From dba7609be26c060d6d1a1e132984d8d27e6506df Mon Sep 17 00:00:00 2001 From: scawful Date: Sun, 7 Jul 2024 10:19:29 -0400 Subject: [PATCH] rename SprPriority to SprFlash based on zel_ram.lst documentation --- Core/symbols.asm | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/Core/symbols.asm b/Core/symbols.asm index 2eebe00..9e1e8b3 100644 --- a/Core/symbols.asm +++ b/Core/symbols.asm @@ -27,7 +27,12 @@ SprMiscE = $0EB0 ; Head direction 0123 -> udlr SprMiscF = $0EC0 ; SprMiscG = $0ED0 ; -SprMiscH = $0FC7 ; Luck based prize pack +; Used in sprite state 0x03 (falling in water) +; used as delay in most of the sprites +SprDelay = $0E80 + +; Enemy color flash buffer +SprFlash = $0B89 SprTimerA = $0DF0 ; Action, decreased by 1 each frame SprTimerB = $0E00 ; Animation, decreased by 1 each frame @@ -80,9 +85,6 @@ SprGfxProps = $0E60 ; Direction of sprite collision with wall SprCollision = $0E70 -; Used in sprite state 0x03 (falling in water) -; used as delay in most of the sprites -SprDelay = $0E80 ; Definitely closely tied to the process of a sprite taking damage. ; Seems to serve as a palette cycling index, or a state variable. @@ -117,14 +119,6 @@ SprHeight = $0F70 ; Distance from the shadow SprHeightS = $0F90 ; Distance from the shadow subpixel SprFreeze = $0FC1 ; Seems to freeze sprites -OAMPtr = $90 -OAMPtrH = $92 - -OamBackup = $0FEC - -DungeonMainCheck = $021B -SpriteRanCheck = $8E - ; Primarily deals with bump damage ; tzpd bbbb ; t - TODO @@ -190,8 +184,6 @@ SprPrize = $0BE0 ; p - Sprite ignores falling into a pit when frozen? SprTileDie = $0B6B -SprPriority = $0B89 - ; For sprites that interact with speical objects (arrows in particular) ; the special object will identify its type to the sprite via this location. SprSpecial = $0BB0 @@ -224,6 +216,11 @@ SprDrop = $0CBA ;X W 00: Drop nothing, 01: drop normal key, 03: Drop green ; 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 @@ -484,6 +481,9 @@ AreaIndex = $8A ; Return the current overworld area ID ; [ABCD BG1/BG2/BG3/BG4][X size of the mosaic pixels 0-16] Mosaic = $95 +DungeonMainCheck = $021B +SpriteRanCheck = $8E + ; Underworld: ; Flags sprite deaths in underworld based on slot. ; Indexed by 2 * room ID.