Gen 3 introduced all kinds of overworld effects: footprints in sand, rain and lightning, reflections in water, splashing in puddles... Most of those are difficult or impossible with the GameBoy Color hardware, but we can achieve decent splashing puddles, including visible water droplets and a splashing noise. They'll be similar to the tall grass that rustles when you walk on it. (The code for this feature was adapted from [Pokémon Polished Crystal](https://github.com/Rangi42/polishedcrystal/).) ## Contents 1. [Define a collision type for puddles](#1-define-a-collision-type-for-puddles) 2. [Design a splashing sound effect](#2-design-a-splashing-sound-effect) 3. [Design a graphical emote for splashing](#3-design-a-graphical-emote-for-splashing) 4. [Define a map object for splashing](#4-define-a-map-object-for-splashing) 5. [Load puddle splash graphics when outdoors](#5-load-puddle-splash-graphics-when-outdoors) 6. [Show splash graphics and play sound for puddle tiles](#6-show-splash-graphics-and-play-sound-for-puddle-tiles) 7. [Add puddles to a map](#7-add-puddles-to-a-map) ## 1. Define a collision type for puddles Edit [constants/collision_constants.asm](../blob/master/constants/collision_constants.asm): ```diff ; collision data types (see data/tilesets/*_collision.asm) ; TileCollisionTable indexes (see data/collision_permissions.asm) COLL_FLOOR EQU $00 COLL_01 EQU $01 ; garbage +COLL_PUDDLE EQU $02 COLL_03 EQU $03 ; garbage COLL_04 EQU $04 ; garbage COLL_WALL EQU $07 ... ``` And edit [data/collision_permissions.asm](../blob/master/data/collision_permissions.asm): ```diff TileCollisionTable:: ; entries correspond to COLL_* constants NONTALKABLE LANDTILE ; COLL_FLOOR NONTALKABLE LANDTILE ; COLL_01 - NONTALKABLE LANDTILE ; 02 + NONTALKABLE LANDTILE ; COLL_PUDDLE NONTALKABLE LANDTILE ; COLL_03 NONTALKABLE LANDTILE ; COLL_04 NONTALKABLE LANDTILE ; 05 NONTALKABLE LANDTILE ; 06 NONTALKABLE WALLTILE ; COLL_WALL ... ``` Puddles don't do anything when "talked" to (unlike Cut trees or whirlpools, for instance), and can be walked on, so they need to be `NONTALKABLE LANDTILE`. ## 2. Design a splashing sound effect Edit [constants/sfx_constants.asm](../blob/master/constants/sfx_constants.asm): ```diff ... const SFX_4_NOTE_DITTY ; cd const SFX_TWINKLE ; ce + const SFX_PUDDLE ``` Edit [audio/sfx_pointers.asm](../blob/master/audio/sfx_pointers.asm): ```diff ... dba Sfx_4NoteDitty dba Sfx_Twinkle + dba Sfx_Puddle ``` And edit [audio/sfx_crystal.asm](../blob/master/audio/sfx_crystal.asm): ```diff +Sfx_Puddle: + musicheader 1, 5, Sfx_Puddle_Ch5 + +Sfx_Puddle_Ch5: + dutycycle $1 + soundinput $97 + sound __, 16, $98, $0700 + soundinput $8 + endchannel ``` This is based off of `Sfx_WaterGun_Ch5`. ## 3. Design a graphical emote for splashing Create **gfx/overworld/puddle_splash.png**: ![gfx/overworld/puddle_splash.png](screenshots/gfx-overworld-puddle_splash.png) This is supposed to look like water droplets. Edit [gfx/emotes.asm](../blob/master/gfx/emotes.asm): ```diff ShockEmote: INCBIN "gfx/emotes/shock.2bpp" QuestionEmote: INCBIN "gfx/emotes/question.2bpp" HappyEmote: INCBIN "gfx/emotes/happy.2bpp" SadEmote: INCBIN "gfx/emotes/sad.2bpp" HeartEmote: INCBIN "gfx/emotes/heart.2bpp" BoltEmote: INCBIN "gfx/emotes/bolt.2bpp" SleepEmote: INCBIN "gfx/emotes/sleep.2bpp" FishEmote: INCBIN "gfx/emotes/fish.2bpp" JumpShadowGFX: INCBIN "gfx/overworld/shadow.2bpp" FishingRodGFX: INCBIN "gfx/overworld/fishing_rod.2bpp" BoulderDustGFX: INCBIN "gfx/overworld/boulder_dust.2bpp" GrassRustleGFX: INCBIN "gfx/overworld/grass_rustle.2bpp" +PuddleSplashGFX: INCBIN "gfx/overworld/puddle_splash.2bpp" ``` Then edit [constants/script_constants.asm](../blob/master/constants/script_constants.asm): ```diff ; showemote arguments ; Emotes indexes (see data/sprites/emotes.asm) const_def const EMOTE_SHOCK ; 0 const EMOTE_QUESTION ; 1 const EMOTE_HAPPY ; 2 const EMOTE_SAD ; 3 const EMOTE_HEART ; 4 const EMOTE_BOLT ; 5 const EMOTE_SLEEP ; 6 const EMOTE_FISH ; 7 const EMOTE_SHADOW ; 8 const EMOTE_ROD ; 9 const EMOTE_BOULDER_DUST ; 10 const EMOTE_GRASS_RUSTLE ; 11 + const EMOTE_PUDDLE_SPLASH EMOTE_MEM EQU -1 ``` And edit [data/sprites/emotes.asm](../blob/master/data/sprites/emotes.asm): ```diff emote: MACRO ; graphics pointer, length, starting tile dw \1 db \2 tiles, BANK(\1) dw vTiles0 tile \3 ENDM Emotes: ; entries correspond to EMOTE_* constants emote ShockEmote, 4, $f8 ... emote GrassRustleGFX, 1, $fe + emote PuddleSplashGFX, 1, $ff ``` Be careful here! As of July 2018, pokecrystal mentions `vTiles0` in the `emote` macro, so the emotes' tile IDs range from $f8 to $ff. Older versions used `vTiles1` with tile IDs from $78 to $7f. If you have an older copy, then do this instead: ```diff emote: MACRO ; graphics pointer, length, starting tile dw \1 db \2 tiles, BANK(\1) dw vTiles1 tile \3 ENDM Emotes: ; entries correspond to EMOTE_* constants emote ShockEmote, 4, $78 ... emote GrassRustleGFX, 1, $7e + emote PuddleSplashGFX, 1, $7f ``` ## 4. Define a map object for splashing The puddle splash map object will be very similar to the rustling grass map object, so we can generally use it as a reference. Edit [constants/map_object_constants.asm](../blob/master/constants/map_object_constants.asm): ```diff ; SpriteMovementData indexes (see data/sprites/map_objects.asm) const_def const SPRITEMOVEDATA_00 ; 00 ... const SPRITEMOVEDATA_GRASS ; 23 const SPRITEMOVEDATA_SWIM_WANDER ; 24 + const SPRITEMOVEDATA_PUDDLE NUM_SPRITEMOVEDATA EQU const_value ; MapObjectMovementPattern.Pointers indexes (see engine/overworld/map_objects.asm) const_def const SPRITEMOVEFN_00 ; 00 ... const SPRITEMOVEFN_GRASS ; 1b + const SPRITEMOVEFN_PUDDLE ... ; ObjectActionPairPointers indexes (see engine/overworld/map_object_action.asm) const_def const OBJECT_ACTION_00 ; 00 ... const OBJECT_ACTION_GRASS_SHAKE ; 0f const OBJECT_ACTION_SKYFALL ; 10 + const OBJECT_ACTION_PUDDLE_SPLASH ; Facings indexes (see data/sprites/facings.asm) const_def const FACING_STEP_DOWN_0 ; 00 ... const FACING_GRASS_1 ; 1e const FACING_GRASS_2 ; 1f + const FACING_SPLASH_1 + const FACING_SPLASH_2 ``` Edit [data/sprites/map_objects.asm](../blob/master/data/sprites/map_objects.asm): ```diff ; SPRITEMOVEDATA_GRASS db SPRITEMOVEFN_GRASS ; movement function db DOWN ; facing db OBJECT_ACTION_GRASS_SHAKE ; action db WONT_DELETE | FIXED_FACING | SLIDING | EMOTE_OBJECT ; flags1 db HIGH_PRIORITY ; flags2 db 0 ; palette flags ; SPRITEMOVEDATA_SWIM_WANDER db SPRITEMOVEFN_RANDOM_WALK_XY ; movement function db DOWN ; facing db OBJECT_ACTION_STAND ; action db 0 ; flags1 db 0 ; flags2 db SWIMMING ; palette flags -; 25 - db SPRITEMOVEFN_00 ; movement function - db DOWN ; facing - db OBJECT_ACTION_STAND ; action - db 0 ; flags1 - db 0 ; flags2 - db 0 ; palette flags +; SPRITEMOVEDATA_PUDDLE + db SPRITEMOVEFN_PUDDLE ; movement function + db DOWN ; facing + db OBJECT_ACTION_PUDDLE_SPLASH ; action + db WONT_DELETE | FIXED_FACING | SLIDING | EMOTE_OBJECT ; flags1 + db HIGH_PRIORITY ; flags2 + db 0 ; palette flags ``` Edit [engine/overworld/map_objects.asm](../blob/master/engine/overworld/map_objects.asm): ```diff MapObjectMovementPattern: ... .Pointers: ; entries correspond to SPRITEMOVEFN_* constants dw .Null_00 ; 00 ... dw .MovementShakingGrass ; 1b + dw .MovementSplashingPuddle ... .MovementShakingGrass: call EndSpriteMovement call ._MovementShadow_Grass_Emote_BoulderDust ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_GRASS_SHAKE +._MovementGrass_Puddle_End: ld hl, OBJECT_STEP_DURATION add hl, de ld a, [hl] add -1 ld hl, OBJECT_STEP_DURATION add hl, bc ld [hl], a ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_TRACKING_OBJECT ret + +.MovementSplashingPuddle: + call EndSpriteMovement + call ._MovementShadow_Grass_Emote_BoulderDust + ld hl, OBJECT_ACTION + add hl, bc + ld [hl], OBJECT_ACTION_PUDDLE_SPLASH + jr ._MovementGrass_Puddle_End ``` Edit [engine/overworld/map_object_action.asm](../blob/master/engine/overworld/map_object_action.asm): ```diff ObjectActionPairPointers: ; entries correspond to OBJECT_ACTION_* constants dw SetFacingStanding, SetFacingStanding ... dw SetFacingGrassShake, SetFacingStanding dw SetFacingSkyfall, SetFacingCurrent + dw SetFacingPuddleSplash, SetFacingStanding ... SetFacingGrassShake: ld hl, OBJECT_STEP_FRAME add hl, bc inc [hl] ld a, [hl] ld hl, OBJECT_FACING_STEP add hl, bc and 4 ld a, FACING_GRASS_1 jr z, .ok inc a ; FACING_GRASS_2 .ok ld [hl], a ret + +SetFacingPuddleSplash: + ld hl, OBJECT_STEP_FRAME + add hl, bc + inc [hl] + ld a, [hl] + ld hl, OBJECT_FACING_STEP + add hl, bc + and 4 + ld a, FACING_SPLASH_1 + jr z, .ok + inc a ; FACING_SPLASH_2 + +.ok + ld [hl], a + ret ``` Finally, edit [data/sprites/facings.asm](../blob/master/data/sprites/facings.asm): ```diff Facings: ; entries correspond to FACING_* constants dw FacingStepDown0 ... dw FacingGrass1 dw FacingGrass2 + dw FacingSplash1 + dw FacingSplash2 .End dw 0 ... FacingGrass1: db 2 ; # db 8, 0, ABSOLUTE_TILE_ID, $fe db 8, 8, ABSOLUTE_TILE_ID | X_FLIP, $fe FacingGrass2: db 2 ; # db 9, -1, ABSOLUTE_TILE_ID, $fe db 9, 9, ABSOLUTE_TILE_ID | X_FLIP, $fe + +FacingSplash1: + db 2 ; # + db 8, 0, ABSOLUTE_TILE_ID, $ff + db 8, 8, ABSOLUTE_TILE_ID | X_FLIP, $ff + +FacingSplash2: + db 2 ; # + db 9, -1, ABSOLUTE_TILE_ID, $ff + db 9, 9, ABSOLUTE_TILE_ID | X_FLIP, $ff ``` ## 5. Load puddle splash graphics when outdoors Edit [engine/overworld/overworld.asm](../blob/master/engine/overworld/overworld.asm): ```diff LoadUsedSpritesGFX: ... ld c, EMOTE_SHADOW farcall LoadEmote call GetMapEnvironment call CheckOutdoorMap - ld c, EMOTE_GRASS_RUSTLE jr z, .outdoor ld c, EMOTE_BOULDER_DUST + farcall LoadEmote + ret .outdoor + ld c, EMOTE_GRASS_RUSTLE + farcall LoadEmote + ld c, EMOTE_PUDDLE_SPLASH farcall LoadEmote ret ``` Outdoor maps will load `EMOTE_GRASS_RUSTLE` into tile $fe and `EMOTE_PUDDLE_SPLASH` into tile $ff; each of them only takes up one tile, so that's okay. Indoor maps will load `EMOTE_BOULDER_DUST` for Strength boulders, which is two tiles long, so it takes up both $fe and $ff. There are no maps with tall grass *and* Strength boulders, so this was never an issue. Now you'll also need to avoid putting Strength boulders on a map with puddles. ## 6. Show splash graphics and play sound for puddle tiles Edit [home/map_objects.asm](../blob/master/home/map_objects.asm): ```diff CheckSuperTallGrassTile:: cp COLL_LONG_GRASS ret z cp COLL_LONG_GRASS_1C ret + +CheckPuddleTile:: + cp COLL_PUDDLE + ret ``` Edit [engine/overworld/movement.asm](../blob/master/engine/overworld/movement.asm): ```diff NormalStep: call InitStep call UpdateTallGrassFlags ld hl, OBJECT_ACTION add hl, bc ld [hl], OBJECT_ACTION_STEP ld hl, OBJECT_NEXT_TILE add hl, bc ld a, [hl] call CheckSuperTallGrassTile jr z, .shake_grass + call CheckPuddleTile + jr z, .splash_puddle call CheckGrassTile jr c, .skip_grass .shake_grass call ShakeGrass + jr .skip_grass + +.splash_puddle + call SplashPuddle + ; fallthrough .skip_grass ld hl, wCenteredObject ldh a, [hMapObjectIndexBuffer] cp [hl] jr z, .player ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_NPC_WALK ret .player ld hl, OBJECT_STEP_TYPE add hl, bc ld [hl], STEP_TYPE_PLAYER_WALK ret ``` Edit [engine/overworld/map_objects.asm](../blob/master/engine/overworld/map_objects.asm) again: ```diff ShakeGrass: push bc ld de, .GrassObject call CopyTempObjectData call InitTempObject pop bc ret .GrassObject db $00, PAL_OW_TREE, SPRITEMOVEDATA_GRASS + +SplashPuddle: + push bc + ld de, .PuddleObject + call CopyTempObjectData + call InitTempObject + pop bc + ld de, SFX_PUDDLE + call PlaySFX + ret + +.PuddleObject + db $00, PAL_OW_BLUE, SPRITEMOVEDATA_PUDDLE ``` That's it! Now `COLL_PUDDLE` can be used like any other collision type—try assigning it to a block in [data/tilesets/\*_collision.asm](../tree/master/data/tilesets/). …Although, there aren't any suitable tiles for puddles. So let's make some. ## 7. Add puddles to a map Here are some puddle tiles devamped from Gen 3: ![Screenshot](screenshots/puddle-tiles.png) Let's say you want to copy HG/SS and add puddles to Route 34. Since [maps/Route34.blk](../blob/master/maps/Route34.blk) uses the `johto_modern` tileset, here's what that would involve: 1. Add the puddle tiles to [gfx/tilesets/johto_modern.png](../blob/master/gfx/tilesets/johto_modern.png) (you can replace some unused PokéCom Center tiles, or [expand the tilesets](Expand-tilesets-from-192-to-255-tiles)) 2. Assign the `WATER` color to those tiles in [gfx/tilesets/johto_modern_palette_map.asm](../blob/master/gfx/tilesets/johto_modern_palette_map.asm) 3. Design a puddle block in [data/tilesets/johto_modern_metatiles.bin](../blob/master/data/tilesets/johto_modern_metatiles.bin) 4. Assign the `PUDDLE` collision type to that block in [data/tilesets/johto_modern_collision.asm](../blob/master/data/tilesets/johto_modern_collision.asm) 5. Redesign [maps/Route34.blk](../blob/master/maps/Route34.blk) to use the puddle block You can use [Polished Map](https://github.com/Rangi42/polished-map) to edit maps and tilesets; refer to the [new map](Add-a-new-map-and-landmark) and [new tileset](Add-a-new-tileset) tutorials for more information. Now we can walk around Route 34, and see and hear puddles in action! ![Screenshot](screenshots/puddles.png)