This tutorial will cover adding new collision types for spinner tiles in all four cardinal directions as well as a stopper tile to stop the player from spinning. Credit to Rangi42 for implementing this in Pokemon Polished Crystal ## Contents 1. [Create Constants for the New Collision Types](#1-create-constants-for-the-new-collision-types) 2. [Implement New Movement Functionality](#2-implement-new-movement-functionality) 3. [Prevent Oddities When Losing Battles](#3-prevent-oddities-when-losing-battles) ## 1. Create Constants for the New Collision Types In order to add new collision types to use on maps, we'll have to define constants for them. Edit [constants/collision_constants.asm](../blob/master/constants/collision_constants.asm) ```diff COLL_DOOR_7D EQU $7d ; unused COLL_WARP_CARPET_RIGHT EQU $7e COLL_WARP_7F EQU $7f ; unused +COLL_STOP_SPIN EQU $80 +COLL_SPIN_UP EQU $81 +COLL_SPIN_DOWN EQU $82 +COLL_SPIN_LEFT EQU $83 +COLL_SPIN_RIGHT EQU $84 COLL_COUNTER EQU $90 COLL_BOOKSHELF EQU $91 COLL_PC EQU $93 ``` Edit [constants/map_object_constants.asm](../blob/master/constants/map_object_constants.asm) ```diff const STEP_TURN ; 5 const STEP_BACK_LEDGE ; 6 const STEP_WALK_IN_PLACE ; 7 + const STEP_SPIN ; 8 ``` Edit [data/collision/collision_permissions.asm](../blob/master/data/collision/collision_permissions.asm) (data/collision_permissions.asm on older versions of pokecrystal) ```diff db LAND_TILE ; COLL_DOOR_7D db LAND_TILE ; COLL_WARP_CARPET_RIGHT db LAND_TILE ; COLL_WARP_7F - db WALL_TILE ; 80 - db WALL_TILE ; 81 - db WALL_TILE ; 82 - db WALL_TILE ; 83 - db WALL_TILE ; 84 + db LAND_TILE ; COLL_STOP_SPIN + db LAND_TILE ; COLL_SPIN_UP + db LAND_TILE ; COLL_SPIN_DOWN + db LAND_TILE ; COLL_SPIN_LEFT + db LAND_TILE ; COLL_SPIN_RIGHT db LAND_TILE ; 85 db LAND_TILE ; 86 db LAND_TILE ; 87 ``` We'll need to add a flag in WRAM to denote whether we are currently spinning. Edit [wram.asm](../blob/master/wram.asm) ```diff wScrollingMenuListSize:: db - ds 1 - ; used when following a map warp wNextWarp:: db wNextMapGroup:: db ... wPlayerStepFlags:: db wPlayerStepDirection:: db +wSpinning:: db + wBGMapAnchor:: dw UNION ``` ## 2. Implement New Movement Functionality Now that we have our constants in order, we have to add functionality specific to these tiles. Edit [engine/overworld/player_movement.asm](../blob/master/engine/overworld/player_movement.asm) ```diff DoPlayerMovement:: ... jr z, .bump cp 2 jr z, .bump + + ld a, [wSpinning] + and a + jr nz, .spin ld a, [wPlayerStandingTile] call CheckIceTile ... xor a ret +.spin + ld de, SFX_SQUEAK + call PlaySFX + ld a, STEP_SPIN + call .DoStep + scf + ret + .bump xor a + ld [wSpinning], a ret .TrySurf: ... dw .TurningStep dw .BackJumpStep dw .FinishFacing + dw .SpinStep .SlowStep: slow_step DOWN ... db $80 | UP db $80 | LEFT db $80 | RIGHT +.SpinStep + turn_in_down + turn_in_up + turn_in_left + turn_in_right .StandInPlace: ld a, 0 ... .CheckForced: -; When sliding on ice, input is forced to remain in the same direction. +; When sliding on ice or spinning, input is forced to remain in the same direction. + call CheckSpinning + jr z, .not_spinning + dec a + jr .force + +.not_spinning call CheckStandingOnIce ret nc ... cp 0 ret z +.force maskbits NUM_DIRECTIONS ld e, a ld d, 0 ... .not_ice and a ret +CheckSpinning:: + ld a, [wPlayerStandingTile] + cp COLL_STOP_SPIN + jr z, .stop_spin + call CheckSpinTile + jr z, .start_spin + ld a, [wSpinning] + and a + ret + +.start_spin + ld a, c + inc a + ld [wSpinning], a + and a + ret + +.stop_spin + xor a + ld [wSpinning], a + ret + +CheckSpinTile: + cp COLL_SPIN_UP + ld c, UP + ret z + cp COLL_SPIN_DOWN + ld c, DOWN + ret z + cp COLL_SPIN_LEFT + ld c, LEFT + ret z + cp COLL_SPIN_RIGHT + ld c, RIGHT + ret z + ld c, STANDING + ret + StopPlayerForEvent:: ld hl, wPlayerNextMovement ld a, movement_step_sleep ``` ## 3. Prevent Oddities When Losing Battles Since it is possible for battles to begin if trainers spot you while you are spinning, a slight addition must be made to the whiteout engine event script to account for a scenario where the player would never stop spinning. Edit [engine/events/whiteout.asm](../blob/master/engine/events/whiteout.asm) ```diff HalveMoney: farcall StubbedTrainerRankings_WhiteOuts ; Halve the player's money. + xor a + ld [wSpinning], a ld hl, wMoney ld a, [hl] srl a ``` This edit can still be made if you've adjusted the money reduction function, just add the two new lines before loading wMoney into hl. That's the hardest part! All that's left to do is edit blocksets as desired in Polished Map to include tiles with the types SPIN_LEFT, SPIN_UP, SPIN_DOWN, SPIN_RIGHT, and STOP_SPIN. ![Example: Recreation of Rocket Hideout B2F maze](https://i.imgur.com/VLVkebt.png)