add aliases for various common symbols
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@@ -285,6 +285,7 @@ CheckIfHitBoxesOverlap = $0683E6
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; =========================================================
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; $0FD8 = sprite's X coordinate
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; $0FDA = sprite's Y coordinate
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Sprite_Get16BitCoords = $0684BD
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Sprite_Get_16_bit_Coords = $0684BD
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; =========================================================
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@@ -306,6 +307,7 @@ Sprite_DrawRippleIfInWater = $1EFF8D
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; check if the sprite is colliding with a solid tile set $0E70, X
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; ----udlr , u = up, d = down, l = left, r = right
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Sprite_CheckTileCollision = $06E496
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Sprite_CheckTileCollision_long = $06E496
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; =========================================================
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; $00[0x02] - Entity Y coordinate
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@@ -381,6 +383,7 @@ Dungeon_SpriteInducedTilemapUpdate = $01E7A9
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; =========================================================
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; player can't pass through the sprite
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Sprite_BehaveAsBarrier = $1EF4F3
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Sprite_PlayerCantPassThrough = $1EF4F3
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; =========================================================
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@@ -397,6 +400,7 @@ Sprite_ShowMessageUnconditional = $05E219
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; show a message if we press A and face the sprite
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; A = low byte of message ID to use.
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; Y = high byte of message ID to use.
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Sprite_ShowSolicitedMessage = $05E1A7
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Sprite_ShowSolicitedMessageIfPlayerFacing = $05E1A7
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; =========================================================
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@@ -404,9 +408,11 @@ Sprite_ShowSolicitedMessageIfPlayerFacing = $05E1A7
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; should be used with Sprite_PlayerCantPassThrough
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; A = low byte of message ID to use.
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; Y = high byte of message ID to use.
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Sprite_ShowMessageOnContact = $05E1F0
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Sprite_ShowMessageFromPlayerContact = $05E1F0
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; Parameters: Stack, A
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JumpTableLocal = $008781
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UseImplicitRegIndexedLocalJumpTable = $008781
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EnableForceBlank = $00893D
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@@ -726,6 +732,9 @@ Hookshot_CheckTileCollision = $07D576
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Refund_Magic = $07B0E9
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CheckIfLinkIsBusy = $07F4D0
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Follower_Initialize = $099EFC
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; =========================================================
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; Ancilla
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