Simplify division in berry_crush and field weather functions
This commit is contained in:
7
src/berry_crush.c
Executable file → Normal file
7
src/berry_crush.c
Executable file → Normal file
@@ -1373,7 +1373,6 @@ static void CreateBerrySprites(struct BerryCrushGame *game, struct BerryCrushGam
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u8 spriteId;
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s16 distance, var1;
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s16 *data;
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s32 amplitude;
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s16 speed;
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u32 var2;
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@@ -1395,11 +1394,7 @@ static void CreateBerrySprites(struct BerryCrushGame *game, struct BerryCrushGam
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sYAccel = 32;
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sBitfield = 112; // Setting bits in MASK_TARGET_Y
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distance = gfx->playerCoords[i]->berryXDest - gfx->playerCoords[i]->berryXOffset;
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amplitude = distance;
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if (distance < 0)
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amplitude += 3;
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sAmplitude = amplitude >> 2;
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sAmplitude = distance / 4;
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distance *= 128;
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var2 = speed + 32;
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var2 = var2 / 2;
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@@ -277,7 +277,6 @@ static void BuildColorMaps(void)
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u16 brightnessDelta;
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u16 colorMapIndex;
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u16 baseBrightness;
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u32 remainingBrightness;
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s16 diff;
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sPaletteColorMapTypes = sBasePaletteColorMapTypes;
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@@ -305,11 +304,7 @@ static void BuildColorMaps(void)
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}
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baseBrightness = curBrightness;
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remainingBrightness = 0x1f00 - curBrightness;
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if ((0x1f00 - curBrightness) < 0)
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remainingBrightness += 0xf;
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brightnessDelta = remainingBrightness / (NUM_WEATHER_COLOR_MAPS - 3);
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brightnessDelta = (0x1f00 - curBrightness) / (NUM_WEATHER_COLOR_MAPS - 3);
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if (colorVal < 12)
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{
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// For shadows (color values < 12), the remaining color mappings are
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