Conversation
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Reflecting on past changes, I'm not sure overloading "object event" to mean anything other than "a map object's event" was a good idea. However, we went with it, and I prefer consistency over correctness, so these changes are overall fine. One thing I'll request though is to reserve the term "struct" for the macro names, e.g. |
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In a perfect world I would prefer When I get time i'll drop the "struct" for anything other than the macro's. If anyone thinks of something or comes up with a different naming idea just mention it. Edit: Updated the original post with mid-kid's suggestions. |
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wObjects isn't related to maps specifically, it's related to the sprite animation subsystem, so it wouldn't make sense to call it wMapObjects, anyway |
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I don't see any errors here. There are some quirks like now having a field named |
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I'll be honest, I'm completely out of this effort, and don't fully remember what I intended, so take my ramblings with a grain of salt. |
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I don't personally like calling them "Sprites"... as the game often adds sprites to the screen that don't use these structs. (Pokemon Fly leaves are an example.)... Furthermore; the battle Anim system, party menu sprites, ect.. don't use these structs... only the overworld. However, i'm not going to make a big fuss about it. We could do I'm just pitching ideas. Think on it. |
The object structs are the ones that keep the info for the OAMs, are they not? And they're used by menus and the title screen, i.e. anything that isn't battle anims, iirc. |
I know for a fact that the fly leaf animations write directly to |
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Yeah; the party menu uses the The structs we are talking about in this PR are ONLY used for objects in the overworld.. aka NPC's, ect. |
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oh, I see. In that case yeah, object may be renamed to something more specific. |
These are new proposed changes... Its a little wordy.. but I prefer being able to easily look at a name and know what it is.. instead of having look it up.. even if it means its a little longer. I don't think this is unreasonable though. Let me know what you think @mid-kid . If you prefer me to update the PR with these changes before you say yay or nay.. I can do that too. |
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If you shorten a term, like "overworld_obj", be consistent about it, so "OverworldObjs" and "OVERWORLD_OBJ_LENGTH". In this case I'd just spell it out. As for the "overworld event" term, it sounds awkward and might be confused for tile events which is annoying. I like the idea of going back on calling them "object events" and reserving that term explicitly for the static version of the struct in a map script, but we'd have to make sure the usage of this term is consistent. |
Resolves: #1032, #655
This is what I ended up going with:
object_structwObjectStructswObjectswPlayerStruct/wPlayerSpritewPlayerObject/wPlayerSpritewObject#Struct/wObject#SpritewObject#/wObject#SpriteNUM_OBJECT_STRUCTSNUM_OBJECTSOBJECT_LENGTHmap_objectobject_event_structwMapObjectswObjectEventswPlayerObject/wPlayerObjectSpritewPlayerObjectEvent/wPlayerObjectEventSpritewMap#Object/wMap#ObjectSpritewObjectEvent#/wObjectEvent#SpriteNUM_OBJECTSNUM_OBJECT_EVENTSMAPOBJECT_LENGTHOBJECT_EVENT_LENGTHMAPOBJECT_*OBJECT_EVENT_*Anywho; this is just to keep the conversation going; I don't mind reworking this if we decide to do something different.