wVirtualOAM -> wShadowOAM and hTransferVirtualOAM -> hTransferShadowOAM (#971)

This commit is contained in:
Colton G. Rushton
2022-07-09 18:18:22 -03:00
committed by GitHub
parent ef9b9bb437
commit 145d8dd5c2
37 changed files with 113 additions and 113 deletions

View File

@@ -1,5 +1,5 @@
WriteOAMDMACodeToHRAM::
ld c, LOW(hTransferVirtualOAM)
ld c, LOW(hTransferShadowOAM)
ld b, OAMDMACodeEnd - OAMDMACode
ld hl, OAMDMACode
.copy
@@ -14,9 +14,9 @@ OAMDMACode:
; This code is defined in ROM, but
; copied to and called from HRAM.
LOAD "OAM DMA", HRAM
hTransferVirtualOAM::
hTransferShadowOAM::
; initiate DMA
ld a, HIGH(wVirtualOAM)
ld a, HIGH(wShadowOAM)
ldh [rDMA], a
; wait for DMA to finish
ld a, NUM_SPRITE_OAM_STRUCTS

View File

@@ -21,7 +21,7 @@ PlaySpriteAnimations:
push bc
push af
ld a, LOW(wVirtualOAM)
ld a, LOW(wShadowOAM)
ld [wCurSpriteOAMAddr], a
call DoNextFrameForAllSprites
@@ -57,11 +57,11 @@ DoNextFrameForAllSprites:
ld a, [wCurSpriteOAMAddr]
ld l, a
ld h, HIGH(wVirtualOAM)
ld h, HIGH(wShadowOAM)
.loop2 ; Clear (wVirtualOAM + [wCurSpriteOAMAddr] --> wVirtualOAMEnd)
.loop2 ; Clear (wShadowOAM + [wCurSpriteOAMAddr] --> wShadowOAMEnd)
ld a, l
cp LOW(wVirtualOAMEnd)
cp LOW(wShadowOAMEnd)
jr nc, .done
xor a
ld [hli], a
@@ -96,11 +96,11 @@ DoNextFrameForFirst16Sprites:
ld a, [wCurSpriteOAMAddr]
ld l, a
ld h, HIGH(wVirtualOAMSprite16)
ld h, HIGH(wShadowOAMSprite16)
.loop2 ; Clear (wVirtualOAM + [wCurSpriteOAMAddr] --> Sprites + $40)
.loop2 ; Clear (wShadowOAM + [wCurSpriteOAMAddr] --> Sprites + $40)
ld a, l
cp LOW(wVirtualOAMSprite16)
cp LOW(wShadowOAMSprite16)
jr nc, .done
xor a
ld [hli], a
@@ -246,7 +246,7 @@ UpdateAnimFrame:
push bc
ld a, [wCurSpriteOAMAddr]
ld e, a
ld d, HIGH(wVirtualOAM)
ld d, HIGH(wShadowOAM)
ld a, [hli]
ld c, a ; number of objects
.loop
@@ -295,7 +295,7 @@ UpdateAnimFrame:
inc de
ld a, e
ld [wCurSpriteOAMAddr], a
cp LOW(wVirtualOAMEnd)
cp LOW(wShadowOAMEnd)
jr nc, .reached_the_end
dec c
jr nz, .loop
@@ -570,7 +570,7 @@ AnimateEndOfExpBar:
ret
.AnimateFrame:
ld hl, wVirtualOAMSprite00
ld hl, wShadowOAMSprite00
ld c, 8 ; number of animated circles
.anim_loop
ld a, c