ref: 1d86932cc9c38815434409f07d14c2bfe4e7a836
parent: e607199397cb36565f61703a58d99efdc21891c5
author: YamaArashi <shadow962@live.com>
date: Sun Jul 19 13:52:26 EDT 2015
naming
--- a/constants/misc_constants.asm
+++ b/constants/misc_constants.asm
@@ -121,6 +121,18 @@
DAYCARE_DATA EQU 3
BATTLE_MON_DATA EQU 4
+; player direction constants
+
+PLAYER_DIR_BIT_RIGHT EQU 0
+PLAYER_DIR_BIT_LEFT EQU 1
+PLAYER_DIR_BIT_DOWN EQU 2
+PLAYER_DIR_BIT_UP EQU 3
+
+PLAYER_DIR_RIGHT EQU (1 << PLAYER_DIR_BIT_RIGHT)
+PLAYER_DIR_LEFT EQU (1 << PLAYER_DIR_BIT_LEFT)
+PLAYER_DIR_DOWN EQU (1 << PLAYER_DIR_BIT_DOWN)
+PLAYER_DIR_UP EQU (1 << PLAYER_DIR_BIT_UP)
+
; serial
ESTABLISH_CONNECTION_WITH_INTERNAL_CLOCK EQU $01
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -6296,7 +6296,7 @@
predef WriteMonMoves ; get moves based on current level
.loadMovePPs
ld hl, wEnemyMonMoves
- ld de, wEnemyMonSpecial + 1
+ ld de, wEnemyMonPP - 1
predef LoadMovePPs
ld hl, W_MONHBASESTATS
ld de, wEnemyMonBaseStats
@@ -6957,7 +6957,7 @@
ld [wLetterPrintingDelayFlags], a
pop af
ld [wMapPalOffset], a
- ld a, [wd0d4]
+ ld a, [wSavedTilesetType]
ld [hTilesetType], a
scf
ret
--- a/engine/battle/init_battle_variables.asm
+++ b/engine/battle/init_battle_variables.asm
@@ -1,6 +1,6 @@
InitBattleVariables: ; 525af (14:65af)
ld a, [hTilesetType]
- ld [wd0d4], a
+ ld [wSavedTilesetType], a
xor a
ld [wActionResultOrTookBattleTurn], a
ld [wBattleResult], a
--- a/engine/hidden_object_functions7.asm
+++ b/engine/hidden_object_functions7.asm
@@ -78,7 +78,7 @@
ld [H_DOWNARROWBLINKCNT2], a
call DisplayTextID
xor a
- ld [wd528], a
+ ld [wPlayerMovingDirection], a
ld a, SAFARI_ZONE_ENTRANCE
ld [H_DOWNARROWBLINKCNT1], a
ld a, $3
--- a/engine/items/items.asm
+++ b/engine/items/items.asm
@@ -591,14 +591,14 @@
jp LoadWalkingPlayerSpriteGraphics
; uses a simulated button press to make the player move forward
.makePlayerMoveForward
- ld a,[wd52a] ; direction the player is going
- bit 3,a
+ ld a,[wPlayerDirection] ; direction the player is going
+ bit PLAYER_DIR_BIT_UP,a
ld b,D_UP
jr nz,.storeSimulatedButtonPress
- bit 2,a
+ bit PLAYER_DIR_BIT_DOWN,a
ld b,D_DOWN
jr nz,.storeSimulatedButtonPress
- bit 1,a
+ bit PLAYER_DIR_BIT_LEFT,a
ld b,D_LEFT
jr nz,.storeSimulatedButtonPress
ld b,D_RIGHT
--- a/engine/menu/main_menu.asm
+++ b/engine/menu/main_menu.asm
@@ -107,8 +107,8 @@
.pressedA
call GBPalWhiteOutWithDelay3
call ClearScreen
- ld a,4
- ld [wd52a],a
+ ld a,PLAYER_DIR_DOWN
+ ld [wPlayerDirection],a
ld c,10
call DelayFrames
ld a,[wNumHoFTeams]
--- a/engine/overworld/movement.asm
+++ b/engine/overworld/movement.asm
@@ -25,24 +25,24 @@
ld a, [wWalkCounter]
and a
jr nz, .moving
- ld a, [wd528]
+ ld a, [wPlayerMovingDirection]
; check if down
- bit 2, a
+ bit PLAYER_DIR_BIT_DOWN, a
jr z, .checkIfUp
xor a ; ld a, SPRITE_FACING_DOWN
jr .next
.checkIfUp
- bit 3, a
+ bit PLAYER_DIR_BIT_UP, a
jr z, .checkIfLeft
ld a, SPRITE_FACING_UP
jr .next
.checkIfLeft
- bit 1, a
+ bit PLAYER_DIR_BIT_LEFT, a
jr z, .checkIfRight
ld a, SPRITE_FACING_LEFT
jr .next
.checkIfRight
- bit 0, a
+ bit PLAYER_DIR_BIT_RIGHT, a
jr z, .notMoving
ld a, SPRITE_FACING_RIGHT
jr .next
@@ -405,23 +405,23 @@
bit 5, a
jr nz, notYetMoving
res 7, [hl]
- ld a, [wd52a]
- bit 3, a
+ ld a, [wPlayerDirection]
+ bit PLAYER_DIR_BIT_UP, a
jr z, .notFacingDown
- ld c, $0 ; make sprite face down
+ ld c, SPRITE_FACING_DOWN
jr .facingDirectionDetermined
.notFacingDown
- bit 2, a
+ bit PLAYER_DIR_BIT_DOWN, a
jr z, .notFacingUp
- ld c, $4 ; make sprite face up
+ ld c, SPRITE_FACING_UP
jr .facingDirectionDetermined
.notFacingUp
- bit 1, a
+ bit PLAYER_DIR_BIT_LEFT, a
jr z, .notFacingRight
- ld c, $c ; make sprite face right
+ ld c, SPRITE_FACING_RIGHT
jr .facingDirectionDetermined
.notFacingRight
- ld c, $8 ; make sprite face left
+ ld c, SPRITE_FACING_LEFT
.facingDirectionDetermined
ld a, [H_CURRENTSPRITEOFFSET]
add $9
--- a/home/overworld.asm
+++ b/home/overworld.asm
@@ -134,43 +134,43 @@
call UpdateSprites
ld a,$01
ld [wcc4b],a
- ld a,[wd528] ; the direction that was pressed last time
+ ld a,[wPlayerMovingDirection] ; the direction that was pressed last time
and a
jp z,OverworldLoop
; if a direction was pressed last time
- ld [wd529],a ; save the last direction
+ ld [wPlayerLastStopDirection],a ; save the last direction
xor a
- ld [wd528],a ; zero the direction
+ ld [wPlayerMovingDirection],a ; zero the direction
jp OverworldLoop
.checkIfDownButtonIsPressed
ld a,[hJoyHeld] ; current joypad state
bit 7,a ; down button
jr z,.checkIfUpButtonIsPressed
- ld a,$01
- ld [wSpriteStateData1 + 3],a
- ld a,$04
+ ld a,1
+ ld [wSpriteStateData1 + 3],a ; delta Y
+ ld a,PLAYER_DIR_DOWN
jr .handleDirectionButtonPress
.checkIfUpButtonIsPressed
bit 6,a ; up button
jr z,.checkIfLeftButtonIsPressed
- ld a,$ff
- ld [wSpriteStateData1 + 3],a
- ld a,$08
+ ld a,-1
+ ld [wSpriteStateData1 + 3],a ; delta Y
+ ld a,PLAYER_DIR_UP
jr .handleDirectionButtonPress
.checkIfLeftButtonIsPressed
bit 5,a ; left button
jr z,.checkIfRightButtonIsPressed
- ld a,$ff
- ld [wSpriteStateData1 + 5],a
- ld a,$02
+ ld a,-1
+ ld [wSpriteStateData1 + 5],a ; delta X
+ ld a,PLAYER_DIR_LEFT
jr .handleDirectionButtonPress
.checkIfRightButtonIsPressed
bit 4,a ; right button
jr z,.noDirectionButtonsPressed
- ld a,$01
- ld [wSpriteStateData1 + 5],a
+ ld a,1 ; PLAYER_DIR_RIGHT
+ ld [wSpriteStateData1 + 5],a ; delta X
.handleDirectionButtonPress
- ld [wd52a],a ; new direction
+ ld [wPlayerDirection],a ; new direction
ld a,[wd730]
bit 7,a ; are we simulating button presses?
jr nz,.noDirectionChange ; ignore direction changes if we are
@@ -177,9 +177,9 @@
ld a,[wcc4b]
and a
jr z,.noDirectionChange
- ld a,[wd52a] ; new direction
+ ld a,[wPlayerDirection] ; new direction
ld b,a
- ld a,[wd529] ; old direction
+ ld a,[wPlayerLastStopDirection] ; old direction
cp b
jr z,.noDirectionChange
; the code below is strange
@@ -187,28 +187,28 @@
; also, it does a seemingly pointless loop afterwards
swap a ; put old direction in upper half
or b ; put new direction in lower half
- cp a,$48 ; change dir from down to up
+ cp a,(PLAYER_DIR_DOWN << 4) | PLAYER_DIR_UP ; change dir from down to up
jr nz,.notDownToUp
- ld a,$02
- ld [wd528],a
+ ld a,PLAYER_DIR_LEFT
+ ld [wPlayerMovingDirection],a
jr .oddLoop
.notDownToUp
- cp a,$84 ; change dir from up to down
+ cp a,(PLAYER_DIR_UP << 4) | PLAYER_DIR_DOWN ; change dir from up to down
jr nz,.notUpToDown
- ld a,$01
- ld [wd528],a
+ ld a,PLAYER_DIR_RIGHT
+ ld [wPlayerMovingDirection],a
jr .oddLoop
.notUpToDown
- cp a,$12 ; change dir from right to left
+ cp a,(PLAYER_DIR_RIGHT << 4) | PLAYER_DIR_LEFT ; change dir from right to left
jr nz,.notRightToLeft
- ld a,$04
- ld [wd528],a
+ ld a,PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection],a
jr .oddLoop
.notRightToLeft
- cp a,$21 ; change dir from left to right
+ cp a,(PLAYER_DIR_LEFT << 4) | PLAYER_DIR_RIGHT ; change dir from left to right
jr nz,.oddLoop
- ld a,$08
- ld [wd528],a
+ ld a,PLAYER_DIR_UP
+ ld [wPlayerMovingDirection],a
.oddLoop
ld hl,wFlags_0xcd60
set 2,[hl]
@@ -215,14 +215,14 @@
ld hl,wcc4b
dec [hl]
jr nz,.oddLoop
- ld a,[wd52a]
- ld [wd528],a
+ ld a,[wPlayerDirection]
+ ld [wPlayerMovingDirection],a
call NewBattle
jp c,.battleOccurred
jp OverworldLoop
.noDirectionChange
- ld a,[wd52a] ; current direction
- ld [wd528],a ; save direction
+ ld a,[wPlayerDirection] ; current direction
+ ld [wPlayerMovingDirection],a ; save direction
call UpdateSprites
ld a,[wWalkBikeSurfState]
cp a,$02 ; surfing
@@ -566,7 +566,7 @@
jp .loadNewMap
.checkEastMap
ld b,a
- ld a,[wd525] ; map width
+ ld a,[wCurrentMapWidth2] ; map width
cp b
jr nz,.checkNorthMap
ld a,[W_MAPCONN4PTR]
@@ -628,7 +628,7 @@
jp .loadNewMap
.checkSouthMap
ld b,a
- ld a,[wd524]
+ ld a,[wCurrentMapHeight2]
cp b
jr nz,.didNotEnterConnectedMap
ld a,[W_MAPCONN2PTR]
@@ -864,7 +864,7 @@
LoadTileBlockMap:: ; 09fc (0:09fc)
; fill C6E8-CBFB with the background tile
ld hl,wOverworldMap
- ld a,[wd3ad] ; background tile number
+ ld a,[wMapBackgroundTile]
ld d,a
ld bc,$0514
.backgroundTileLoop
@@ -1057,15 +1057,15 @@
IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23)
xor a
ld [hSpriteIndexOrTextID],a
- ld a,[wd4b0] ; number of signs in the map
+ ld a,[wNumSigns]
and a
jr z,.extendRangeOverCounter
; if there are signs
predef GetTileAndCoordsInFrontOfPlayer ; get the coordinates in front of the player in de
- ld hl,wd4b1 ; start of sign coordinates
- ld a,[wd4b0] ; number of signs in the map
+ ld hl,wSignCoords
+ ld a,[wNumSigns]
ld b,a
- ld c,$00
+ ld c,0
.signLoop
inc c
ld a,[hli] ; sign Y
@@ -1081,8 +1081,8 @@
; found sign
push hl
push bc
- ld hl,wd4d1 ; start of sign text ID's
- ld b,$00
+ ld hl,wSignTextIDs
+ ld b,0
dec c
add hl,bc
ld a,[hl]
@@ -1097,7 +1097,7 @@
.extendRangeOverCounter
predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player in c
ld hl,W_TILESETTALKINGOVERTILES ; list of tiles that extend talking range (counter tiles)
- ld b,$03
+ ld b,3
ld d,$20 ; talking range in pixels (long range)
.counterTilesLoop
ld a,[hli]
@@ -1111,7 +1111,7 @@
IsSpriteInFrontOfPlayer:: ; 0b6b (0:0b6b)
ld d,$10 ; talking range in pixels (normal range)
IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d)
- ld bc,$3c40 ; Y and X position of player sprite
+ lb bc, $3c, $40 ; Y and X position of player sprite
ld a,[wSpriteStateData1 + 9] ; direction the player is facing
.checkIfPlayerFacingUp
cp SPRITE_FACING_UP
@@ -1120,7 +1120,7 @@
ld a,b
sub d
ld b,a
- ld a,$08
+ ld a,PLAYER_DIR_UP
jr .doneCheckingDirection
.checkIfPlayerFacingDown
cp SPRITE_FACING_DOWN
@@ -1129,7 +1129,7 @@
ld a,b
add d
ld b,a
- ld a,$04
+ ld a,PLAYER_DIR_DOWN
jr .doneCheckingDirection
.checkIfPlayerFacingRight
cp SPRITE_FACING_RIGHT
@@ -1138,7 +1138,7 @@
ld a,c
add d
ld c,a
- ld a,$01
+ ld a,PLAYER_DIR_RIGHT
jr .doneCheckingDirection
.playerFacingLeft
; facing left
@@ -1145,9 +1145,9 @@
ld a,c
sub d
ld c,a
- ld a,$02
+ ld a,PLAYER_DIR_LEFT
.doneCheckingDirection
- ld [wd52a],a
+ ld [wPlayerDirection],a
ld a,[W_NUMSPRITES] ; number of sprites
and a
ret z
@@ -1202,7 +1202,7 @@
ld a,[wSimulatedJoypadStatesIndex]
and a
jr nz,.noCollision ; no collisions when the player's movements are being controlled by the game
- ld a,[wd52a] ; the direction that the player is trying to go in
+ ld a,[wPlayerDirection] ; the direction that the player is trying to go in
ld d,a
ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code)
and d ; check if a sprite is in the direction the player is trying to go
@@ -1893,7 +1893,7 @@
ld a,[wd730]
bit 7,a
jp nz,.noCollision ; return and clear carry if button presses are being simulated
- ld a,[wd52a] ; the direction that the player is trying to go in
+ ld a,[wPlayerDirection] ; the direction that the player is trying to go in
ld d,a
ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code)
and d ; check if a sprite is in the direction the player is trying to go
@@ -2073,17 +2073,17 @@
call CopyMapConnectionHeader
.getObjectDataPointer
ld a,[hli]
- ld [wd3a9],a
+ ld [wObjectDataPointerTemp],a
ld a,[hli]
- ld [wd3aa],a
+ ld [wObjectDataPointerTemp + 1],a
push hl
- ld a,[wd3a9]
+ ld a,[wObjectDataPointerTemp]
ld l,a
- ld a,[wd3aa]
+ ld a,[wObjectDataPointerTemp + 1]
ld h,a ; hl = base of object data
- ld de,wd3ad ; background tile ID
+ ld de,wMapBackgroundTile
ld a,[hli]
- ld [de],a ; save background tile ID
+ ld [de],a
.loadWarpData
ld a,[hli]
ld [wNumberOfWarps],a
@@ -2103,16 +2103,16 @@
jr nz,.warpLoop
.loadSignData
ld a,[hli] ; number of signs
- ld [wd4b0],a ; save the number of signs
+ ld [wNumSigns],a
and a ; are there any signs?
jr z,.loadSpriteData ; if not, skip this
ld c,a
- ld de,wd4d1 ; base address of sign text IDs
+ ld de,wSignTextIDs
ld a,d
- ld [$ff95],a
+ ld [hSignCoordPointer],a
ld a,e
- ld [$ff96],a
- ld de,wd4b1 ; base address of sign coordinates
+ ld [hSignCoordPointer + 1],a
+ ld de,wSignCoords
.signLoop
ld a,[hli]
ld [de],a
@@ -2121,17 +2121,17 @@
ld [de],a
inc de
push de
- ld a,[$ff95]
+ ld a,[hSignCoordPointer]
ld d,a
- ld a,[$ff96]
+ ld a,[hSignCoordPointer + 1]
ld e,a
ld a,[hli]
ld [de],a
inc de
ld a,d
- ld [$ff95],a
+ ld [hSignCoordPointer],a
ld a,e
- ld [$ff96],a
+ ld [hSignCoordPointer + 1],a
pop de
dec c
jr nz,.signLoop
@@ -2259,10 +2259,10 @@
pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose)
ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks
add a ; double it
- ld [wd524],a ; store map height in 2x2 tile blocks
+ ld [wCurrentMapHeight2],a ; store map height in 2x2 tile blocks
ld a,[W_CURMAPWIDTH] ; map width in 4x4 tile blocks
add a ; double it
- ld [wd525],a ; map width in 2x2 tile blocks
+ ld [wCurrentMapWidth2],a ; map width in 2x2 tile blocks
ld a,[W_CURMAP]
ld c,a
ld b,$00
--- a/hram.asm
+++ b/hram.asm
@@ -82,6 +82,9 @@
hSpritePriority EQU $FF94
+; 2 bytes
+hSignCoordPointer EQU $FF95
+
hNPCMovementDirections2Index EQU $FF95
; CalcPositionOfPlayerRelativeToNPC
--- a/scripts/ceruleancity.asm
+++ b/scripts/ceruleancity.asm
@@ -44,15 +44,15 @@
jr nc, .asm_194f7
ld a, [wCoordIndex]
cp $1
- ld a, $8
+ ld a, PLAYER_DIR_UP
ld b, SPRITE_FACING_DOWN
jr nz, .asm_194e6
- ld a, $4
+ ld a, PLAYER_DIR_DOWN
ld b, SPRITE_FACING_UP
.asm_194e6
- ld [wd528], a
+ ld [wPlayerMovingDirection], a
ld a, b
- ld [wSpriteStateData1 + $29], a
+ ld [wSpriteStateData1 + 2 * $10 + $9], a
call Delay3
ld a, $2
ld [hSpriteIndexOrTextID], a
--- a/scripts/cinnabargym.asm
+++ b/scripts/cinnabargym.asm
@@ -54,14 +54,14 @@
ld [H_SPRITEINDEX], a
cp $4
jr nz, .asm_757c3
- ld a, $4
- ld [wd528], a
+ ld a, PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection], a
ld de, MovementData_757d7
jr .asm_757cb
.asm_757c3
ld de, MovementData_757da
- ld a, $1
- ld [wd528], a
+ ld a, PLAYER_DIR_RIGHT
+ ld [wPlayerMovingDirection], a
.asm_757cb
call MoveSprite
ld a, $1
--- a/scripts/cinnabarisland.asm
+++ b/scripts/cinnabarisland.asm
@@ -24,8 +24,8 @@
ld a, [W_XCOORD]
cp $12
ret nz
- ld a, $8
- ld [wd528], a
+ ld a, PLAYER_DIR_UP
+ ld [wPlayerMovingDirection], a
ld a, $8
ld [hSpriteIndexOrTextID], a
call DisplayTextID
--- a/scripts/fightingdojo.asm
+++ b/scripts/fightingdojo.asm
@@ -42,9 +42,9 @@
ret nz
ld a, $1
ld [wcf0d], a
+ ld a, PLAYER_DIR_RIGHT
+ ld [wPlayerMovingDirection], a
ld a, $1
- ld [wd528], a
- ld a, $1
ld [H_SPRITEINDEX], a
ld a, SPRITE_FACING_LEFT
ld [hSpriteFacingDirection], a
@@ -61,8 +61,8 @@
ld a, [wcf0d]
and a
jr z, .asm_5cde4
- ld a, $1
- ld [wd528], a
+ ld a, PLAYER_DIR_RIGHT
+ ld [wPlayerMovingDirection], a
ld a, $1
ld [H_SPRITEINDEX], a
ld a, SPRITE_FACING_LEFT
--- a/scripts/gary.asm
+++ b/scripts/gary.asm
@@ -139,8 +139,8 @@
ld a, [wd730]
bit 0, a
ret nz
- ld a, $2
- ld [wd528], a
+ ld a, PLAYER_DIR_LEFT
+ ld [wPlayerMovingDirection], a
ld a, $1
ld [H_SPRITEINDEX], a
ld a, SPRITE_FACING_LEFT
--- a/scripts/halloffameroom.asm
+++ b/scripts/halloffameroom.asm
@@ -80,19 +80,19 @@
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
+ ld a, PLAYER_DIR_RIGHT
+ ld [wPlayerMovingDirection], a
ld a, $1
- ld [wd528], a
- ld a, $1
ld [H_SPRITEINDEX], a
call SetSpriteMovementBytesToFF
- ld a, $8
+ ld a, SPRITE_FACING_LEFT
ld [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
call Delay3
xor a
ld [wJoyIgnore], a
- inc a
- ld [wd528], a
+ inc a ; PLAYER_DIR_RIGHT
+ ld [wPlayerMovingDirection], a
ld a, $1
ld [hSpriteIndexOrTextID], a
call DisplayTextID
--- a/scripts/oakslab.asm
+++ b/scripts/oakslab.asm
@@ -178,8 +178,8 @@
ld a, D_UP
ld [wSimulatedJoypadStatesEnd], a
call StartSimulatingJoypadStates
- ld a, $8
- ld [wd528], a
+ ld a, PLAYER_DIR_UP
+ ld [wPlayerMovingDirection], a
ld a, $7
ld [W_OAKSLABCURSCRIPT], a
@@ -354,8 +354,8 @@
xor a ; SPRITE_FACING_DOWN
ld [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
- ld a, $8
- ld [wd528], a
+ ld a, PLAYER_DIR_UP
+ ld [wPlayerMovingDirection], a
ld c, BANK(Music_MeetRival)
ld a, MUSIC_MEET_RIVAL
call PlayMusic
@@ -414,8 +414,8 @@
set 7, [hl]
xor a
ld [wJoyIgnore], a
- ld a, $8
- ld [wd528], a
+ ld a, PLAYER_DIR_UP
+ ld [wPlayerMovingDirection], a
ld a, $c
ld [W_OAKSLABCURSCRIPT], a
ret
@@ -423,8 +423,8 @@
OaksLabScript12: ; 1ce03 (7:4e03)
ld a, $f0
ld [wJoyIgnore], a
- ld a, $8
- ld [wd528], a
+ ld a, PLAYER_DIR_UP
+ ld [wPlayerMovingDirection], a
call UpdateSprites
ld a, $1
ld [wSpriteIndex], a
--- a/scripts/pallettown.asm
+++ b/scripts/pallettown.asm
@@ -28,8 +28,8 @@
ret nz
xor a
ld [hJoyHeld],a
- ld a,4
- ld [wd528],a
+ ld a,PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection],a
ld a,$FF
call PlaySound ; stop music
ld a, BANK(Music_MeetProfOak)
@@ -190,8 +190,8 @@
ld [wEmotionBubbleSpriteIndex],a ; player's sprite
ld [wWhichEmotionBubble],a ; EXCLAMATION_BUBBLE
predef EmotionBubble
- ld a,4
- ld [wd528],a
+ ld a,PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection],a
jp TextScriptEnd
OakWalksUpText: ; 18fce (6:4fce)
--- a/scripts/pokemontower2.asm
+++ b/scripts/pokemontower2.asm
@@ -33,15 +33,15 @@
res 6, [hl]
ld a, [wCoordIndex]
cp $1
- ld a, $8
+ ld a, PLAYER_DIR_UP
ld b, SPRITE_FACING_DOWN
jr nz, .asm_60544
ld hl, wd764
set 6, [hl]
- ld a, $2
+ ld a, PLAYER_DIR_LEFT
ld b, SPRITE_FACING_RIGHT
.asm_60544
- ld [wd528], a
+ ld [wPlayerMovingDirection], a
ld a, $1
ld [H_SPRITEINDEX], a
ld a, b
--- a/scripts/redshouse2f.asm
+++ b/scripts/redshouse2f.asm
@@ -11,8 +11,8 @@
RedsHouse2FScript0: ; 5c0c0 (17:40c0)
xor a
ld [hJoyHeld],a
- ld a,8
- ld [wd528],a
+ ld a,PLAYER_DIR_UP
+ ld [wPlayerMovingDirection],a
ld a,1
ld [W_REDSHOUSE2CURSCRIPT],a
ret
--- a/scripts/route22.asm
+++ b/scripts/route22.asm
@@ -67,8 +67,8 @@
ld [hJoyHeld], a
ld a, $f0
ld [wJoyIgnore], a
- ld a, $2
- ld [wd528], a
+ ld a, PLAYER_DIR_LEFT
+ ld [wPlayerMovingDirection], a
ld a, [wd7eb]
bit 0, a ; is this the rival battle at the beginning of the game?
jr nz, .firstRivalBattle
@@ -111,8 +111,8 @@
ld a, [wcf0d]
cp $1
jr nz, .asm_50f78
- ld a, $4
- ld [wd528], a
+ ld a, PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection], a
ld a, SPRITE_FACING_UP
jr .asm_50f7a
.asm_50f78
@@ -270,13 +270,13 @@
ld a, [wcf0d]
cp $1
jr nz, .asm_510a1
- ld a, $4
- ld [wd528], a
+ ld a, PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection], a
ld a, SPRITE_FACING_UP
jr .asm_510a8
.asm_510a1
- ld a, $2
- ld [wd528], a
+ ld a, PLAYER_DIR_LEFT
+ ld [wPlayerMovingDirection], a
ld a, SPRITE_FACING_RIGHT
.asm_510a8
ld [hSpriteFacingDirection], a
@@ -314,13 +314,13 @@
ld a, [wcf0d]
cp $1
jr nz, .asm_510fb
- ld a, $4
- ld [wd528], a
+ ld a, PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection], a
ld a, SPRITE_FACING_UP
jr .asm_51102
.asm_510fb
- ld a, $2
- ld [wd528], a
+ ld a, PLAYER_DIR_LEFT
+ ld [wPlayerMovingDirection], a
ld a, SPRITE_FACING_RIGHT
.asm_51102
ld [hSpriteFacingDirection], a
--- a/scripts/route5gate.asm
+++ b/scripts/route5gate.asm
@@ -22,8 +22,8 @@
ld hl, CoordsData_1df8f
call ArePlayerCoordsInArray
ret nc
- ld a, $2
- ld [wd528], a
+ ld a, PLAYER_DIR_LEFT
+ ld [wPlayerMovingDirection], a
xor a
ld [hJoyHeld], a
callba RemoveGuardDrink
--- a/scripts/route6gate.asm
+++ b/scripts/route6gate.asm
@@ -16,8 +16,8 @@
ld hl, CoordsData_1e08c
call ArePlayerCoordsInArray
ret nc
- ld a, $1
- ld [wd528], a
+ ld a, PLAYER_DIR_RIGHT
+ ld [wPlayerMovingDirection], a
xor a
ld [hJoyHeld], a
callba RemoveGuardDrink
--- a/scripts/route7gate.asm
+++ b/scripts/route7gate.asm
@@ -28,8 +28,8 @@
ld hl, CoordsData_1e167
call ArePlayerCoordsInArray
ret nc
- ld a, $8
- ld [wd528], a
+ ld a, PLAYER_DIR_UP
+ ld [wPlayerMovingDirection], a
xor a
ld [hJoyHeld], a
callba RemoveGuardDrink
--- a/scripts/route8gate.asm
+++ b/scripts/route8gate.asm
@@ -27,8 +27,8 @@
ld hl, CoordsData_1e22c
call ArePlayerCoordsInArray
ret nc
- ld a, $2
- ld [wd528], a
+ ld a, PLAYER_DIR_LEFT
+ ld [wPlayerMovingDirection], a
xor a
ld [hJoyHeld], a
callba RemoveGuardDrink
--- a/scripts/safarizoneentrance.asm
+++ b/scripts/safarizoneentrance.asm
@@ -72,8 +72,8 @@
ret
.SafariZoneEntranceScript5
- ld a, $4
- ld [wd528], a
+ ld a, PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection], a
ld hl, wd790
bit 6, [hl]
res 6, [hl]
--- a/scripts/silphco11.asm
+++ b/scripts/silphco11.asm
@@ -199,7 +199,7 @@
db $FF
SilphCo11Script_6221a: ; 6221a (18:621a)
- ld [wd528], a
+ ld [wPlayerMovingDirection], a
ld a, $3
ld [H_SPRITEINDEX], a
ld a, b
@@ -213,11 +213,11 @@
ld a, [wcf0d]
cp $1
jr z, .asm_6223c
- ld a, $2
+ ld a, PLAYER_DIR_LEFT
ld b, SPRITE_FACING_RIGHT
jr .asm_62240
.asm_6223c
- ld a, $8
+ ld a, PLAYER_DIR_UP
ld b, SPRITE_FACING_DOWN
.asm_62240
call SilphCo11Script_6221a
@@ -247,11 +247,11 @@
ld a, [wcf0d]
cp $1
jr z, .asm_62284
- ld a, $2
+ ld a, PLAYER_DIR_LEFT
ld b, SPRITE_FACING_RIGHT
jr .asm_62288
.asm_62284
- ld a, $8
+ ld a, PLAYER_DIR_UP
ld b, SPRITE_FACING_DOWN
.asm_62288
call SilphCo11Script_6221a
--- a/scripts/silphco7.asm
+++ b/scripts/silphco7.asm
@@ -127,8 +127,8 @@
ld [hJoyHeld], a
ld a, $f0
ld [wJoyIgnore], a
- ld a, $4
- ld [wd528], a
+ ld a, PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection], a
ld a, $ff
ld [wc0ee], a
call PlaySound
@@ -209,8 +209,8 @@
ld [wJoyIgnore], a
ld hl, wd82f
set 0, [hl]
- ld a, $4
- ld [wd528], a
+ ld a, PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection], a
ld a, $9
ld [H_SPRITEINDEX], a
ld a, SPRITE_FACING_UP
--- a/scripts/ssanne2.asm
+++ b/scripts/ssanne2.asm
@@ -74,8 +74,8 @@
ld a, [W_XCOORD]
cp $25
jr nz, .asm_61426
- ld a, $2
- ld [wd528], a
+ ld a, PLAYER_DIR_LEFT
+ ld [wPlayerMovingDirection], a
ld a, SPRITE_FACING_RIGHT
jr .asm_61427
.asm_61426
--- a/wram.asm
+++ b/wram.asm
@@ -1701,8 +1701,12 @@
flag_array 50 + 5
ds 1
-wd0d4:: ds 3 ; temp storage for hTilesetType
+wSavedTilesetType:: ; d0d4
+; saved at the start of a battle and then written back at the end of the battle
+ ds 1
+ ds 2
+
W_MONHPADDING:: ; d0d7
@@ -2066,10 +2070,15 @@
; sprite set ID for the current map
ds 1
-wd3a9:: ds 1 ; used when getting the object data pointer
-wd3aa:: ds 3 ; second part of the pointer
-wd3ad:: ds 1 ; used as the beginning value for copying warp data
+wObjectDataPointerTemp:: ; d3a9
+ ds 2
+ ds 2
+
+wMapBackgroundTile:: ; d3ad
+; the tile shown outside the boundaries of the map
+ ds 1
+
wNumberOfWarps:: ; d3ae
; number of warps in current map
ds 1
@@ -2084,10 +2093,18 @@
ds 128
-wd4b0:: ds 1 ; number of signs on the map
-wd4b1:: ds 32 ; starting address for sign coords
-wd4d1:: ds 16 ; starting address for sign text IDs
+wNumSigns:: ; d4b0
+; number of signs in the current map (up to 16)
+ ds 1
+wSignCoords:: ; d4b1
+; 2 bytes each
+; Y, X
+ ds 32
+
+wSignTextIDs:: ; d4d1
+ ds 16
+
W_NUMSPRITES:: ; d4e1
; number of sprites on the current map
ds 1
@@ -2107,16 +2124,35 @@
; two bytes per sprite (trainer class/item ID, trainer set ID)
ds 32
-wd524:: ds 1 ; map height in 2x2 metatiles, also used with checking connections
-wd525:: ds 1 ; map width in 2x2 metatiles, also used with checking connections
+wCurrentMapHeight2:: ; d524
+; map height in 2x2 meta-tiles
+ ds 1
+wCurrentMapWidth2:: ; d525
+; map width in 2x2 meta-tiles
+ ds 1
+
wMapViewVRAMPointer:: ; d526
; the address of the upper left corner of the visible portion of the BG tile map in VRAM
ds 2
-wd528:: ds 1 ; additional storage for directions
-wd529:: ds 1 ; same case as above, but used differently
-wd52a:: ds 1 ; same case as above
+; In the comments for the player direction variables below, "moving" refers to
+; both walking and changing facing direction without taking a step.
+
+wPlayerMovingDirection:: ; d528
+; if the player is moving, the current direction
+; if the player is not moving, zero
+; map scripts write to this in order to change the player's facing direction
+ ds 1
+
+wPlayerLastStopDirection:: ; d529
+; the direction in which the player was moving before the player last stopped
+ ds 1
+
+wPlayerDirection:: ; d52a
+; if the player is moving, the current direction
+; if the player is not moving, the last the direction in which the player moved
+ ds 1
W_TILESETBANK:: ; d52b
ds 1