1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
|
CheckWarpCollision:: ; 1499a
; Is this tile a warp?
ld a, [PlayerStandingTile]
cp $60
jr z, .warp
cp $68
jr z, .warp
and $f0
cp $70
jr z, .warp
and a
ret
.warp
scf
ret
; 149af
CheckDirectionalWarp:: ; 149af
; If this is a directional warp, clear carry (press the designated button to warp).
; Else, set carry (immediate warp).
ld a, [PlayerStandingTile]
cp $70 ; Warp on down
jr z, .directional
cp $76 ; Warp on left
jr z, .directional
cp $78 ; Warp on up
jr z, .directional
cp $7e ; Warp on right
jr z, .directional
scf
ret
.directional
xor a
ret
; 149c6
CheckWarpFacingDown: ; 149c6
ld de, 1
ld hl, .blocks
ld a, [PlayerStandingTile]
call IsInArray
ret
; 149d3
.blocks ; 149d3
db $71 ; door
db $79
db $7a ; stairs
db $73
db $7b ; cave entrance
db $74
db $7c ; warp pad
db $75
db $7d
db -1
; 149dd
CheckGrassCollision:: ; 149dd
ld a, [PlayerStandingTile]
ld hl, .blocks
ld de, 1
call IsInArray
ret
; 149ea
.blocks ; 149ea
db $08
db $18 ; tall grass
db $14 ; tall grass
db $28
db $29
db $48
db $49
db $4a
db $4b
db $4c
db -1
; 149f5
CheckCutCollision: ; 149f5
ld a, c
ld hl, .blocks
ld de, 1
call IsInArray
ret
; 14a00
.blocks ; 14a00
db $12 ; cut tree
db $1a ; cut tree
db $10 ; tall grass
db $18 ; tall grass
db $14 ; tall grass
db $1c ; tall grass
db -1
; 14a07
Function14a07:: ; 14a07
ld a, [PlayerStandingTile]
ld de, $1f
cp $71 ; door
ret z
ld de, $13
cp $7c ; warp pad
ret z
ld de, $23
ret
; 14a1a
|