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authorRalakimus <uglyduckling623@gmail.com>2022-11-17 21:38:26 -0500
committerRalakimus <uglyduckling623@gmail.com>2022-11-17 21:38:26 -0500
commitfbfd3024a79dec89ec2e3672afd007ffd805a485 (patch)
treef8347283180e18c1d1d00aafc09f7267b752b3d2 /_inc
parent1883cbc8a91c1cfb4152164c113033e0b7c6b722 (diff)
Few variable name changes + misc. value fixes
Diffstat (limited to '_inc')
-rw-r--r--_inc/DeformLayers (JP1).asm18
-rw-r--r--_inc/DeformLayers.asm24
-rw-r--r--_inc/DynamicLevelEvents.asm2
-rw-r--r--_inc/LZWaterFeatures.asm6
4 files changed, 25 insertions, 25 deletions
diff --git a/_inc/DeformLayers (JP1).asm b/_inc/DeformLayers (JP1).asm
index 69f16ac..694b6a2 100644
--- a/_inc/DeformLayers (JP1).asm
+++ b/_inc/DeformLayers (JP1).asm
@@ -19,8 +19,8 @@ DeformLayers:
bsr.w ScrollHoriz
bsr.w ScrollVertical
bsr.w DynamicLevelEvents
- move.w (v_screenposy).w,(v_scrposy_dup).w
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_screenposy).w,(v_scrposy_vdp).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
moveq #0,d0
move.b (v_zone).w,d0
add.w d0,d0
@@ -71,7 +71,7 @@ Deform_GHZ:
moveq #0,d0
.limitY:
move.w d0,d4
- move.w d0,(v_bgscrposy_dup).w
+ move.w d0,(v_bgscrposy_vdp).w
move.w (v_screenposx).w,d0
cmpi.b #id_Title,(v_gamemode).w
bne.s .notTitle
@@ -166,7 +166,7 @@ Deform_LZ:
asl.l #7,d5
bsr.w BGScroll_XY
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
lea (Lz_Scroll_Data).l,a3
lea (Drown_WobbleData).l,a2
move.b (v_lz_deform).w,d2
@@ -274,7 +274,7 @@ Deform_MZ:
move.w d0,(v_bg2screenposy).w
move.w d0,(v_bg3screenposy).w
bsr.w BGScroll_YAbsolute
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
; do something with redraw flags
move.b (v_bg1_scroll_flags).w,d0
or.b (v_bg2_scroll_flags).w,d0
@@ -353,7 +353,7 @@ Deform_SLZ:
ext.l d5
asl.l #7,d5
bsr.w Bg_Scroll_Y
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
; calculate background scroll buffer
lea (v_bgscroll_buffer).w,a1
move.w (v_screenposx).w,d2
@@ -458,7 +458,7 @@ Deform_SYZ:
asl.l #1,d5
add.l d1,d5
bsr.w Bg_Scroll_Y
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
; calculate background scroll buffer
lea (v_bgscroll_buffer).w,a1
move.w (v_screenposx).w,d2
@@ -568,7 +568,7 @@ Deform_SBZ:
move.w (v_bgscreenposy).w,d0
move.w d0,(v_bg2screenposy).w
move.w d0,(v_bg3screenposy).w
- move.w d0,(v_bgscrposy_dup).w
+ move.w d0,(v_bgscrposy_vdp).w
move.b (v_bg1_scroll_flags).w,d0
or.b (v_bg3_scroll_flags).w,d0
or.b d0,(v_bg2_scroll_flags).w
@@ -635,7 +635,7 @@ Deform_SBZ2:;loc_68A2:
ext.l d5
asl.l #5,d5
bsr.w BGScroll_XY
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
; copy fg & bg x-position to hscroll table
lea (v_hscrolltablebuffer).w,a1
move.w #223,d1
diff --git a/_inc/DeformLayers.asm b/_inc/DeformLayers.asm
index cd98a72..e6d591d 100644
--- a/_inc/DeformLayers.asm
+++ b/_inc/DeformLayers.asm
@@ -19,12 +19,12 @@ DeformLayers:
bsr.w ScrollHoriz
bsr.w ScrollVertical
bsr.w DynamicLevelEvents
- move.w (v_screenposx).w,(v_scrposx_dup).w
- move.w (v_screenposy).w,(v_scrposy_dup).w
- move.w (v_bgscreenposx).w,(v_bgscreenposx_dup_unused).w
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
- move.w (v_bg3screenposx).w,(v_bg3screenposx_dup_unused).w
- move.w (v_bg3screenposy).w,(v_bg3screenposy_dup_unused).w
+ move.w (v_screenposx).w,(v_scrposx_vdp).w
+ move.w (v_screenposy).w,(v_scrposy_vdp).w
+ move.w (v_bgscreenposx).w,(v_bgscrposx_vdp).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
+ move.w (v_bg3screenposx).w,(v_bg3scrposx_vdp).w
+ move.w (v_bg3screenposy).w,(v_bg3scrposy_vdp).w
moveq #0,d0
move.b (v_zone).w,d0
add.w d0,d0
@@ -67,7 +67,7 @@ Deform_GHZ:
move.w d0,(v_bg2screenposy).w
move.w d0,d4
bsr.w ScrollBlock3
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
move.w #$6F,d1
sub.w d4,d1
move.w (v_screenposx).w,d0
@@ -132,7 +132,7 @@ Deform_LZ:
ext.l d5
asl.l #7,d5
bsr.w ScrollBlock1
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
lea (v_hscrolltablebuffer).w,a1
move.w #223,d1
move.w (v_screenposx).w,d0
@@ -178,7 +178,7 @@ Deform_MZ:
loc_6402:
move.w d0,(v_bg2screenposy).w
bsr.w ScrollBlock3
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
lea (v_hscrolltablebuffer).w,a1
move.w #223,d1
move.w (v_screenposx).w,d0
@@ -208,7 +208,7 @@ Deform_SLZ:
ext.l d5
asl.l #7,d5
bsr.w ScrollBlock2
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
bsr.w Deform_SLZ_2
lea (v_bgscroll_buffer).w,a2
move.w (v_bgscreenposy).w,d0
@@ -321,7 +321,7 @@ Deform_SYZ:
asl.l #1,d5
add.l d1,d5
bsr.w ScrollBlock1
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
lea (v_hscrolltablebuffer).w,a1
move.w #223,d1
move.w (v_screenposx).w,d0
@@ -352,7 +352,7 @@ Deform_SBZ:
asl.l #4,d5
asl.l #1,d5
bsr.w ScrollBlock1
- move.w (v_bgscreenposy).w,(v_bgscrposy_dup).w
+ move.w (v_bgscreenposy).w,(v_bgscrposy_vdp).w
lea (v_hscrolltablebuffer).w,a1
move.w #223,d1
move.w (v_screenposx).w,d0
diff --git a/_inc/DynamicLevelEvents.asm b/_inc/DynamicLevelEvents.asm
index 7395fde..6c09e9d 100644
--- a/_inc/DynamicLevelEvents.asm
+++ b/_inc/DynamicLevelEvents.asm
@@ -238,7 +238,7 @@ DLE_SBZ3:
clr.b (v_lastlamp).w
move.w #1,(f_restart).w ; restart level
move.w #(id_SBZ<<8)+2,(v_zone).w ; set level number to 0502 (FZ)
- move.b #1,(f_lockmulti).w ; freeze Sonic
+ move.b #1,(f_playerctrl).w ; lock controls
locret_6F8C:
rts
diff --git a/_inc/LZWaterFeatures.asm b/_inc/LZWaterFeatures.asm
index 3c0f6c1..6e2a5e7 100644
--- a/_inc/LZWaterFeatures.asm
+++ b/_inc/LZWaterFeatures.asm
@@ -398,10 +398,10 @@ loc_3F62:
beq.s LZSlide_Move
loc_3F6A:
- tst.b (f_jumponly).w
+ tst.b (f_slidemode).w
beq.s locret_3F7A
move.w #5,$3E(a1)
- clr.b (f_jumponly).w
+ clr.b (f_slidemode).w
locret_3F7A:
rts
@@ -422,7 +422,7 @@ loc_3F84:
loc_3F9A:
clr.b obInertia+1(a1)
move.b #id_WaterSlide,obAnim(a1) ; use Sonic's "sliding" animation
- move.b #1,(f_jumponly).w ; lock controls (except jumping)
+ move.b #1,(f_slidemode).w ; set water slide flag
move.b (v_vbla_byte).w,d0
andi.b #$1F,d0
bne.s locret_3FBE