add aliases for various common symbols

This commit is contained in:
scawful
2024-07-09 17:19:48 -04:00
parent 0d9a8eb5dd
commit c16e138572

View File

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