db 0 ; flags2
+ db 1 << 6 ; palette flags
; SPRITEMOVEDATA_FOLLOWNOTEXACT
db SPRITEMOVEFN_FOLLOWNOTEXACT ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000010 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_SHADOW
db SPRITEMOVEFN_SHADOW ; movement function
db DOWN ; facing
db OBJECT_ACTION_00 ; action
- db %10001110 ; flags1
- db %00000001 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 7 ; flags1
+ db 1 << 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_EMOTE
db SPRITEMOVEFN_EMOTE ; movement function
db DOWN ; facing
db OBJECT_ACTION_EMOTE ; action
- db %10001110 ; flags1
- db %00000010 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 7 ; flags1
+ db 1 << 1 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_SCREENSHAKE
db SPRITEMOVEFN_SCREENSHAKE ; movement function
db DOWN ; facing
db OBJECT_ACTION_00 ; action
- db %10000010 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 | 1 << 7 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_SPINCOUNTERCLOCKWISE
db SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE ; movement function
db LEFT ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_SPINCLOCKWISE
db SPRITEMOVEFN_SPIN_CLOCKWISE ; movement function
db RIGHT ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_BIGDOLLASYM
db SPRITEMOVEFN_STRENGTH ; movement function
db DOWN ; facing
db OBJECT_ACTION_BIG_DOLL_ASYM ; action
- db %00101110 ; flags1
- db %00000001 ; flags2
- db %11000000 ; palette flags
+ db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
+ db 1 << 0 ; flags2
+ db 1 << 6 | 1 << 7 ; palette flags
; SPRITEMOVEDATA_BIGDOLL
db SPRITEMOVEFN_STRENGTH ; movement function
db DOWN ; facing
db OBJECT_ACTION_BIG_DOLL ; action
- db %00101110 ; flags1
- db %00000001 ; flags2
- db %11000000 ; palette flags
+ db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
+ db 1 << 0 ; flags2
+ db 1 << 6 | 1 << 7 ; palette flags
; SPRITEMOVEDATA_BOULDERDUST
db SPRITEMOVEFN_BOULDERDUST ; movement function
db DOWN ; facing
db OBJECT_ACTION_BOULDER_DUST ; action
- db %10001110 ; flags1
- db %00000001 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 7 ; flags1
+ db 1 << 0 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_GRASS
db SPRITEMOVEFN_GRASS ; movement function
db DOWN ; facing
db OBJECT_ACTION_GRASS_SHAKE ; action
- db %10001110 ; flags1
- db %00000010 ; flags2
- db %00000000 ; palette flags
+ db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 7 ; flags1
+ db 1 << 1 ; flags2
+ db 0 ; palette flags
; SPRITEMOVEDATA_SWIM_WANDER
db SPRITEMOVEFN_RANDOM_WALK_XY ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00100000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 1 << 5 ; palette flags
; 25
db SPRITEMOVEFN_00 ; movement function
db DOWN ; facing
db OBJECT_ACTION_STAND ; action
- db %00000000 ; flags1
- db %00000000 ; flags2
- db %00000000 ; palette flags
+ db 0 ; flags1
+ db 0 ; flags2
+ db 0 ; palette flags
; 4357
--- a/engine/battle/ai/scoring.asm
+++ b/engine/battle/ai/scoring.asm
@@ -1055,7 +1055,7 @@
jr nz, .asm_38a91
ld a, [wPlayerSubStatus1]
- and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
+ and 1 << SUBSTATUS_IN_LOVE | 1 << SUBSTATUS_ROLLOUT | 1 << SUBSTATUS_IDENTIFIED | 1 << SUBSTATUS_NIGHTMARE
jr nz, .asm_38a91
; Else, 50% chance to greatly encourage this move if it's the player's Pokemon first turn.
@@ -1847,7 +1847,7 @@
; 80% chance to greatly encourage this move if the player is either
; in love, identified, stuck in Rollout, or has a Nightmare.
ld a, [wPlayerSubStatus1]
- and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
+ and 1 << SUBSTATUS_IN_LOVE | 1 << SUBSTATUS_ROLLOUT | 1 << SUBSTATUS_IDENTIFIED | 1 << SUBSTATUS_NIGHTMARE
jr nz, .asm_38e26
; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
--- a/engine/battle/effect_commands.asm
+++ b/engine/battle/effect_commands.asm
@@ -364,7 +364,7 @@
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
ld a, [hl]
- and $ff ^ (1<<SUBSTATUS_BIDE + 1<<SUBSTATUS_RAMPAGE + 1<<SUBSTATUS_CHARGED)
+ and $ff ^ (1 << SUBSTATUS_BIDE | 1 << SUBSTATUS_RAMPAGE | 1 << SUBSTATUS_CHARGED)
ld [hl], a
call ResetFuryCutterCount
--- a/engine/pokemon/move_mon.asm
+++ b/engine/pokemon/move_mon.asm
@@ -1497,17 +1497,17 @@
jr z, .Special
cp STAT_SDEF
jr z, .Special
-; DV_HP = (DV_ATK & 1) << 3 + (DV_DEF & 1) << 2 + (DV_SPD & 1) << 1 + (DV_SPC & 1)
+; DV_HP = (DV_ATK & 1) << 3 | (DV_DEF & 1) << 2 | (DV_SPD & 1) << 1 | (DV_SPC & 1)
push bc
ld a, [hl]
swap a
- and $1
+ and 1
add a
add a
add a
ld b, a
ld a, [hli]
- and $1
+ and 1
add a
add a
add b
@@ -1514,12 +1514,12 @@
ld b, a
ld a, [hl]
swap a
- and $1
+ and 1
add a
add b
ld b, a
ld a, [hl]
- and $1
+ and 1
add b
pop bc
jr .GotDV
--- a/home/map_objects.asm
+++ b/home/map_objects.asm
@@ -482,10 +482,10 @@
xor a
.ok
- ld hl, SpriteMovementData
+ ld hl, SpriteMovementData + SPRITEMOVEATTR_MOVEMENT
ld e, a
ld d, 0
-rept SPRITEMOVEDATA_FIELDS
+rept NUM_SPRITEMOVEDATA_FIELDS
add hl, de
endr
ld a, [hl]
@@ -497,8 +497,8 @@
push de
ld e, a
ld d, 0
- ld hl, SpriteMovementData + 1 ; init facing
-rept SPRITEMOVEDATA_FIELDS
+ ld hl, SpriteMovementData + SPRITEMOVEATTR_FACING
+rept NUM_SPRITEMOVEDATA_FIELDS
add hl, de
endr
ld a, BANK(SpriteMovementData)
@@ -505,7 +505,7 @@
call GetFarByte
add a
add a
- and $c
+ maskbits NUM_DIRECTIONS, 2
pop de
pop bc
ret
@@ -537,8 +537,8 @@
push de
ld e, a
ld d, 0
- ld hl, SpriteMovementData + 1 ; init facing
-rept SPRITEMOVEDATA_FIELDS
+ ld hl, SpriteMovementData + SPRITEMOVEATTR_FACING
+rept NUM_SPRITEMOVEDATA_FIELDS
add hl, de
endr
ld b, h
@@ -549,7 +549,7 @@
inc bc
rlca
rlca
- and %00001100
+ maskbits NUM_DIRECTIONS, 2
ld hl, OBJECT_FACING
add hl, de
ld [hl], a
@@ -654,7 +654,7 @@
and %11110011
ld e, a
pop af
- and %00001100
+ maskbits NUM_DIRECTIONS, 2
or e
ld [hl], a
ret
@@ -664,6 +664,6 @@
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
- and %00001100
+ maskbits NUM_DIRECTIONS, 2
ret
; 1b0f
--- a/macros/code.asm
+++ b/macros/code.asm
@@ -36,8 +36,10 @@
ENDM
maskbits: MACRO
-; masks just enough bits to cover the argument
+; masks just enough bits to cover the first argument
+; the second argument is an optional shift amount
; e.g. "maskbits 26" becomes "and %00011111" (since 26 - 1 = %00011001)
+; and "maskbits 3, 2" becomes "and %00001100" (since "maskbits 3" becomes %00000011)
; example usage in rejection sampling:
; .loop
; call Random
@@ -50,7 +52,11 @@
x = x << 1 | 1
endc
endr
+if _NARG == 2
+ and x << (\2)
+else
and x
+endc
ENDM
calc_sine_wave: MACRO
--- a/mobile/mobile_40.asm
+++ b/mobile/mobile_40.asm
@@ -83,7 +83,7 @@
call DoubleSpeed
xor a
ld [rIF], a
- ld a, 1 << VBLANK + 1 << LCD_STAT + 1 << TIMER + 1 << SERIAL
+ ld a, 1 << VBLANK | 1 << LCD_STAT | 1 << TIMER | 1 << SERIAL
ld [rIE], a
xor a
ld [hMapAnims], a