Cleanup symbols, rearrange elements

This commit is contained in:
scawful
2024-11-27 17:12:04 -05:00
parent 1c2686c4a7
commit 0fb961e146

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@@ -54,6 +54,17 @@ OOSPROG = $7EF3D6
; f - Flipped by fortune tellers to decide fortune set to give
OOSPROG2 = $7EF3C6
; .... ...m
; m - maku tree has met link (0: no | 1: yes)
OOSPROG3 = $7EF3D4
; Game state
; 0x00 - Very start; progress cannot be saved in this state
; 0x01 - Uncle reached
; 0x02 - Zelda rescued
; 0x03 - Agahnim defeated
GAMESTATE = $7EF3C5
; Map icon
; 0x00 - Red X on Maku Tree/Maku Warp
; 0x01 - Red X on Hall of Secrets
@@ -85,10 +96,6 @@ MAPICON = $7EF3C7
; t - Turtle Rock
CRYSTALS = $7EF37A
; .... ...m
; m - maku tree has met link (0: no | 1: yes)
OOSPROG3 = $7EF3D4
; 01 - Fishing Rod
; 02 - Portal Rod
CUSTOMRODS = $7EF351
@@ -133,7 +140,29 @@ CurrentDream = $0426
; Current Song
CurrentSong = $030F
; =========================================================
; The record format for the low table is 4 bytes:
; byte OBJ*4+0: xxxxxxxx
; byte OBJ*4+1: yyyyyyyy
; byte OBJ*4+2: cccccccc
; byte OBJ*4+3: vhoopppN
; The record format for the high table is 2 bits:
; bit 0/2/4/6 of byte OBJ/4: X
; bit 1/3/5/7 of byte OBJ/4: s
; Xxxxxxxxx = X position of the sprite. signed but see below.
; yyyyyyyy = Y position of the sprite.
; cccccccc = First tile of the sprite.
; N = Name table of the sprite. See below for VRAM address calculation
; ppp = Palette of the sprite. The first palette index is 128+ppp*16.
; oo = Sprite priority. See below for details.
; h/v = Horizontal/Vertical flip flags.
; s = Sprite size flag. See below for details.
OAMPtr = $90
OAMPtrH = $92
OamBackup = $0FEC
; =========================================================
; Sprite RAM and Functions
@@ -343,32 +372,6 @@ OverlordTimerA = $0B28
OverlordTimerB = $0B30
OverlordTimerC = $0B38
; =========================================================
; The record format for the low table is 4 bytes:
; byte OBJ*4+0: xxxxxxxx
; byte OBJ*4+1: yyyyyyyy
; byte OBJ*4+2: cccccccc
; byte OBJ*4+3: vhoopppN
; The record format for the high table is 2 bits:
; bit 0/2/4/6 of byte OBJ/4: X
; bit 1/3/5/7 of byte OBJ/4: s
; Xxxxxxxxx = X position of the sprite. signed but see below.
; yyyyyyyy = Y position of the sprite.
; cccccccc = First tile of the sprite.
; N = Name table of the sprite. See below for VRAM address calculation
; ppp = Palette of the sprite. The first palette index is 128+ppp*16.
; oo = Sprite priority. See below for details.
; h/v = Horizontal/Vertical flip flags.
; s = Sprite size flag. See below for details.
OAMPtr = $90
OAMPtrH = $92
OamBackup = $0FEC
SpriteData_OAMProp = $0DB359
; Clear all properties for sprites
@@ -585,11 +588,22 @@ Sprite_ProjectSpeedTowardsEntityLong = $06EA22
; =========================================================
; Guard and Prober functions
; SprMiscB contains the ID of the parent sprite to alert
Guard_ChaseLinkOnOneAxis = $05C542
Guard_ParrySwordAttacks = $06EB5E
Probe_CheckTileSolidity = $0DC26E
ProbeAndSparkCheckDirXSpeed = $05C359
ProbeAndSparkCheckDirYSpeed = $05C361
ProbeAndSparkXSpeed = $05C369
ProbeAndSparkYSpeed = $05C371
ColinearDirections = $05C381
OrthogonalDirections = $05C389
ColinearNextDirections = $05C391
OrthogonalNextDirections = $05C399
Sprite_SpawnProbeAlways_long = $05C66E
Sprite_TrackBodyToHead = $05DCA2
@@ -1055,3 +1069,5 @@ Sparkle_PrepOAMFromRadial = $08DA17
Fireball_SpawnTrailGarnish = $09B020
SpriteSFX_QueueSFX2WithPan = $0DBB7C
SpriteSFX_QueueSFX3WithPan = $0DBB8A