rename SprPriority to SprFlash based on zel_ram.lst documentation

This commit is contained in:
scawful
2024-07-07 10:19:29 -04:00
parent 6755d482a6
commit dba7609be2

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@@ -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.