Movement.asm and JesseJames Encounters#134
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In map_object_constants.asm? |
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UpdateSpriteScreenPosition (Movement Status 4) is used in the fast move. The two broken bits next to it try using UpdateSpriteInWalkingAnimation (Movement Status 3). The former seems to mostly be a duplicate of the latter. Maybe its a duplicate used for fast movement because they couldn't get the normal function to work the way they wanted? |
| .asm_60dba | ||
| ld a, $2 | ||
| .playerStandingRight | ||
| ld a, 2 |
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Is there an appropriate constant to use here in the various "Set facing direction" scripts?
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ld a, $2
ld [wSprite01StateData1MovementStatus], a
Appears in seven files.
Could replace with this if my constants are accepted:
ld a, MOVEMENTSTATUS_DELAY
ld [wSprite01StateData1MovementStatus], a
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| DEF NUM_SPRITESTATEDATA_STRUCTS EQU 16 | ||
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| const_def 1 |
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BIT_FACE_PLAYER below these has a comment "; movement status". Are these related? Should they be grouped together? If not, comments should be added/changed to make their differences clear.
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| _SilphCo10FGiovanniILostAgainText:: | ||
| _SilphCo11FGiovanniILostAgainText:: |
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Is this 10->11 mistake also in pokered? Same goes for other changes in this PR that go beyond the Yellow-exclusive Jessie/James events.
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This typo SilphCo10FGiovanniILostAgainText and its corresponding far text _SilphCo10FGiovanniILostAgainText are also present in pokered. As for the Jessie/James texts, it's probably best to use a new file SilphCo11F_2.asm, rather than their current location in SilphCo10F.asm. In Yellow, far texts for SilphCo11F are split between banks 38 and 39.
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There are a few typos in the spelling of Jessie (actually there's one in the PR title). Occurrences are in |
Started with doing movement.asm and took a detour through team rocket.
All four Jesse and James encounter are fully labeled, and Mt Moon's yellow differences got caught up in that.
Going to open this as a draft incase Rangi or someone spots constants in movement.asm I failed to label.
We need constants for SPRITESTATEDATA*_MOVEMENTSTATUS
As far as I can ascertain:
1 == ready to move
2 == delay movement
3 == update animation frame
4 == update screen position
Though I do not know what good names for these would be.