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authorYamaArashi <shadow962@live.com>2016-06-11 17:24:04 -0700
committerYamaArashi <shadow962@live.com>2016-06-11 17:24:04 -0700
commit7f34e28f242ee4d0caba0bd96b040811dcb86c50 (patch)
tree8a61aee33d6b47e960dc71dbb89c096622bbdc95 /home/overworld.asm
parentcee4d559f999312837da7d69e2c6704e85c159d4 (diff)
remove address comments
Diffstat (limited to 'home/overworld.asm')
-rw-r--r--home/overworld.asm112
1 files changed, 56 insertions, 56 deletions
diff --git a/home/overworld.asm b/home/overworld.asm
index e4f58d4a..fad9f29d 100644
--- a/home/overworld.asm
+++ b/home/overworld.asm
@@ -348,7 +348,7 @@ OverworldLoopLessDelay::
; function to determine if there will be a battle and execute it (either a trainer battle or wild battle)
; sets carry if a battle occurred and unsets carry if not
-NewBattle:: ; 0683 (0:0683)
+NewBattle::
ld a,[wd72d]
bit 4,a
jr nz,.noBattle
@@ -363,7 +363,7 @@ NewBattle:: ; 0683 (0:0683)
ret
; function to make bikes twice as fast as walking
-BikeSpeedup:: ; 06a0 (0:06a0)
+BikeSpeedup::
ld a,[wNPCMovementScriptPointerTableNum]
and a
ret nz
@@ -377,7 +377,7 @@ BikeSpeedup:: ; 06a0 (0:06a0)
jp AdvancePlayerSprite
; check if the player has stepped onto a warp after having not collided
-CheckWarpsNoCollision:: ; 06b4 (0:06b4)
+CheckWarpsNoCollision::
ld a,[wNumberOfWarps]
and a
jp z,CheckMapConnections
@@ -389,7 +389,7 @@ CheckWarpsNoCollision:: ; 06b4 (0:06b4)
ld a,[wXCoord]
ld e,a
ld hl,wWarpEntries
-CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc)
+CheckWarpsNoCollisionLoop::
ld a,[hli] ; check if the warp's Y position matches
cp d
jr nz,CheckWarpsNoCollisionRetry1
@@ -426,7 +426,7 @@ CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc)
jr WarpFound1
; check if the player has stepped onto a warp after having collided
-CheckWarpsCollision:: ; 0706 (0:0706)
+CheckWarpsCollision::
ld a,[wNumberOfWarps]
ld c,a
ld hl,wWarpEntries
@@ -455,20 +455,20 @@ CheckWarpsCollision:: ; 0706 (0:0706)
jr nz,.loop
jp OverworldLoop
-CheckWarpsNoCollisionRetry1:: ; 072f (0:072f)
+CheckWarpsNoCollisionRetry1::
inc hl
-CheckWarpsNoCollisionRetry2:: ; 0730 (0:0730)
+CheckWarpsNoCollisionRetry2::
inc hl
inc hl
jp ContinueCheckWarpsNoCollisionLoop
-WarpFound1:: ; 0735 (0:0735)
+WarpFound1::
ld a,[hli]
ld [wDestinationWarpID],a
ld a,[hli]
ld [hWarpDestinationMap],a
-WarpFound2:: ; 073c (0:073c)
+WarpFound2::
ld a,[wNumberOfWarps]
sub c
ld [wWarpedFromWhichWarp],a ; save ID of used warp
@@ -526,13 +526,13 @@ WarpFound2:: ; 073c (0:073c)
call IgnoreInputForHalfSecond
jp EnterMap
-ContinueCheckWarpsNoCollisionLoop:: ; 07b5 (0:07b5)
+ContinueCheckWarpsNoCollisionLoop::
inc b ; increment warp number
dec c ; decrement number of warps
jp nz,CheckWarpsNoCollisionLoop
; if no matching warp was found
-CheckMapConnections:: ; 07ba (0:07ba)
+CheckMapConnections::
.checkWestMap
ld a,[wXCoord]
cp a,$ff
@@ -670,7 +670,7 @@ CheckMapConnections:: ; 07ba (0:07ba)
jp OverworldLoop
; function to play a sound when changing maps
-PlayMapChangeSound:: ; 08c9 (0:08c9)
+PlayMapChangeSound::
aCoord 8, 8 ; upper left tile of the 4x4 square the player's sprite is standing on
cp a,$0b ; door tile in tileset 0
jr nz,.didNotGoThroughDoor
@@ -685,7 +685,7 @@ PlayMapChangeSound:: ; 08c9 (0:08c9)
ret nz
jp GBFadeOutToBlack
-CheckIfInOutsideMap:: ; 08e1 (0:08e1)
+CheckIfInOutsideMap::
; If the player is in an outside map (a town or route), set the z flag
ld a, [wCurMapTileset]
and a ; most towns/routes have tileset 0 (OVERWORLD)
@@ -699,7 +699,7 @@ CheckIfInOutsideMap:: ; 08e1 (0:08e1)
; "function 1" passes when the player is at the edge of the map and is facing towards the outside of the map
; "function 2" passes when the the tile in front of the player is among a certain set
; sets carry if the check passes, otherwise clears carry
-ExtraWarpCheck:: ; 08e9 (0:08e9)
+ExtraWarpCheck::
ld a, [wCurMap]
cp SS_ANNE_3
jr z, .useFunction1
@@ -729,7 +729,7 @@ ExtraWarpCheck:: ; 08e9 (0:08e9)
ld b, BANK(IsWarpTileInFrontOfPlayer)
jp Bankswitch
-MapEntryAfterBattle:: ; 091f (0:091f)
+MapEntryAfterBattle::
callba IsPlayerStandingOnWarp ; for enabling warp testing after collisions
ld a,[wMapPalOffset]
and a
@@ -853,7 +853,7 @@ IsBikeRidingAllowed::
INCLUDE "data/bike_riding_tilesets.asm"
; load the tile pattern data of the current tileset into VRAM
-LoadTilesetTilePatternData:: ; 09e8 (0:09e8)
+LoadTilesetTilePatternData::
ld a,[wTileSetGFXPtr]
ld l,a
ld a,[wTileSetGFXPtr + 1]
@@ -865,7 +865,7 @@ LoadTilesetTilePatternData:: ; 09e8 (0:09e8)
; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8
; it can also load partial tile maps of connected maps into a border of length 3 around the current map
-LoadTileBlockMap:: ; 09fc (0:09fc)
+LoadTileBlockMap::
; fill C6E8-CBFB with the background tile
ld hl,wOverworldMap
ld a,[wMapBackgroundTile]
@@ -994,7 +994,7 @@ LoadTileBlockMap:: ; 09fc (0:09fc)
.done
ret
-LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade)
+LoadNorthSouthConnectionsTileMap::
ld c,MAP_BORDER
.loop
push de
@@ -1026,7 +1026,7 @@ LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade)
jr nz,.loop
ret
-LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02)
+LoadEastWestConnectionsTileMap::
push hl
push de
ld c,MAP_BORDER
@@ -1058,7 +1058,7 @@ LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02)
; function to check if there is a sign or sprite in front of the player
; if so, it is stored in [hSpriteIndexOrTextID]
; if not, [hSpriteIndexOrTextID] is set to 0
-IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23)
+IsSpriteOrSignInFrontOfPlayer::
xor a
ld [hSpriteIndexOrTextID],a
ld a,[wNumSigns]
@@ -1112,9 +1112,9 @@ IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23)
; part of the above function, but sometimes its called on its own, when signs are irrelevant
; the caller must zero [hSpriteIndexOrTextID]
-IsSpriteInFrontOfPlayer:: ; 0b6b (0:0b6b)
+IsSpriteInFrontOfPlayer::
ld d,$10 ; talking range in pixels (normal range)
-IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d)
+IsSpriteInFrontOfPlayer2::
lb bc, $3c, $40 ; Y and X position of player sprite
ld a,[wSpriteStateData1 + 9] ; direction the player is facing
.checkIfPlayerFacingUp
@@ -1198,7 +1198,7 @@ IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d)
; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing)
; sets the carry flag if there is a collision, and unsets it if there isn't a collision
-CollisionCheckOnLand:: ; 0bd1 (0:0bd1)
+CollisionCheckOnLand::
ld a,[wd736]
bit 6,a ; is the player jumping?
jr nz,.noCollision
@@ -1238,7 +1238,7 @@ CollisionCheckOnLand:: ; 0bd1 (0:0bd1)
; function that checks if the tile in front of the player is passable
; clears carry if it is, sets carry if not
-CheckTilePassable:: ; 0c10 (0:0c10)
+CheckTilePassable::
predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player
ld a,[wTileInFrontOfPlayer] ; tile in front of player
ld c,a
@@ -1261,7 +1261,7 @@ CheckTilePassable:: ; 0c10 (0:0c10)
; and check for collisions that only occur between certain pairs of tiles
; Input: hl - address of directional collision data
; sets carry if there is a collision and unsets carry if not
-CheckForJumpingAndTilePairCollisions:: ; 0c2a (0:0c2a)
+CheckForJumpingAndTilePairCollisions::
push hl
predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player
push de
@@ -1276,11 +1276,11 @@ CheckForJumpingAndTilePairCollisions:: ; 0c2a (0:0c2a)
ret nz
; if not jumping
-CheckForTilePairCollisions2:: ; 0c44 (0:0c44)
+CheckForTilePairCollisions2::
aCoord 8, 9 ; tile the player is on
ld [wTilePlayerStandingOn],a
-CheckForTilePairCollisions:: ; 0c4a (0:0c4a)
+CheckForTilePairCollisions::
ld a,[wTileInFrontOfPlayer]
ld c,a
.tilePairCollisionLoop
@@ -1330,7 +1330,7 @@ CheckForTilePairCollisions:: ; 0c4a (0:0c4a)
; these entries indicate that the player may not cross between tile 1 and tile 2
; it's mainly used to simulate differences in elevation
-TilePairCollisionsLand:: ; 0c7e (0:0c7e)
+TilePairCollisionsLand::
db CAVERN, $20, $05
db CAVERN, $41, $05
db FOREST, $30, $2E
@@ -1344,14 +1344,14 @@ TilePairCollisionsLand:: ; 0c7e (0:0c7e)
db FOREST, $5F, $2E
db $FF
-TilePairCollisionsWater:: ; 0ca0 (0:0ca0)
+TilePairCollisionsWater::
db FOREST, $14, $2E
db FOREST, $48, $2E
db CAVERN, $14, $05
db $FF
; this builds a tile map from the tile block map based on the current X/Y coordinates of the player's character
-LoadCurrentMapView:: ; 0caa (0:0caa)
+LoadCurrentMapView::
ld a,[H_LOADEDROMBANK]
push af
ld a,[wTileSetBank] ; tile data ROM bank
@@ -1441,7 +1441,7 @@ LoadCurrentMapView:: ; 0caa (0:0caa)
ld [MBC1RomBank],a ; restore previous ROM bank
ret
-AdvancePlayerSprite:: ; 0d27 (0:0d27)
+AdvancePlayerSprite::
ld a,[wSpriteStateData1 + 3] ; delta Y
ld b,a
ld a,[wSpriteStateData1 + 5] ; delta X
@@ -1639,7 +1639,7 @@ AdvancePlayerSprite:: ; 0d27 (0:0d27)
; the following four functions are used to move the pointer to the upper left
; corner of the tile block map in the direction of motion
-MoveTileBlockMapPointerEast:: ; 0e65 (0:0e65)
+MoveTileBlockMapPointerEast::
ld a,[de]
add a,$01
ld [de],a
@@ -1650,7 +1650,7 @@ MoveTileBlockMapPointerEast:: ; 0e65 (0:0e65)
ld [de],a
ret
-MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f)
+MoveTileBlockMapPointerWest::
ld a,[de]
sub a,$01
ld [de],a
@@ -1661,7 +1661,7 @@ MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f)
ld [de],a
ret
-MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79)
+MoveTileBlockMapPointerSouth::
add a,MAP_BORDER * 2
ld b,a
ld a,[de]
@@ -1674,7 +1674,7 @@ MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79)
ld [de],a
ret
-MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85)
+MoveTileBlockMapPointerNorth::
add a,MAP_BORDER * 2
ld b,a
ld a,[de]
@@ -1690,7 +1690,7 @@ MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85)
; the following 6 functions are used to tell the V-blank handler to redraw
; the portion of the map that was newly exposed due to the player's movement
-ScheduleNorthRowRedraw:: ; 0e91 (0:0e91)
+ScheduleNorthRowRedraw::
coord hl, 0, 0
call CopyToRedrawRowOrColumnSrcTiles
ld a,[wMapViewVRAMPointer]
@@ -1701,7 +1701,7 @@ ScheduleNorthRowRedraw:: ; 0e91 (0:0e91)
ld [hRedrawRowOrColumnMode],a
ret
-CopyToRedrawRowOrColumnSrcTiles:: ; 0ea6 (0:0ea6)
+CopyToRedrawRowOrColumnSrcTiles::
ld de,wRedrawRowOrColumnSrcTiles
ld c,2 * SCREEN_WIDTH
.loop
@@ -1712,7 +1712,7 @@ CopyToRedrawRowOrColumnSrcTiles:: ; 0ea6 (0:0ea6)
jr nz,.loop
ret
-ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2)
+ScheduleSouthRowRedraw::
coord hl, 0, 16
call CopyToRedrawRowOrColumnSrcTiles
ld a,[wMapViewVRAMPointer]
@@ -1731,7 +1731,7 @@ ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2)
ld [hRedrawRowOrColumnMode],a
ret
-ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3)
+ScheduleEastColumnRedraw::
coord hl, 18, 0
call ScheduleColumnRedrawHelper
ld a,[wMapViewVRAMPointer]
@@ -1749,7 +1749,7 @@ ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3)
ld [hRedrawRowOrColumnMode],a
ret
-ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2)
+ScheduleColumnRedrawHelper::
ld de,wRedrawRowOrColumnSrcTiles
ld c,SCREEN_HEIGHT
.loop
@@ -1769,7 +1769,7 @@ ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2)
jr nz,.loop
ret
-ScheduleWestColumnRedraw:: ; 0f08 (0:0f08)
+ScheduleWestColumnRedraw::
coord hl, 0, 0
call ScheduleColumnRedrawHelper
ld a,[wMapViewVRAMPointer]
@@ -1782,7 +1782,7 @@ ScheduleWestColumnRedraw:: ; 0f08 (0:0f08)
; function to write the tiles that make up a tile block to memory
; Input: c = tile block ID, hl = destination address
-DrawTileBlock:: ; 0f1d (0:0f1d)
+DrawTileBlock::
push hl
ld a,[wTileSetBlocksPtr] ; pointer to tiles
ld l,a
@@ -1823,7 +1823,7 @@ DrawTileBlock:: ; 0f1d (0:0f1d)
ret
; function to update joypad state and simulate button presses
-JoypadOverworld:: ; 0f4d (0:0f4d)
+JoypadOverworld::
xor a
ld [wSpriteStateData1 + 3],a
ld [wSpriteStateData1 + 5],a
@@ -1893,7 +1893,7 @@ JoypadOverworld:: ; 0f4d (0:0f4d)
; so the old value of c is used. 2429 is always called before this function,
; and 2429 always sets c to 0xF0. There is no 0xF0 background tile, so it
; is considered impassable and it is detected as a collision.
-CollisionCheckOnWater:: ; 0fb7 (0:0fb7)
+CollisionCheckOnWater::
ld a,[wd730]
bit 7,a
jp nz,.noCollision ; return and clear carry if button presses are being simulated
@@ -1952,7 +1952,7 @@ CollisionCheckOnWater:: ; 0fb7 (0:0fb7)
jr .stopSurfing ; if it is the boarding platform tile, stop surfing
; function to run the current map's script
-RunMapScript:: ; 101b (0:101b)
+RunMapScript::
push hl
push de
push bc
@@ -1978,21 +1978,21 @@ RunMapScript:: ; 101b (0:101b)
.return
ret
-LoadWalkingPlayerSpriteGraphics:: ; 104d (0:104d)
+LoadWalkingPlayerSpriteGraphics::
ld de,RedSprite
ld hl,vNPCSprites
jr LoadPlayerSpriteGraphicsCommon
-LoadSurfingPlayerSpriteGraphics:: ; 1055 (0:1055)
+LoadSurfingPlayerSpriteGraphics::
ld de,SeelSprite
ld hl,vNPCSprites
jr LoadPlayerSpriteGraphicsCommon
-LoadBikePlayerSpriteGraphics:: ; 105d (0:105d)
+LoadBikePlayerSpriteGraphics::
ld de,RedCyclingSprite
ld hl,vNPCSprites
-LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063)
+LoadPlayerSpriteGraphicsCommon::
push de
push hl
lb bc, BANK(RedSprite), $0c
@@ -2010,7 +2010,7 @@ LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063)
jp CopyVideoData
; function to load data from the map header
-LoadMapHeader:: ; 107c (0:107c)
+LoadMapHeader::
callba MarkTownVisitedAndLoadMissableObjects
ld a,[wCurMapTileset]
ld [wUnusedD119],a
@@ -2289,7 +2289,7 @@ LoadMapHeader:: ; 107c (0:107c)
; function to copy map connection data from ROM to WRAM
; Input: hl = source, de = destination
-CopyMapConnectionHeader:: ; 1238 (0:1238)
+CopyMapConnectionHeader::
ld c,$0b
.loop
ld a,[hli]
@@ -2300,7 +2300,7 @@ CopyMapConnectionHeader:: ; 1238 (0:1238)
ret
; function to load map data
-LoadMapData:: ; 1241 (0:1241)
+LoadMapData::
ld a,[H_LOADEDROMBANK]
push af
call DisableLCD
@@ -2362,7 +2362,7 @@ LoadMapData:: ; 1241 (0:1241)
; function to switch to the ROM bank that a map is stored in
; Input: a = map number
-SwitchToMapRomBank:: ; 12bc (0:12bc)
+SwitchToMapRomBank::
push hl
push bc
ld c,a
@@ -2381,7 +2381,7 @@ SwitchToMapRomBank:: ; 12bc (0:12bc)
pop hl
ret
-IgnoreInputForHalfSecond: ; 12da (0:12da)
+IgnoreInputForHalfSecond:
ld a, 30
ld [wIgnoreInputCounter], a
ld hl, wd730
@@ -2390,12 +2390,12 @@ IgnoreInputForHalfSecond: ; 12da (0:12da)
ld [hl], a ; set ignore input bit
ret
-ResetUsingStrengthOutOfBattleBit: ; 12e7 (0:12e7)
+ResetUsingStrengthOutOfBattleBit:
ld hl, wd728
res 0, [hl]
ret
-ForceBikeOrSurf:: ; 12ed (0:12ed)
+ForceBikeOrSurf::
ld b, BANK(RedSprite)
ld hl, LoadPlayerSpriteGraphics
call Bankswitch