Fixed some field effect palettes. Removed leftover CacheLightMetatiles.
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40d610e29a
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28ec60a776
8 changed files with 8 additions and 28 deletions
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@ -132,5 +132,7 @@
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// Duplicates of event_object_movement tags
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#define FLDEFF_PAL_TAG_MAY 0x1110 // OBJ_EVENT_PAL_TAG_MAY
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#define FLDEFF_PAL_TAG_BRENDAN 0x1100 // OBJ_EVENT_PAL_TAG_BRENDAN
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#define FLDEFF_PAL_TAG_NPC_1 0x1103 // OBJ_EVENT_PAL_TAG_NPC_1
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#define FLDEFF_PAL_TAG_NPC_2 0x1104 // OBJ_EVENT_PAL_TAG_NPC_2
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#endif // GUARD_FIELD_EFFECT_CONSTANTS_H
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@ -47,7 +47,6 @@ struct LinkPlayerObjectEvent
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// Exported RAM declarations
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extern struct WarpData gLastUsedWarp;
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extern struct LinkPlayerObjectEvent gLinkPlayerObjectEvents[4];
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extern struct Coords16 gLightMetatiles[32];
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extern u16 *gBGTilemapBuffers1;
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extern u16 *gBGTilemapBuffers2;
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@ -948,7 +948,7 @@ static const union AnimCmd *const sAnimTable_Sparkle[] =
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const struct SpriteTemplate gFieldEffectObjectTemplate_Sparkle = {
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.tileTag = TAG_NONE,
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.paletteTag = TAG_NONE,
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.paletteTag = FLDEFF_PAL_TAG_NPC_2,
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.oam = &gObjectEventBaseOam_16x16,
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.anims = sAnimTable_Sparkle,
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.images = sPicTable_Sparkle,
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@ -511,7 +511,7 @@ static const struct SpritePalette sObjectEventSpritePalettes[] = {
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{gObjectEventPal_RubySapphireMay, OBJ_EVENT_PAL_TAG_RS_MAY},
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{gObjectEventPal_Npc1, OBJ_EVENT_PAL_TAG_DYNAMIC},
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{gObjectEventPaletteEmotes, OBJ_EVENT_PAL_TAG_EMOTES},
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{NULL, 0x0000},
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{NULL, OBJ_EVENT_PAL_TAG_NONE},
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};
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static const u16 sReflectionPaletteTags_Brendan[] = {
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@ -1438,7 +1438,7 @@ u32 FldEff_BerryTreeGrowthSparkle(void)
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sprite = &gSprites[spriteId];
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sprite->coordOffsetEnabled = TRUE;
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sprite->oam.priority = gFieldEffectArguments[3];
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sprite->oam.paletteNum = 5; // TODO: What paletteTag does this use?
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UpdateSpritePaletteByTemplate(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_SPARKLE], sprite);
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sprite->data[0] = FLDEFF_BERRY_TREE_GROWTH_SPARKLE;
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}
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return 0;
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@ -1024,7 +1024,7 @@ void DoSecretBaseGlitterMatSparkle(void)
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{
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gSprites[spriteId].coordOffsetEnabled = TRUE;
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gSprites[spriteId].oam.priority = 1;
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gSprites[spriteId].oam.paletteNum = 5; // TODO: What palette should this use?
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UpdateSpritePaletteByTemplate(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_SPARKLE], &gSprites[spriteId]);
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gSprites[spriteId].callback = SpriteCB_GlitterMatSparkle;
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gSprites[spriteId].data[0] = 0;
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}
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@ -207,7 +207,6 @@ EWRAM_DATA static struct InitialPlayerAvatarState sInitialPlayerAvatarState = {0
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EWRAM_DATA static u16 sAmbientCrySpecies = 0;
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EWRAM_DATA static bool8 sIsAmbientCryWaterMon = FALSE;
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EWRAM_DATA struct LinkPlayerObjectEvent gLinkPlayerObjectEvents[4] = {0};
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EWRAM_DATA struct Coords16 gLightMetatiles[32] = {0};
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static const struct WarpData sDummyWarpData =
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@ -596,23 +595,6 @@ struct MapHeader const *const GetDestinationWarpMapHeader(void)
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return Overworld_GetMapHeaderByGroupAndId(sWarpDestination.mapGroup, sWarpDestination.mapNum);
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}
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// Caches light metatile coordinates
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static void CacheLightMetatiles(void) { // TODO: Better way to dynamically generate lights
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u8 i = 0;
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s16 x, y;
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for (x = 0; x < gBackupMapLayout.width; x++) {
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for (y = 0; y < gBackupMapLayout.height; y++) {
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if (MapGridGetMetatileBehaviorAt(x, y) == 0x04) {
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gLightMetatiles[i].x = x;
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gLightMetatiles[i].y = y;
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i++;
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}
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}
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}
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gLightMetatiles[i].x = -1;
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gLightMetatiles[i].y = -1;
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}
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static void LoadCurrentMapData(void)
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{
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sLastMapSectionId = gMapHeader.regionMapSectionId;
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@ -833,7 +815,6 @@ void LoadMapFromCameraTransition(u8 mapGroup, u8 mapNum)
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Overworld_ClearSavedMusic();
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RunOnTransitionMapScript();
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InitMap();
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CacheLightMetatiles();
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CopySecondaryTilesetToVramUsingHeap(gMapHeader.mapLayout);
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LoadSecondaryTilesetPalette(gMapHeader.mapLayout);
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@ -1766,7 +1747,6 @@ void CB2_ContinueSavedGame(void)
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}
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else
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{
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CacheLightMetatiles();
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TryPutTodaysRivalTrainerOnAir();
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gFieldCallback = FieldCB_FadeTryShowMapPopup;
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SetMainCallback1(CB1_Overworld);
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@ -1926,7 +1906,6 @@ static bool32 LoadMapInStepsLocal(u8 *state, bool32 a2)
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(*state)++;
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break;
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case 3:
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CacheLightMetatiles();
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InitObjectEventsLocal();
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SetCameraToTrackPlayer();
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(*state)++;
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@ -303,7 +303,7 @@ static const struct SpriteTemplate sSpriteTemplate_ExclamationQuestionMark =
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static const struct SpriteTemplate sSpriteTemplate_HeartIcon =
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{
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.tileTag = TAG_NONE,
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.paletteTag = FLDEFF_PAL_TAG_GENERAL_0,
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.paletteTag = FLDEFF_PAL_TAG_NPC_1,
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.oam = &sOamData_Icons,
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.anims = sSpriteAnimTable_Icons,
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.images = sSpriteImageTable_HeartIcon,
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@ -870,7 +870,7 @@ u8 FldEff_HeartIcon(void)
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struct Sprite *sprite = &gSprites[spriteId];
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SetIconSpriteData(sprite, FLDEFF_HEART_ICON, 0);
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sprite->oam.paletteNum = 2; // TODO: What palette should this use?
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UpdateSpritePaletteByTemplate(&sSpriteTemplate_HeartIcon, sprite);
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}
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return 0;
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