diff options
author | Astatin <[email protected]> | 2025-01-10 16:08:06 +0900 |
---|---|---|
committer | Astatin <[email protected]> | 2025-01-10 16:08:06 +0900 |
commit | dc5a9431bf4438000dcd028aa6b9c17c9ca492d8 (patch) | |
tree | 8a63e04d017dc58d8c88f9842e2cd2ca7273ab05 /entity/display.gbasm | |
parent | 48f765802fc16071d1d605b1fd940bda4562d472 (diff) |
Use new relative label thingy
Diffstat (limited to 'entity/display.gbasm')
-rw-r--r-- | entity/display.gbasm | 100 |
1 files changed, 50 insertions, 50 deletions
diff --git a/entity/display.gbasm b/entity/display.gbasm index d6899ff..d9baff7 100644 --- a/entity/display.gbasm +++ b/entity/display.gbasm @@ -38,7 +38,7 @@ Display_Entity: LD E, A CP $00 - JP Z, =Display_Entity.skip + JP Z, =.skip LD A, (HL+) ADD $80 @@ -47,10 +47,10 @@ Display_Entity: LD B, A SUB $82 CP D - JP NC, =Display_Entity.skip + JP NC, =.skip ADD $0e CP D - JP C, =Display_Entity.skip + JP C, =.skip LD A, D SUB $80 SUB B @@ -66,10 +66,10 @@ Display_Entity: LD C, A SUB $82 CP D - JP NC, =Display_Entity.skip + JP NC, =.skip ADD $0d CP D - JP C, =Display_Entity.skip + JP C, =.skip LD A, D SUB $80 SUB C @@ -83,18 +83,18 @@ Display_Entity: LD A, (HL+) BIT 3, A LD D, A - Display_Entity.Moving_Animation: - JR Z, =Display_Entity.Moving_Animation.end + .Moving_Animation: + JR Z, =.Moving_Animation.end LD A, $mem_moving_animation_step .ADD_A_TO_DIRECTION_BC - Display_Entity.Moving_Animation.end: + .Moving_Animation.end: - Display_Entity.Blinking_Animation: + .Blinking_Animation: LD A, D AND $f0 CP $50 - JR NZ, =Display_Entity.Blinking_Animation.end + JR NZ, =.Blinking_Animation.end LD A, $mem_moving_animation_step PUSH DE @@ -104,49 +104,49 @@ Display_Entity: POP DE AND $02 CP $00 - JP Z, =Display_Entity.skip + JP Z, =.skip - Display_Entity.Blinking_Animation.end: + .Blinking_Animation.end: - Display_Entity.Action_Animation: + .Action_Animation: LD A, D AND $f0 CP $10 - JR NZ, =Display_Entity.Action_Animation.end + JR NZ, =.Action_Animation.end LD A, $mem_moving_animation_step CP $04 - JR C, =Display_Entity.Action_Animation.Step1 + JR C, =.Action_Animation.Step1 CP $0c - JR C, =Display_Entity.Action_Animation.Step2 - JR =Display_Entity.Action_Animation.end + JR C, =.Action_Animation.Step2 + JR =.Action_Animation.end - Display_Entity.Action_Animation.Step1: + .Action_Animation.Step1: SLA A SLA A - JR =Display_Entity.Action_Animation.Apply + JR =.Action_Animation.Apply - Display_Entity.Action_Animation.Step2: + .Action_Animation.Step2: SUB $04 SLA A XOR $ff INC A ADD $10 - Display_Entity.Action_Animation.Apply: + .Action_Animation.Apply: .ADD_A_TO_DIRECTION_BC - Display_Entity.Action_Animation.end: + .Action_Animation.end: - Display_Entity.SuperJump_Animation: + .SuperJump_Animation: LD A, D AND $f0 CP $30 - JR NZ, =Display_Entity.SuperJump_Animation.end + JR NZ, =.SuperJump_Animation.end LD A, $mem_moving_animation_step CP $00 - JR Z, =Display_Entity.SuperJump_Animation.end + JR Z, =.SuperJump_Animation.end .ADD_A_TO_DIRECTION_BC LD A, $mem_moving_animation_step SUB $08 @@ -159,35 +159,35 @@ Display_Entity: INC A ADD C LD C, A - Display_Entity.SuperJump_Animation.end: + .SuperJump_Animation.end: - Display_Entity.Shaking_Animation: + .Shaking_Animation: LD A, D AND $f0 CP $40 - JR NZ, =Display_Entity.Shaking_Animation.end + JR NZ, =.Shaking_Animation.end LD A, $mem_moving_animation_step CP $00 - JR Z, =Display_Entity.Shaking_Animation.end + JR Z, =.Shaking_Animation.end LD A, $mem_moving_animation_step SRA A AND $03 BIT 1, A RES 1, A - JR NZ, =Display_Entity.Shaking_Animation.skip_invert + JR NZ, =.Shaking_Animation.skip_invert CPL INC A - Display_Entity.Shaking_Animation.skip_invert: + .Shaking_Animation.skip_invert: ADD B LD B, A - Display_Entity.Shaking_Animation.end: + .Shaking_Animation.end: - Display_Entity.Moving_Hops: + .Moving_Hops: LD A, D AND $f8 CP $08 - JR NZ, =Display_Entity.Moving_Hops.end + JR NZ, =.Moving_Hops.end LD A, $mem_moving_animation_step SUB $08 @@ -201,50 +201,50 @@ Display_Entity: INC A ADD C LD C, A - Display_Entity.Moving_Hops.end: + .Moving_Hops.end: LD A, D AND $07 CP $enum_direction_left - JR Z, =Display_Entity.Left_Direction_sprite + JR Z, =.Left_Direction_sprite CP $enum_direction_right - JR Z, =Display_Entity.Right_Direction_sprite + JR Z, =.Right_Direction_sprite CP $enum_direction_up - JR Z, =Display_Entity.Up_Direction_sprite - JP =Display_Entity.Down_Direction_sprite + JR Z, =.Up_Direction_sprite + JP =.Down_Direction_sprite - Display_Entity.Left_Direction_sprite: + .Left_Direction_sprite: CALL =Flags_From_Animation ; Uses and changes HL LD D, A - JP =Display_Entity.Write_OBJ + JP =.Write_OBJ - Display_Entity.Right_Direction_sprite: + .Right_Direction_sprite: LD A, $02 ADD E LD E, A CALL =Flags_From_Animation ; Uses and changes HL OR $20 LD D, A - JP =Display_Entity.Write_OBJ + JP =.Write_OBJ - Display_Entity.Up_Direction_sprite: + .Up_Direction_sprite: LD A, $04 ADD E LD E, A CALL =Flags_From_Animation ; Uses and changes HL LD D, A - JP =Display_Entity.Write_OBJ + JP =.Write_OBJ - Display_Entity.Down_Direction_sprite: + .Down_Direction_sprite: LD A, $08 ADD E LD E, A CALL =Flags_From_Animation ; Uses and changes HL LD D, A - JP =Display_Entity.Write_OBJ + JP =.Write_OBJ - Display_Entity.Write_OBJ: + .Write_OBJ: PUSH HL ; First OBJ (left) LD HL, $mem_oam_buffer @@ -259,7 +259,7 @@ Display_Entity: LD (HL+), A LD A, D LD (HL+), A - + ; Second OBJ LD A, B ADD $08 @@ -279,7 +279,7 @@ Display_Entity: LD $mem_oam_buffer_low, A POP HL - Display_Entity.skip: + .skip: LD A, L AND $f0 ADD $10 |