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Movement.asm and JesseJames Encounters#134

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Movement.asm and JesseJames Encounters#134
thoth-33 wants to merge 2 commits intopret:masterfrom
thoth-33:movement.asm

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@thoth-33
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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.

@thoth-33 thoth-33 marked this pull request as draft July 24, 2025 03:52
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thoth-33 commented Jul 24, 2025

    const_def 1
    const MOVEMENTSTATUS_READY   ; 1
    const MOVEMENTSTATUS_DELAY   ; 2
    const MOVEMENTSTATUS_ANIM    ; 3
    const MOVEMENTSTATUS_POS     ; 4

In map_object_constants.asm?

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thoth-33 commented Jul 24, 2025

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?
Should UpdateSpriteScreenPosition be renamed UpdateSpriteInFastWalkingAnimation?

.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

@thoth-33 thoth-33 marked this pull request as ready for review July 24, 2025 13:28

DEF NUM_SPRITESTATEDATA_STRUCTS EQU 16

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.

done

_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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Narishma-gb commented Aug 18, 2025

There are a few typos in the spelling of Jessie (actually there's one in the PR title). Occurrences are in scripts/MtMoonB2F.asm, scripts/PokemonTower7F.asm, scripts/RocketHideoutB4F.asm, and scripts/SilphCo11F.asm, in symbols and/or text constants.

@Rangi42 Rangi42 marked this pull request as draft September 3, 2025 16:02
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3 participants