Added dynamic palette support for virtual objects.

Added flag to hide follower on certain maps.
This commit is contained in:
Ariel A 2022-08-14 14:48:16 -04:00
parent 16babe87fc
commit d846b9c781
7 changed files with 28 additions and 17 deletions

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@ -1,2 +1,2 @@
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@ -12,7 +12,7 @@
"allow_running": false,
"show_map_name": false,
"battle_scene": "MAP_BATTLE_SCENE_NORMAL",
"connections": null,
"connections": 0,
"object_events": [
{
"graphics_id": "OBJ_EVENT_GFX_REPORTER_M",
@ -210,7 +210,13 @@
"flag": "0"
}
],
"warp_events": [],
"coord_events": [],
"bg_events": []
"warp_events": [
],
"coord_events": [
],
"bg_events": [
]
}

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@ -17,6 +17,7 @@ BattleFrontier_BattleDomeBattleRoom_MapScripts::
.byte 0
BattleFrontier_BattleDomeBattleRoom_OnTransition:
setflag FLAG_TEMP_HIDE_FOLLOWER
dome_setopponentgfx
frontier_get FRONTIER_DATA_BATTLE_NUM
copyvar VAR_TEMP_F, VAR_RESULT

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@ -5,6 +5,7 @@ FortreeCity_Gym_MapScripts::
FortreeCity_Gym_OnTransition:
special RotatingGate_InitPuzzle
setflag FLAG_TEMP_HIDE_FOLLOWER @ Hide follower bc of rotating gates
end
FortreeCity_Gym_OnWarp:

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@ -1,9 +1,14 @@
MossdeepCity_Gym_MapScripts::
map_script MAP_SCRIPT_ON_TRANSITION, MossdeepCity_Gym_OnTransition
map_script MAP_SCRIPT_ON_LOAD, MossdeepCity_Gym_OnLoad
.byte 0
@ NOTE: Mossdeep Gym was redesigned between R/S and E. Leftover (and now functionally unused) scripts are commented below
MossdeepCity_Gym_OnTransition:
setflag FLAG_TEMP_HIDE_FOLLOWER @ Hide follower since it can collide with moving statues
end
@ All the below checks are leftover from RS. FLAG_MOSSDEEP_GYM_SWITCH_X is never set
MossdeepCity_Gym_OnLoad:
goto_if_set FLAG_MOSSDEEP_GYM_SWITCH_1, MossdeepCity_Gym_EventScript_SetSwitch1Metatiles

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@ -21,7 +21,7 @@
#define FLAG_TEMP_B (TEMP_FLAGS_START + 0xB) // Unused Flag
#define FLAG_TEMP_C (TEMP_FLAGS_START + 0xC) // Unused Flag
#define FLAG_TEMP_D (TEMP_FLAGS_START + 0xD) // Unused Flag
#define FLAG_TEMP_E (TEMP_FLAGS_START + 0xE) // Unused Flag
#define FLAG_TEMP_HIDE_FOLLOWER (TEMP_FLAGS_START + 0xE) // When set, follower pokemon won't be spawned
#define FLAG_TEMP_F (TEMP_FLAGS_START + 0xF) // Unused Flag
#define FLAG_TEMP_10 (TEMP_FLAGS_START + 0x10) // Unused Flag
#define FLAG_TEMP_11 (TEMP_FLAGS_START + 0x11)

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@ -1650,10 +1650,12 @@ u8 CreateVirtualObject(u8 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 elevatio
graphicsInfo = GetObjectEventGraphicsInfo(graphicsId);
CopyObjectGraphicsInfoToSpriteTemplate(graphicsId, SpriteCB_VirtualObject, &spriteTemplate, &subspriteTables);
*(u16 *)&spriteTemplate.paletteTag = TAG_NONE;
x += MAP_OFFSET;
y += MAP_OFFSET;
SetSpritePosToOffsetMapCoords(&x, &y, 8, 16);
if (spriteTemplate.paletteTag != TAG_NONE)
LoadObjectEventPalette(spriteTemplate.paletteTag);
spriteId = CreateSpriteAtEnd(&spriteTemplate, x, y, 0);
if (spriteId != MAX_SPRITES)
{
@ -1661,17 +1663,10 @@ u8 CreateVirtualObject(u8 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 elevatio
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->y += sprite->centerToCornerVecY;
sprite->oam.paletteNum = graphicsInfo->paletteSlot;
if (sprite->oam.paletteNum >= 16)
sprite->oam.paletteNum -= 16;
sprite->coordOffsetEnabled = TRUE;
sprite->sVirtualObjId = virtualObjId;
sprite->sVirtualObjElev = elevation;
if (graphicsInfo->paletteSlot == 10)
LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot);
else if (graphicsInfo->paletteSlot >= 16)
_PatchObjectPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot | 0xf0);
if (subspriteTables != NULL)
{
@ -1835,11 +1830,12 @@ void UpdateFollowingPokemon(void) { // Update following pokemon if any
bool8 shiny;
u8 form;
// Avoid spawning large (64x64) follower pokemon inside buildings
if (GetFollowerInfo(&species, &form, &shiny) && !(gMapHeader.mapType == MAP_TYPE_INDOOR && SpeciesToGraphicsInfo(species, 0)->height == 64)) {
if (GetFollowerInfo(&species, &form, &shiny) && !(gMapHeader.mapType == MAP_TYPE_INDOOR && SpeciesToGraphicsInfo(species, 0)->height == 64) && !FlagGet(FLAG_TEMP_HIDE_FOLLOWER)) {
if (objEvent == NULL) { // Spawn follower
struct ObjectEventTemplate template = {
.localId = OBJ_EVENT_ID_FOLLOWER,
.graphicsId = OBJ_EVENT_GFX_OW_MON,
.flagId = 0,
.x = gSaveBlock1Ptr->pos.x,
.y = gSaveBlock1Ptr->pos.y,
// If player active, copy player elevation
@ -9678,10 +9674,12 @@ void SetVirtualObjectGraphics(u8 virtualObjId, u8 graphicsId)
struct Sprite *sprite = &gSprites[spriteId];
const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(graphicsId);
u16 tileNum = sprite->oam.tileNum;
u8 i = FindObjectEventPaletteIndexByTag(graphicsInfo->paletteTag);
if (i != 0xFF)
UpdateSpritePalette(&sObjectEventSpritePalettes[i], sprite);
sprite->oam = *graphicsInfo->oam;
sprite->oam.tileNum = tileNum;
sprite->oam.paletteNum = graphicsInfo->paletteSlot;
sprite->images = graphicsInfo->images;
if (graphicsInfo->subspriteTables == NULL)