diff options
author | yenatch <yenatch@gmail.com> | 2014-05-30 18:30:25 -0700 |
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committer | yenatch <yenatch@gmail.com> | 2014-05-30 18:30:25 -0700 |
commit | 93b1361dffaff4fae83f4f283fa7a39ab414d73d (patch) | |
tree | 08edb1bb175ac21a0a6afd2cc83a0968ee20a00a /home/overworld.asm | |
parent | 188ac8a9b4816dd98df0108314e58885c3b07452 (diff) |
Split out joypad and overworld code from home.asm.
Diffstat (limited to 'home/overworld.asm')
-rw-r--r-- | home/overworld.asm | 2419 |
1 files changed, 2419 insertions, 0 deletions
diff --git a/home/overworld.asm b/home/overworld.asm new file mode 100644 index 00000000..84c96f3e --- /dev/null +++ b/home/overworld.asm @@ -0,0 +1,2419 @@ +HandleMidJump:: +; Handle the player jumping down +; a ledge in the overworld. + ld b, BANK(_HandleMidJump) + ld hl, _HandleMidJump + jp Bankswitch + +EnterMap:: +; Load a new map. + ld a, $ff + ld [wJoyIgnore], a + call LoadMapData + callba Func_c335 ; initialize map variables + ld hl, wd72c + bit 0, [hl] + jr z, .doNotCountSteps + ld a, 3 + ld [wd13c], a ; some kind of step counter (counts up to 3 steps?) +.doNotCountSteps + ld hl, wd72e + bit 5, [hl] ; did a battle happen immediately before this? + res 5, [hl] ; unset the "battle just happened" flag + call z, Func_12e7 + call nz, MapEntryAfterBattle + ld hl, wd732 + ld a, [hl] + and 1 << 4 | 1 << 3 + jr z, .didNotFlyOrTeleportIn + res 3, [hl] + callba Func_70510 ; display fly/teleport in graphical effect + call UpdateSprites +.didNotFlyOrTeleportIn + callba CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road + ld hl, wd72d + res 5, [hl] + call UpdateSprites + ld hl, wd126 + set 5, [hl] + set 6, [hl] + xor a + ld [wJoyIgnore], a + +OverworldLoop:: + call DelayFrame +OverworldLoopLessDelay:: + call DelayFrame + call LoadGBPal + ld a,[wd736] + bit 6,a ; jumping down a ledge? + call nz, HandleMidJump + ld a,[wWalkCounter] + and a + jp nz,.moveAhead ; if the player sprite has not yet completed the walking animation + call JoypadOverworld ; get joypad state (which is possibly simulated) + callba SafariZoneCheck + ld a,[wda46] + and a + jp nz,WarpFound2 + ld hl,wd72d + bit 3,[hl] + res 3,[hl] + jp nz,WarpFound2 + ld a,[wd732] + and a,$18 + jp nz,HandleFlyOrTeleportAway + ld a,[W_CUROPPONENT] + and a + jp nz,.newBattle + ld a,[wd730] + bit 7,a ; are we simulating button presses? + jr z,.notSimulating + ld a,[hJoyHeld] + jr .checkIfStartIsPressed +.notSimulating + ld a,[hJoyPressed] +.checkIfStartIsPressed + bit 3,a ; start button + jr z,.startButtonNotPressed +; if START is pressed + xor a + ld [$ff8c],a ; the $2920 ID for the start menu is 0 + jp .displayDialogue +.startButtonNotPressed + bit 0,a ; A button + jp z,.checkIfDownButtonIsPressed +; if A is pressed + ld a,[wd730] + bit 2,a + jp nz,.noDirectionButtonsPressed + call Func_30fd + jr nz,.checkForOpponent + call Func_3eb5 ; check for hidden items, PC's, etc. + ld a,[$ffeb] + and a + jp z,OverworldLoop + call IsSpriteOrSignInFrontOfPlayer ; check for sign or sprite in front of the player + ld a,[$ff8c] ; $2920 ID for NPC/sign text, if any + and a + jp z,OverworldLoop +.displayDialogue + ld a,$35 + call Predef ; check what is in front of the player + call UpdateSprites ; move sprites + ld a,[wFlags_0xcd60] + bit 2,a + jr nz,.checkForOpponent + bit 0,a + jr nz,.checkForOpponent + FuncCoord 8, 9 + ld a,[Coord] + ld [wcf0e],a + call DisplayTextID ; display either the start menu or the NPC/sign text + ld a,[wcc47] + and a + jr z,.checkForOpponent + dec a + ld a,$00 + ld [wcc47],a + jr z,.changeMap + ld a,$52 + call Predef + ld a,[W_CURMAP] + ld [wd71a],a + call Func_62ce + ld a,[W_CURMAP] + call SwitchToMapRomBank ; switch to the ROM bank of the current map + ld hl,W_CURMAPTILESET + set 7,[hl] +.changeMap + jp EnterMap +.checkForOpponent + ld a,[W_CUROPPONENT] + and a + jp nz,.newBattle + jp OverworldLoop +.noDirectionButtonsPressed + ld hl,wFlags_0xcd60 + res 2,[hl] + call UpdateSprites ; move sprites + ld a,$01 + ld [wcc4b],a + ld a,[wd528] ; the direction that was pressed last time + and a + jp z,OverworldLoop +; if a direction was pressed last time + ld [wd529],a ; save the last direction + xor a + ld [wd528],a ; zero the direction + jp OverworldLoop +.checkIfDownButtonIsPressed + ld a,[hJoyHeld] ; current joypad state + bit 7,a ; down button + jr z,.checkIfUpButtonIsPressed + ld a,$01 + ld [wSpriteStateData1 + 3],a + ld a,$04 + jr .handleDirectionButtonPress +.checkIfUpButtonIsPressed + bit 6,a ; up button + jr z,.checkIfLeftButtonIsPressed + ld a,$ff + ld [wSpriteStateData1 + 3],a + ld a,$08 + jr .handleDirectionButtonPress +.checkIfLeftButtonIsPressed + bit 5,a ; left button + jr z,.checkIfRightButtonIsPressed + ld a,$ff + ld [wSpriteStateData1 + 5],a + ld a,$02 + jr .handleDirectionButtonPress +.checkIfRightButtonIsPressed + bit 4,a ; right button + jr z,.noDirectionButtonsPressed + ld a,$01 + ld [wSpriteStateData1 + 5],a +.handleDirectionButtonPress + ld [wd52a],a ; new direction + ld a,[wd730] + bit 7,a ; are we simulating button presses? + jr nz,.noDirectionChange ; ignore direction changes if we are + ld a,[wcc4b] + and a + jr z,.noDirectionChange + ld a,[wd52a] ; new direction + ld b,a + ld a,[wd529] ; old direction + cp b + jr z,.noDirectionChange +; the code below is strange +; it computes whether or not the player did a 180 degree turn, but then overwrites the result +; also, it does a seemingly pointless loop afterwards + swap a ; put old direction in upper half + or b ; put new direction in lower half + cp a,$48 ; change dir from down to up + jr nz,.notDownToUp + ld a,$02 + ld [wd528],a + jr .oddLoop +.notDownToUp + cp a,$84 ; change dir from up to down + jr nz,.notUpToDown + ld a,$01 + ld [wd528],a + jr .oddLoop +.notUpToDown + cp a,$12 ; change dir from right to left + jr nz,.notRightToLeft + ld a,$04 + ld [wd528],a + jr .oddLoop +.notRightToLeft + cp a,$21 ; change dir from left to right + jr nz,.oddLoop + ld a,$08 + ld [wd528],a +.oddLoop + ld hl,wFlags_0xcd60 + set 2,[hl] + ld hl,wcc4b + dec [hl] + jr nz,.oddLoop + ld a,[wd52a] + ld [wd528],a + call NewBattle + jp c,.battleOccurred + jp OverworldLoop +.noDirectionChange + ld a,[wd52a] ; current direction + ld [wd528],a ; save direction + call UpdateSprites ; move sprites + ld a,[wd700] + cp a,$02 ; surfing + jr z,.surfing +; not surfing + call CollisionCheckOnLand + jr nc,.noCollision + push hl + ld hl,wd736 + bit 2,[hl] + pop hl + jp z,OverworldLoop + push hl + call ExtraWarpCheck ; sets carry if there is a potential to warp + pop hl + jp c,CheckWarpsCollision + jp OverworldLoop +.surfing + call CollisionCheckOnWater + jp c,OverworldLoop +.noCollision + ld a,$08 + ld [wWalkCounter],a + jr .moveAhead2 +.moveAhead + ld a,[wd736] + bit 7,a + jr z,.noSpinning + callba LoadSpinnerArrowTiles ; spin while moving +.noSpinning + call UpdateSprites ; move sprites +.moveAhead2 + ld hl,wFlags_0xcd60 + res 2,[hl] + ld a,[wd700] + dec a ; riding a bike? + jr nz,.normalPlayerSpriteAdvancement + ld a,[wd736] + bit 6,a ; jumping a ledge? + jr nz,.normalPlayerSpriteAdvancement + call BikeSpeedup ; if riding a bike and not jumping a ledge +.normalPlayerSpriteAdvancement + call AdvancePlayerSprite + ld a,[wWalkCounter] + and a + jp nz,CheckMapConnections ; it seems like this check will never succeed (the other place where CheckMapConnections is run works) +; walking animation finished + ld a,[wd730] + bit 7,a + jr nz,.doneStepCounting ; if button presses are being simulated, don't count steps +; step counting + ld hl,wd13b ; step counter + dec [hl] + ld a,[wd72c] + bit 0,a + jr z,.doneStepCounting + ld hl,wd13c + dec [hl] + jr nz,.doneStepCounting + ld hl,wd72c + res 0,[hl] +.doneStepCounting + ld a,[wd790] + bit 7,a ; in the safari zone? + jr z,.notSafariZone + callba SafariZoneCheckSteps + ld a,[wda46] + and a + jp nz,WarpFound2 +.notSafariZone + ld a,[W_ISINBATTLE] + and a + jp nz,CheckWarpsNoCollision + ld a,$13 + call Predef ; decrement HP of poisoned pokemon + ld a,[wd12d] + and a + jp nz,HandleBlackOut ; if all pokemon fainted +.newBattle + call NewBattle + ld hl,wd736 + res 2,[hl] + jp nc,CheckWarpsNoCollision ; check for warps if there was no battle +.battleOccurred + ld hl,wd72d + res 6,[hl] + ld hl,W_FLAGS_D733 + res 3,[hl] + ld hl,wd126 + set 5,[hl] + set 6,[hl] + xor a + ld [hJoyHeld],a ; clear joypad state + ld a,[W_CURMAP] + cp a,CINNABAR_GYM + jr nz,.notCinnabarGym + ld hl,wd79b + set 7,[hl] +.notCinnabarGym + ld hl,wd72e + set 5,[hl] + ld a,[W_CURMAP] + cp a,OAKS_LAB + jp z,.noFaintCheck + callab AnyPlayerPokemonAliveCheck ; check if all the player's pokemon fainted + ld a,d + and a + jr z,.allPokemonFainted +.noFaintCheck + ld c,$0a + call DelayFrames + jp EnterMap +.allPokemonFainted + ld a,$ff + ld [W_ISINBATTLE],a + call RunMapScript + jp HandleBlackOut + +; 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) + ld a,[wd72d] + bit 4,a + jr nz,.noBattle + call Func_30fd + jr nz,.noBattle + ld a,[wd72e] + bit 4,a + jr nz,.noBattle + ld b, BANK(InitBattle) + ld hl, InitBattle + jp Bankswitch ; determines if a battle will occur and runs the battle if so +.noBattle + and a + ret + +; function to make bikes twice as fast as walking +BikeSpeedup:: ; 06a0 (0:06a0) + ld a,[wcc57] + and a + ret nz + ld a,[W_CURMAP] + cp a,ROUTE_17 ; Cycling Road + jr nz,.goFaster + ld a,[hJoyHeld] ; current joypad state + and a,%01110000 ; bit mask for up, left, right buttons + ret nz +.goFaster + jp AdvancePlayerSprite + +; check if the player has stepped onto a warp after having not collided +CheckWarpsNoCollision:: ; 06b4 (0:06b4) + ld a,[wd3ae] ; number of warps + and a + jp z,CheckMapConnections + ld a,[wd3ae] ; number of warps + ld b,$00 + ld c,a + ld a,[W_YCOORD] + ld d,a + ld a,[W_XCOORD] + ld e,a + ld hl,wd3af ; start of warp entries +CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc) + ld a,[hli] ; check if the warp's Y position matches + cp d + jr nz,CheckWarpsNoCollisionRetry1 + ld a,[hli] ; check if the warp's X position matches + cp e + jr nz,CheckWarpsNoCollisionRetry2 +; if a match was found + push hl + push bc + ld hl,wd736 + set 2,[hl] + callba Func_c49d ; check if the player sprite is standing on a "door" tile + pop bc + pop hl + jr c,WarpFound1 ; if it is, go to 0735 + push hl + push bc + call ExtraWarpCheck ; sets carry if the warp is confirmed + pop bc + pop hl + jr nc,CheckWarpsNoCollisionRetry2 +; if the extra check passed + ld a,[W_FLAGS_D733] + bit 2,a + jr nz,WarpFound1 + push de + push bc + call Joypad + pop bc + pop de + ld a,[hJoyHeld] ; current joypad state + and a,%11110000 ; bit mask for directional buttons + jr z,CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp + jr WarpFound1 + +; check if the player has stepped onto a warp after having collided +CheckWarpsCollision:: ; 0706 (0:0706) + ld a,[wd3ae] ; number of warps + ld c,a + ld hl,wd3af ; start of warp entries +.loop + ld a,[hli] ; Y coordinate of warp + ld b,a + ld a,[W_YCOORD] + cp b + jr nz,.retry1 + ld a,[hli] ; X coordinate of warp + ld b,a + ld a,[W_XCOORD] + cp b + jr nz,.retry2 + ld a,[hli] + ld [wd42f],a ; save target warp ID + ld a,[hl] + ld [$ff8b],a ; save target map + jr WarpFound2 +.retry1 + inc hl +.retry2 + inc hl + inc hl + dec c + jr nz,.loop + jp OverworldLoop + +CheckWarpsNoCollisionRetry1:: ; 072f (0:072f) + inc hl +CheckWarpsNoCollisionRetry2:: ; 0730 (0:0730) + inc hl + inc hl + jp ContinueCheckWarpsNoCollisionLoop + +WarpFound1:: ; 0735 (0:0735) + ld a,[hli] + ld [wd42f],a ; save target warp ID + ld a,[hli] + ld [$ff8b],a ; save target map + +WarpFound2:: ; 073c (0:073c) + ld a,[wd3ae] ; number of warps + sub c + ld [wd73b],a ; save ID of used warp + ld a,[W_CURMAP] + ld [wd73c],a + call CheckIfInOutsideMap + jr nz,.indoorMaps +; this is for handling "outside" maps that can't have the 0xFF destination map + ld a,[W_CURMAP] + ld [wLastMap],a + ld a,[W_CURMAPWIDTH] + ld [wd366],a + ld a,[$ff8b] ; destination map number + ld [W_CURMAP],a ; change current map to destination map + cp a,ROCK_TUNNEL_1 + jr nz,.notRockTunnel + ld a,$06 + ld [wd35d],a + call GBFadeIn1 +.notRockTunnel + call PlayMapChangeSound + jr .done +; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though +.indoorMaps + ld a,[$ff8b] ; destination map + cp a,$ff + jr z,.goBackOutside +; if not going back to the previous map + ld [W_CURMAP],a ; current map number + callba Func_70787 ; check if the warp was a Silph Co. teleporter + ld a,[wcd5b] + dec a + jr nz,.notTeleporter +; if it's a Silph Co. teleporter + ld hl,wd732 + set 3,[hl] + call DoFlyOrTeleportAwayGraphics + jr .skipMapChangeSound +.notTeleporter + call PlayMapChangeSound +.skipMapChangeSound + ld hl,wd736 + res 0,[hl] + res 1,[hl] + jr .done +.goBackOutside + ld a,[wLastMap] + ld [W_CURMAP],a + call PlayMapChangeSound + xor a + ld [wd35d],a +.done + ld hl,wd736 + set 0,[hl] + call Func_12da + jp EnterMap + +ContinueCheckWarpsNoCollisionLoop:: ; 07b5 (0:07b5) + inc b ; increment warp number + dec c ; decrement number of warps + jp nz,CheckWarpsNoCollisionLoop + +; if no matching warp was found +CheckMapConnections:: ; 07ba (0:07ba) +.checkWestMap + ld a,[W_XCOORD] + cp a,$ff + jr nz,.checkEastMap + ld a,[W_MAPCONN3PTR] + ld [W_CURMAP],a + ld a,[wd38f] ; new X coordinate upon entering west map + ld [W_XCOORD],a + ld a,[W_YCOORD] + ld c,a + ld a,[wd38e] ; Y adjustment upon entering west map + add c + ld c,a + ld [W_YCOORD],a + ld a,[wd390] ; pointer to upper left corner of map without adjustment for Y position + ld l,a + ld a,[wd391] + ld h,a + srl c + jr z,.savePointer1 +.pointerAdjustmentLoop1 + ld a,[wd38d] ; width of connected map + add a,$06 + ld e,a + ld d,$00 + ld b,$00 + add hl,de + dec c + jr nz,.pointerAdjustmentLoop1 +.savePointer1 + ld a,l + ld [wd35f],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wd360],a + jp .loadNewMap +.checkEastMap + ld b,a + ld a,[wd525] ; map width + cp b + jr nz,.checkNorthMap + ld a,[W_MAPCONN4PTR] + ld [W_CURMAP],a + ld a,[wd39a] ; new X coordinate upon entering east map + ld [W_XCOORD],a + ld a,[W_YCOORD] + ld c,a + ld a,[wd399] ; Y adjustment upon entering east map + add c + ld c,a + ld [W_YCOORD],a + ld a,[wd39b] ; pointer to upper left corner of map without adjustment for Y position + ld l,a + ld a,[wd39c] + ld h,a + srl c + jr z,.savePointer2 +.pointerAdjustmentLoop2 + ld a,[wd398] + add a,$06 + ld e,a + ld d,$00 + ld b,$00 + add hl,de + dec c + jr nz,.pointerAdjustmentLoop2 +.savePointer2 + ld a,l + ld [wd35f],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wd360],a + jp .loadNewMap +.checkNorthMap + ld a,[W_YCOORD] + cp a,$ff + jr nz,.checkSouthMap + ld a,[W_MAPCONN1PTR] + ld [W_CURMAP],a + ld a,[wd378] ; new Y coordinate upon entering north map + ld [W_YCOORD],a + ld a,[W_XCOORD] + ld c,a + ld a,[wd379] ; X adjustment upon entering north map + add c + ld c,a + ld [W_XCOORD],a + ld a,[wd37a] ; pointer to upper left corner of map without adjustment for X position + ld l,a + ld a,[wd37b] + ld h,a + ld b,$00 + srl c + add hl,bc + ld a,l + ld [wd35f],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wd360],a + jp .loadNewMap +.checkSouthMap + ld b,a + ld a,[wd524] + cp b + jr nz,.didNotEnterConnectedMap + ld a,[W_MAPCONN2PTR] + ld [W_CURMAP],a + ld a,[wd383] ; new Y coordinate upon entering south map + ld [W_YCOORD],a + ld a,[W_XCOORD] + ld c,a + ld a,[wd384] ; X adjustment upon entering south map + add c + ld c,a + ld [W_XCOORD],a + ld a,[wd385] ; pointer to upper left corner of map without adjustment for X position + ld l,a + ld a,[wd386] + ld h,a + ld b,$00 + srl c + add hl,bc + ld a,l + ld [wd35f],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wd360],a +.loadNewMap ; load the connected map that was entered + call LoadMapHeader + call Func_2312 ; music + ld b,$09 + call GoPAL_SET +; Since the sprite set shouldn't change, this will just update VRAM slots at +; $C2XE without loading any tile patterns. + callba InitMapSprites + call LoadTileBlockMap + jp OverworldLoopLessDelay +.didNotEnterConnectedMap + jp OverworldLoop + +; function to play a sound when changing maps +PlayMapChangeSound:: ; 08c9 (0:08c9) + FuncCoord 8, 8 + ld a,[Coord] ; 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 + ld a,(SFX_02_57 - SFX_Headers_02) / 3 + jr .playSound +.didNotGoThroughDoor + ld a,(SFX_02_5c - SFX_Headers_02) / 3 +.playSound + call PlaySound + ld a,[wd35d] + and a + ret nz + jp GBFadeIn1 + +CheckIfInOutsideMap:: ; 08e1 (0:08e1) +; If the player is in an outside map (a town or route), set the z flag + ld a, [W_CURMAPTILESET] + and a ; most towns/routes have tileset 0 (OVERWORLD) + ret z + cp PLATEAU ; Route 23 / Indigo Plateau + ret + +; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp +; the "sometimes" qualification is necessary because of CheckWarpsNoCollision's behavior +; depending on the map, either "function 1" or "function 2" is used for the check +; "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) + ld a, [W_CURMAP] + cp SS_ANNE_3 + jr z, .useFunction1 + cp ROCKET_HIDEOUT_1 + jr z, .useFunction2 + cp ROCKET_HIDEOUT_2 + jr z, .useFunction2 + cp ROCKET_HIDEOUT_4 + jr z, .useFunction2 + cp ROCK_TUNNEL_1 + jr z, .useFunction2 + ld a, [W_CURMAPTILESET] + and a ; outside tileset (OVERWORLD) + jr z, .useFunction2 + cp SHIP ; S.S. Anne tileset + jr z, .useFunction2 + cp SHIP_PORT ; Vermilion Port tileset + jr z, .useFunction2 + cp PLATEAU ; Indigo Plateau tileset + jr z, .useFunction2 +.useFunction1 + ld hl, Func_c3ff + jr .doBankswitch +.useFunction2 + ld hl, Func_c44e +.doBankswitch + ld b, BANK(Func_c44e) + jp Bankswitch + +MapEntryAfterBattle:: ; 091f (0:091f) + callba Func_c35f ; function that appears to disable warp testing after collisions if the player is standing on a warp + ld a,[wd35d] + and a + jp z,GBFadeIn2 + jp LoadGBPal + +HandleBlackOut:: +; For when all the player's pokemon faint. +; Does not print the "blacked out" message. + + call GBFadeIn1 + ld a, $08 + call StopMusic + ld hl, wd72e + res 5, [hl] + ld a, Bank(Func_40b0) ; also Bank(Func_62ce) and Bank(Func_5d5f) + ld [H_LOADEDROMBANK], a + ld [MBC3RomBank], a + call Func_40b0 + call Func_62ce + call Func_2312 + jp Func_5d5f + +StopMusic:: + ld [wMusicHeaderPointer], a + ld a, $ff + ld [wc0ee], a + call PlaySound +.wait + ld a, [wMusicHeaderPointer] + and a + jr nz, .wait + jp StopAllSounds + +HandleFlyOrTeleportAway:: + call UpdateSprites + call Delay3 + xor a + ld [wcf0b], a + ld [wd700], a + ld [W_ISINBATTLE], a + ld [wd35d], a + ld hl, wd732 + set 2, [hl] + res 5, [hl] + call DoFlyOrTeleportAwayGraphics + ld a, Bank(Func_62ce) + ld [H_LOADEDROMBANK], a + ld [$2000], a + call Func_62ce + jp Func_5d5f + +DoFlyOrTeleportAwayGraphics:: + ld b, BANK(_DoFlyOrTeleportAwayGraphics) + ld hl, _DoFlyOrTeleportAwayGraphics + jp Bankswitch + +LoadPlayerSpriteGraphics:: +; Load sprite graphics based on whether the player is standing, biking, or surfing. + + ; 0: standing + ; 1: biking + ; 2: surfing + + ld a, [wd700] + dec a + jr z, .ridingBike + + ld a, [$ffd7] + and a + jr nz, .determineGraphics + jr .startWalking + +.ridingBike + ; If the bike can't be used, + ; start walking instead. + call IsBikeRidingAllowed + jr c, .determineGraphics + +.startWalking + xor a + ld [wd700], a + ld [wd11a], a + jp LoadWalkingPlayerSpriteGraphics + +.determineGraphics + ld a, [wd700] + and a + jp z, LoadWalkingPlayerSpriteGraphics + dec a + jp z, LoadBikePlayerSpriteGraphics + dec a + jp z, LoadSurfingPlayerSpriteGraphics + jp LoadWalkingPlayerSpriteGraphics + +IsBikeRidingAllowed:: +; The bike can be used on Route 23 and Indigo Plateau, +; or maps with tilesets in BikeRidingTilesets. +; Return carry if biking is allowed. + + ld a, [W_CURMAP] + cp ROUTE_23 + jr z, .allowed + cp INDIGO_PLATEAU + jr z, .allowed + + ld a, [W_CURMAPTILESET] + ld b, a + ld hl, BikeRidingTilesets +.loop + ld a, [hli] + cp b + jr z, .allowed + inc a + jr nz, .loop + and a + ret + +.allowed + scf + ret + +INCLUDE "data/bike_riding_tilesets.asm" + +; load the tile pattern data of the current tileset into VRAM +LoadTilesetTilePatternData:: ; 09e8 (0:09e8) + ld a,[W_TILESETGFXPTR] + ld l,a + ld a,[W_TILESETGFXPTR + 1] + ld h,a + ld de,vTileset + ld bc,$600 + ld a,[W_TILESETBANK] + jp FarCopyData2 + +; 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) +; fill C6E8-CBFB with the background tile + ld hl,wOverworldMap + ld a,[wd3ad] ; background tile number + ld d,a + ld bc,$0514 +.backgroundTileLoop + ld a,d + ld [hli],a + dec bc + ld a,c + or b + jr nz,.backgroundTileLoop +; load tile map of current map (made of tile block IDs) +; a 3-byte border at the edges of the map is kept so that there is space for map connections + ld hl,wOverworldMap + ld a,[W_CURMAPWIDTH] + ld [$ff8c],a + add a,$06 ; border (east and west) + ld [$ff8b],a ; map width + border + ld b,$00 + ld c,a +; make space for north border (next 3 lines) + add hl,bc + add hl,bc + add hl,bc + ld c,$03 + add hl,bc ; this puts us past the (west) border + ld a,[W_MAPDATAPTR] ; tile map pointer + ld e,a + ld a,[W_MAPDATAPTR + 1] + ld d,a ; de = tile map pointer + ld a,[W_CURMAPHEIGHT] + ld b,a +.rowLoop ; copy one row each iteration + push hl + ld a,[$ff8c] ; map width (without border) + ld c,a +.rowInnerLoop + ld a,[de] + inc de + ld [hli],a + dec c + jr nz,.rowInnerLoop +; add the map width plus the border to the base address of the current row to get the next row's address + pop hl + ld a,[$ff8b] ; map width + border + add l + ld l,a + jr nc,.noCarry + inc h +.noCarry + dec b + jr nz,.rowLoop +.northConnection + ld a,[W_MAPCONN1PTR] + cp a,$ff + jr z,.southConnection + call SwitchToMapRomBank + ld a,[wd372] + ld l,a + ld a,[wd373] + ld h,a + ld a,[wd374] + ld e,a + ld a,[wd375] + ld d,a + ld a,[wd376] + ld [$ff8b],a + ld a,[wd377] + ld [$ff8c],a + call LoadNorthSouthConnectionsTileMap +.southConnection + ld a,[W_MAPCONN2PTR] + cp a,$ff + jr z,.westConnection + call SwitchToMapRomBank + ld a,[wd37d] + ld l,a + ld a,[wd37e] + ld h,a + ld a,[wd37f] + ld e,a + ld a,[wd380] + ld d,a + ld a,[wd381] + ld [$ff8b],a + ld a,[wd382] + ld [$ff8c],a + call LoadNorthSouthConnectionsTileMap +.westConnection + ld a,[W_MAPCONN3PTR] + cp a,$ff + jr z,.eastConnection + call SwitchToMapRomBank + ld a,[wd388] + ld l,a + ld a,[wd389] + ld h,a + ld a,[wd38a] + ld e,a + ld a,[wd38b] + ld d,a + ld a,[wd38c] + ld b,a + ld a,[wd38d] + ld [$ff8b],a + call LoadEastWestConnectionsTileMap +.eastConnection + ld a,[W_MAPCONN4PTR] + cp a,$ff + jr z,.done + call SwitchToMapRomBank + ld a,[wd393] + ld l,a + ld a,[wd394] + ld h,a + ld a,[wd395] + ld e,a + ld a,[wd396] + ld d,a + ld a,[wd397] + ld b,a + ld a,[wd398] + ld [$ff8b],a + call LoadEastWestConnectionsTileMap +.done + ret + +LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade) + ld c,$03 +.loop + push de + push hl + ld a,[$ff8b] ; width of connection + ld b,a +.innerLoop + ld a,[hli] + ld [de],a + inc de + dec b + jr nz,.innerLoop + pop hl + pop de + ld a,[$ff8c] ; width of connected map + add l + ld l,a + jr nc,.noCarry1 + inc h +.noCarry1 + ld a,[W_CURMAPWIDTH] + add a,$06 + add e + ld e,a + jr nc,.noCarry2 + inc d +.noCarry2 + dec c + jr nz,.loop + ret + +LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02) + push hl + push de + ld c,$03 +.innerLoop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.innerLoop + pop de + pop hl + ld a,[$ff8b] ; width of connected map + add l + ld l,a + jr nc,.noCarry1 + inc h +.noCarry1 + ld a,[W_CURMAPWIDTH] + add a,$06 + add e + ld e,a + jr nc,.noCarry2 + inc d +.noCarry2 + dec b + jr nz,LoadEastWestConnectionsTileMap + ret + +; function to check if there is a sign or sprite in front of the player +; if so, it is stored in [$FF8C] +; if not, [$FF8C] is set to 0 +IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23) + xor a + ld [$ff8c],a + ld a,[wd4b0] ; number of signs in the map + and a + jr z,.extendRangeOverCounter +; if there are signs + ld a,$35 + call Predef ; get the coordinates in front of the player in de + ld hl,wd4b1 ; start of sign coordinates + ld a,[wd4b0] ; number of signs in the map + ld b,a + ld c,$00 +.signLoop + inc c + ld a,[hli] ; sign Y + cp d + jr z,.yCoordMatched + inc hl + jr .retry +.yCoordMatched + ld a,[hli] ; sign X + cp e + jr nz,.retry +.xCoordMatched +; found sign + push hl + push bc + ld hl,wd4d1 ; start of sign text ID's + ld b,$00 + dec c + add hl,bc + ld a,[hl] + ld [$ff8c],a ; store sign text ID + pop bc + pop hl + ret +.retry + dec b + jr nz,.signLoop +; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC +.extendRangeOverCounter + ld a,$35 + call Predef ; get the tile in front of the player in c + ld hl,W_TILESETTALKINGOVERTILES ; list of tiles that extend talking range (counter tiles) + ld b,$03 + ld d,$20 ; talking range in pixels (long range) +.counterTilesLoop + ld a,[hli] + cp c + jr z,IsSpriteInFrontOfPlayer2 ; jumps if the tile in front of the player is a counter tile + dec b + jr nz,.counterTilesLoop + +; part of the above function, but sometimes its called on its own, when signs are irrelevant +; the caller must zero [$FF8C] +IsSpriteInFrontOfPlayer:: ; 0b6b (0:0b6b) + ld d,$10 ; talking range in pixels (normal range) +IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d) + ld bc,$3c40 ; Y and X position of player sprite + ld a,[wSpriteStateData1 + 9] ; direction the player is facing +.checkIfPlayerFacingUp + cp a,$04 + jr nz,.checkIfPlayerFacingDown +; facing up + ld a,b + sub d + ld b,a + ld a,$08 + jr .doneCheckingDirection +.checkIfPlayerFacingDown + cp a,$00 + jr nz,.checkIfPlayerFacingRight +; facing down + ld a,b + add d + ld b,a + ld a,$04 + jr .doneCheckingDirection +.checkIfPlayerFacingRight + cp a,$0c + jr nz,.playerFacingLeft +; facing right + ld a,c + add d + ld c,a + ld a,$01 + jr .doneCheckingDirection +.playerFacingLeft +; facing left + ld a,c + sub d + ld c,a + ld a,$02 +.doneCheckingDirection + ld [wd52a],a + ld a,[W_NUMSPRITES] ; number of sprites + and a + ret z +; if there are sprites + ld hl,wSpriteStateData1 + $10 + ld d,a + ld e,$01 +.spriteLoop + push hl + ld a,[hli] ; image (0 if no sprite) + and a + jr z,.nextSprite + inc l + ld a,[hli] ; sprite visibility + inc a + jr z,.nextSprite + inc l + ld a,[hli] ; Y location + cp b + jr nz,.nextSprite + inc l + ld a,[hl] ; X location + cp c + jr z,.foundSpriteInFrontOfPlayer +.nextSprite + pop hl + ld a,l + add a,$10 + ld l,a + inc e + dec d + jr nz,.spriteLoop + ret +.foundSpriteInFrontOfPlayer + pop hl + ld a,l + and a,$f0 + inc a + ld l,a + set 7,[hl] + ld a,e + ld [$ff8c],a ; store sprite ID + ret + +; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing) +; sets the carry flag if there is a collision, and unsets it if there isn't a collision +CollisionCheckOnLand:: ; 0bd1 (0:0bd1) + ld a,[wd736] + bit 6,a ; is the player jumping? + jr nz,.noCollision +; if not jumping a ledge + ld a,[wcd38] + and a + jr nz,.noCollision + ld a,[wd52a] ; the direction that the player is trying to go in + ld d,a + ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) + and d ; check if a sprite is in the direction the player is trying to go + jr nz,.collision + xor a + ld [$ff8c],a + call IsSpriteInFrontOfPlayer ; check for sprite collisions again? when does the above check fail to detect a sprite collision? + ld a,[$ff8c] + and a ; was there a sprite collision? + jr nz,.collision +; if no sprite collision + ld hl,TilePairCollisionsLand + call CheckForJumpingAndTilePairCollisions + jr c,.collision + call CheckTilePassable + jr nc,.noCollision +.collision + ld a,[wc02a] + cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing + jr z,.setCarry + ld a,(SFX_02_5b - SFX_Headers_02) / 3 + call PlaySound ; play collision sound (if it's not already playing) +.setCarry + scf + ret +.noCollision + and a + ret + +; 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) + ld a,$35 + call Predef ; get tile in front of player + ld a,[wcfc6] ; tile in front of player + ld c,a + ld hl,W_TILESETCOLLISIONPTR ; pointer to list of passable tiles + ld a,[hli] + ld h,[hl] + ld l,a ; hl now points to passable tiles +.loop + ld a,[hli] + cp a,$ff + jr z,.tileNotPassable + cp c + ret z + jr .loop +.tileNotPassable + scf + ret + +; check if the player is going to jump down a small ledge +; 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) + push hl + ld a,$35 + call Predef ; get the tile in front of the player + push de + push bc + callba HandleLedges ; check if the player is trying to jump a ledge + pop bc + pop de + pop hl + and a + ld a,[wd736] + bit 6,a ; is the player jumping? + ret nz +; if not jumping + +Func_c44:: ; 0c44 (0:0c44) + FuncCoord 8, 9 + ld a,[Coord] ; tile the player is on + ld [wcf0e],a + +CheckForTilePairCollisions:: ; 0c4a (0:0c4a) + ld a,[wcfc6] ; tile in front of the player + ld c,a +.tilePairCollisionLoop + ld a,[W_CURMAPTILESET] ; tileset number + ld b,a + ld a,[hli] + cp a,$ff + jr z,.noMatch + cp b + jr z,.tilesetMatches + inc hl +.retry + inc hl + jr .tilePairCollisionLoop +.tilesetMatches + ld a,[wcf0e] ; tile the player is on + ld b,a + ld a,[hl] + cp b + jr z,.currentTileMatchesFirstInPair + inc hl + ld a,[hl] + cp b + jr z,.currentTileMatchesSecondInPair + jr .retry +.currentTileMatchesFirstInPair + inc hl + ld a,[hl] + cp c + jr z,.foundMatch + jr .tilePairCollisionLoop +.currentTileMatchesSecondInPair + dec hl + ld a,[hli] + cp c + inc hl + jr nz,.tilePairCollisionLoop +.foundMatch + scf + ret +.noMatch + and a + ret + +; FORMAT: tileset number, tile 1, tile 2 +; terminated by 0xFF +; 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) + db CAVERN, $20, $05 + db CAVERN, $41, $05 + db FOREST, $30, $2E + db CAVERN, $2A, $05 + db CAVERN, $05, $21 + db FOREST, $52, $2E + db FOREST, $55, $2E + db FOREST, $56, $2E + db FOREST, $20, $2E + db FOREST, $5E, $2E + db FOREST, $5F, $2E + db $FF + +TilePairCollisionsWater:: ; 0ca0 (0:0ca0) + 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) + ld a,[H_LOADEDROMBANK] + push af + ld a,[W_TILESETBANK] ; tile data ROM bank + ld [H_LOADEDROMBANK],a + ld [$2000],a ; switch to ROM bank that contains tile data + ld a,[wd35f] ; address of upper left corner of current map view + ld e,a + ld a,[wd360] + ld d,a + ld hl,wTileMapBackup + ld b,$05 +.rowLoop ; each loop iteration fills in one row of tile blocks + push hl + push de + ld c,$06 +.rowInnerLoop ; loop to draw each tile block of the current row + push bc + push de + push hl + ld a,[de] + ld c,a ; tile block number + call DrawTileBlock + pop hl + pop de + pop bc + inc hl + inc hl + inc hl + inc hl + inc de + dec c + jr nz,.rowInnerLoop +; update tile block map pointer to next row's address + pop de + ld a,[W_CURMAPWIDTH] + add a,$06 + add e + ld e,a + jr nc,.noCarry + inc d +.noCarry +; update tile map pointer to next row's address + pop hl + ld a,$60 + add l + ld l,a + jr nc,.noCarry2 + inc h +.noCarry2 + dec b + jr nz,.rowLoop + ld hl,wTileMapBackup + ld bc,$0000 +.adjustForYCoordWithinTileBlock + ld a,[W_YBLOCKCOORD] + and a + jr z,.adjustForXCoordWithinTileBlock + ld bc,$0030 + add hl,bc +.adjustForXCoordWithinTileBlock + ld a,[W_XBLOCKCOORD] + and a + jr z,.copyToVisibleAreaBuffer + ld bc,$0002 + add hl,bc +.copyToVisibleAreaBuffer + ld de,wTileMap ; base address for the tiles that are directly transfered to VRAM during V-blank + ld b,$12 +.rowLoop2 + ld c,$14 +.rowInnerLoop2 + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.rowInnerLoop2 + ld a,$04 + add l + ld l,a + jr nc,.noCarry3 + inc h +.noCarry3 + dec b + jr nz,.rowLoop2 + pop af + ld [H_LOADEDROMBANK],a + ld [$2000],a ; restore previous ROM bank + ret + +AdvancePlayerSprite:: ; 0d27 (0:0d27) + ld a,[wSpriteStateData1 + 3] ; delta Y + ld b,a + ld a,[wSpriteStateData1 + 5] ; delta X + ld c,a + ld hl,wWalkCounter ; walking animation counter + dec [hl] + jr nz,.afterUpdateMapCoords +; if it's the end of the animation, update the player's map coordinates + ld a,[W_YCOORD] + add b + ld [W_YCOORD],a + ld a,[W_XCOORD] + add c + ld [W_XCOORD],a +.afterUpdateMapCoords + ld a,[wWalkCounter] ; walking animation counter + cp a,$07 + jp nz,.scrollBackgroundAndSprites +; if this is the first iteration of the animation + ld a,c + cp a,$01 + jr nz,.checkIfMovingWest +; moving east + ld a,[wd526] + ld e,a + and a,$e0 + ld d,a + ld a,e + add a,$02 + and a,$1f + or d + ld [wd526],a + jr .adjustXCoordWithinBlock +.checkIfMovingWest + cp a,$ff + jr nz,.checkIfMovingSouth +; moving west + ld a,[wd526] + ld e,a + and a,$e0 + ld d,a + ld a,e + sub a,$02 + and a,$1f + or d + ld [wd526],a + jr .adjustXCoordWithinBlock +.checkIfMovingSouth + ld a,b + cp a,$01 + jr nz,.checkIfMovingNorth +; moving south + ld a,[wd526] + add a,$40 + ld [wd526],a + jr nc,.adjustXCoordWithinBlock + ld a,[wd527] + inc a + and a,$03 + or a,$98 + ld [wd527],a + jr .adjustXCoordWithinBlock +.checkIfMovingNorth + cp a,$ff + jr nz,.adjustXCoordWithinBlock +; moving north + ld a,[wd526] + sub a,$40 + ld [wd526],a + jr nc,.adjustXCoordWithinBlock + ld a,[wd527] + dec a + and a,$03 + or a,$98 + ld [wd527],a +.adjustXCoordWithinBlock + ld a,c + and a + jr z,.pointlessJump ; mistake? +.pointlessJump + ld hl,W_XBLOCKCOORD + ld a,[hl] + add c + ld [hl],a + cp a,$02 + jr nz,.checkForMoveToWestBlock +; moved into the tile block to the east + xor a + ld [hl],a + ld hl,wd4e3 + inc [hl] + ld de,wd35f + call MoveTileBlockMapPointerEast + jr .updateMapView +.checkForMoveToWestBlock + cp a,$ff + jr nz,.adjustYCoordWithinBlock +; moved into the tile block to the west + ld a,$01 + ld [hl],a + ld hl,wd4e3 + dec [hl] + ld de,wd35f + call MoveTileBlockMapPointerWest + jr .updateMapView +.adjustYCoordWithinBlock + ld hl,W_YBLOCKCOORD + ld a,[hl] + add b + ld [hl],a + cp a,$02 + jr nz,.checkForMoveToNorthBlock +; moved into the tile block to the south + xor a + ld [hl],a + ld hl,wd4e2 + inc [hl] + ld de,wd35f + ld a,[W_CURMAPWIDTH] + call MoveTileBlockMapPointerSouth + jr .updateMapView +.checkForMoveToNorthBlock + cp a,$ff + jr nz,.updateMapView +; moved into the tile block to the north + ld a,$01 + ld [hl],a + ld hl,wd4e2 + dec [hl] + ld de,wd35f + ld a,[W_CURMAPWIDTH] + call MoveTileBlockMapPointerNorth +.updateMapView + call LoadCurrentMapView + ld a,[wSpriteStateData1 + 3] ; delta Y + cp a,$01 + jr nz,.checkIfMovingNorth2 +; if moving south + call ScheduleSouthRowRedraw + jr .scrollBackgroundAndSprites +.checkIfMovingNorth2 + cp a,$ff + jr nz,.checkIfMovingEast2 +; if moving north + call ScheduleNorthRowRedraw + jr .scrollBackgroundAndSprites +.checkIfMovingEast2 + ld a,[wSpriteStateData1 + 5] ; delta X + cp a,$01 + jr nz,.checkIfMovingWest2 +; if moving east + call ScheduleEastColumnRedraw + jr .scrollBackgroundAndSprites +.checkIfMovingWest2 + cp a,$ff + jr nz,.scrollBackgroundAndSprites +; if moving west + call ScheduleWestColumnRedraw +.scrollBackgroundAndSprites + ld a,[wSpriteStateData1 + 3] ; delta Y + ld b,a + ld a,[wSpriteStateData1 + 5] ; delta X + ld c,a + sla b + sla c + ld a,[$ffaf] + add b + ld [$ffaf],a ; update background scroll Y + ld a,[$ffae] + add c + ld [$ffae],a ; update background scroll X +; shift all the sprites in the direction opposite of the player's motion +; so that the player appears to move relative to them + ld hl,wSpriteStateData1 + $14 + ld a,[W_NUMSPRITES] ; number of sprites + and a ; are there any sprites? + jr z,.done + ld e,a +.spriteShiftLoop + ld a,[hl] + sub b + ld [hli],a + inc l + ld a,[hl] + sub c + ld [hl],a + ld a,$0e + add l + ld l,a + dec e + jr nz,.spriteShiftLoop +.done + ret + +; 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) + ld a,[de] + add a,$01 + ld [de],a + ret nc + inc de + ld a,[de] + inc a + ld [de],a + ret + +MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f) + ld a,[de] + sub a,$01 + ld [de],a + ret nc + inc de + ld a,[de] + dec a + ld [de],a + ret + +MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79) + add a,$06 + ld b,a + ld a,[de] + add b + ld [de],a + ret nc + inc de + ld a,[de] + inc a + ld [de],a + ret + +MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85) + add a,$06 + ld b,a + ld a,[de] + sub b + ld [de],a + ret nc + inc de + ld a,[de] + dec a + ld [de],a + ret + +; 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) + FuncCoord 0, 0 + ld hl,Coord + call ScheduleRowRedrawHelper + ld a,[wd526] + ld [H_SCREENEDGEREDRAWADDR],a + ld a,[wd527] + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,REDRAWROW + ld [H_SCREENEDGEREDRAW],a + ret + +ScheduleRowRedrawHelper:: ; 0ea6 (0:0ea6) + ld de,wScreenEdgeTiles + ld c,$28 +.loop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.loop + ret + +ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2) + FuncCoord 0,16 + ld hl,Coord + call ScheduleRowRedrawHelper + ld a,[wd526] + ld l,a + ld a,[wd527] + ld h,a + ld bc,$0200 + add hl,bc + ld a,h + and a,$03 + or a,$98 + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,l + ld [H_SCREENEDGEREDRAWADDR],a + ld a,REDRAWROW + ld [H_SCREENEDGEREDRAW],a + ret + +ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3) + FuncCoord 18,0 + ld hl,Coord + call ScheduleColumnRedrawHelper + ld a,[wd526] + ld c,a + and a,$e0 + ld b,a + ld a,c + add a,18 + and a,$1f + or b + ld [H_SCREENEDGEREDRAWADDR],a + ld a,[wd527] + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,REDRAWCOL + ld [H_SCREENEDGEREDRAW],a + ret + +ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2) + ld de,wScreenEdgeTiles + ld c,$12 +.loop + ld a,[hli] + ld [de],a + inc de + ld a,[hl] + ld [de],a + inc de + ld a,19 + add l + ld l,a + jr nc,.noCarry + inc h +.noCarry + dec c + jr nz,.loop + ret + +ScheduleWestColumnRedraw:: ; 0f08 (0:0f08) + FuncCoord 0,0 + ld hl,Coord + call ScheduleColumnRedrawHelper + ld a,[wd526] + ld [H_SCREENEDGEREDRAWADDR],a + ld a,[wd527] + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,REDRAWCOL + ld [H_SCREENEDGEREDRAW],a + ret + +; function to write the tiles that make up a tile block to memory +; Input: c = tile block ID, hl = destination address +DrawTileBlock:: ; 0f1d (0:0f1d) + push hl + ld a,[W_TILESETBLOCKSPTR] ; pointer to tiles + ld l,a + ld a,[W_TILESETBLOCKSPTR + 1] + ld h,a + ld a,c + swap a + ld b,a + and a,$f0 + ld c,a + ld a,b + and a,$0f + ld b,a ; bc = tile block ID * 0x10 + add hl,bc + ld d,h + ld e,l ; de = address of the tile block's tiles + pop hl + ld c,$04 ; 4 loop iterations +.loop ; each loop iteration, write 4 tile numbers + push bc + ld a,[de] + ld [hli],a + inc de + ld a,[de] + ld [hli],a + inc de + ld a,[de] + ld [hli],a + inc de + ld a,[de] + ld [hl],a + inc de + ld bc,$0015 + add hl,bc + pop bc + dec c + jr nz,.loop + ret + +; function to update joypad state and simulate button presses +JoypadOverworld:: ; 0f4d (0:0f4d) + xor a + ld [wSpriteStateData1 + 3],a + ld [wSpriteStateData1 + 5],a + call RunMapScript + call Joypad + ld a,[W_FLAGS_D733] + bit 3,a ; check if a trainer wants a challenge + jr nz,.notForcedDownwards + ld a,[W_CURMAP] + cp a,ROUTE_17 ; Cycling Road + jr nz,.notForcedDownwards + ld a,[hJoyHeld] ; current joypad state + and a,%11110011 ; bit mask for all directions and A/B + jr nz,.notForcedDownwards + ld a,%10000000 ; down pressed + ld [hJoyHeld],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press +.notForcedDownwards + ld a,[wd730] + bit 7,a + ret z +; if simulating button presses + ld a,[hJoyHeld] ; current joypad state + ld b,a + ld a,[wcd3b] ; bit mask for button presses that override simulated ones + and b + ret nz ; return if the simulated button presses are overridden + ld hl,wcd38 ; index of current simulated button press + dec [hl] + ld a,[hl] + cp a,$ff + jr z,.doneSimulating ; if the end of the simulated button presses has been reached + ld hl,wccd3 ; base address of simulated button presses +; add offset to base address + add l + ld l,a + jr nc,.noCarry + inc h +.noCarry + ld a,[hl] + ld [hJoyHeld],a ; store simulated button press in joypad state + and a + ret nz + ld [hJoyPressed],a + ld [hJoyReleased],a + ret +; if done simulating button presses +.doneSimulating + xor a + ld [wcd3a],a + ld [wcd38],a + ld [wccd3],a + ld [wJoyIgnore],a + ld [hJoyHeld],a + ld hl,wd736 + ld a,[hl] + and a,$f8 + ld [hl],a + ld hl,wd730 + res 7,[hl] + ret + +; function to check the tile ahead to determine if the character should get on land or keep surfing +; sets carry if there is a collision and clears carry otherwise +; It seems that this function has a bug in it, but due to luck, it doesn't +; show up. After detecting a sprite collision, it jumps to the code that +; checks if the next tile is passable instead of just directly jumping to the +; "collision detected" code. However, it doesn't store the next tile in c, +; 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) + ld a,[wd730] + bit 7,a + jp nz,.noCollision ; return and clear carry if button presses are being simulated + ld a,[wd52a] ; the direction that the player is trying to go in + ld d,a + ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) + and d ; check if a sprite is in the direction the player is trying to go + jr nz,.checkIfNextTileIsPassable ; bug? + ld hl,TilePairCollisionsWater + call CheckForJumpingAndTilePairCollisions + jr c,.collision + ld a,$35 + call Predef ; get tile in front of player (puts it in c and [wcfc6]) + ld a,[wcfc6] ; tile in front of player + cp a,$14 ; water tile + jr z,.noCollision ; keep surfing if it's a water tile + cp a,$32 ; either the left tile of the S.S. Anne boarding platform or the tile on eastern coastlines (depending on the current tileset) + jr z,.checkIfVermilionDockTileset + cp a,$48 ; tile on right on coast lines in Safari Zone + jr z,.noCollision ; keep surfing +; check if the [land] tile in front of the player is passable +.checkIfNextTileIsPassable + ld hl,W_TILESETCOLLISIONPTR ; pointer to list of passable tiles + ld a,[hli] + ld h,[hl] + ld l,a +.loop + ld a,[hli] + cp a,$ff + jr z,.collision + cp c + jr z,.stopSurfing ; stop surfing if the tile is passable + jr .loop +.collision + ld a,[wc02a] + cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing + jr z,.setCarry + ld a,(SFX_02_5b - SFX_Headers_02) / 3 + call PlaySound ; play collision sound (if it's not already playing) +.setCarry + scf + jr .done +.noCollision + and a +.done + ret +.stopSurfing + xor a + ld [wd700],a + call LoadPlayerSpriteGraphics + call Func_2307 + jr .noCollision +.checkIfVermilionDockTileset + ld a, [W_CURMAPTILESET] ; tileset + cp SHIP_PORT ; Vermilion Dock tileset + jr nz, .noCollision ; keep surfing if it's not the boarding platform tile + jr .stopSurfing ; if it is the boarding platform tile, stop surfing + +; function to run the current map's script +RunMapScript:: ; 101b (0:101b) + push hl + push de + push bc + callba Func_f225 ; check if the player is pushing a boulder + ld a,[wFlags_0xcd60] + bit 1,a ; is the player pushing a boulder? + jr z,.afterBoulderEffect + callba Func_f2b5 ; displays dust effect when pushing a boulder +.afterBoulderEffect + pop bc + pop de + pop hl + call Func_310e + ld a,[W_CURMAP] ; current map number + call SwitchToMapRomBank ; change to the ROM bank the map's data is in + ld hl,W_MAPSCRIPTPTR + ld a,[hli] + ld h,[hl] + ld l,a + ld de,.return + push de + jp [hl] ; jump to script +.return + ret + +LoadWalkingPlayerSpriteGraphics:: ; 104d (0:104d) + ld de,RedSprite ; $4180 + ld hl,vNPCSprites + jr LoadPlayerSpriteGraphicsCommon + +LoadSurfingPlayerSpriteGraphics:: ; 1055 (0:1055) + ld de,SeelSprite + ld hl,vNPCSprites + jr LoadPlayerSpriteGraphicsCommon + +LoadBikePlayerSpriteGraphics:: ; 105d (0:105d) + ld de,RedCyclingSprite + ld hl,vNPCSprites + +LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063) + push de + push hl + ld bc,(BANK(RedSprite) << 8) + $0c + call CopyVideoData + pop hl + pop de + ld a,$c0 + add e + ld e,a + jr nc,.noCarry + inc d +.noCarry + set 3,h + ld bc,$050c + jp CopyVideoData + +; function to load data from the map header +LoadMapHeader:: ; 107c (0:107c) + callba Func_f113 + ld a,[W_CURMAPTILESET] + ld [wd119],a + ld a,[W_CURMAP] + call SwitchToMapRomBank + ld a,[W_CURMAPTILESET] + ld b,a + res 7,a + ld [W_CURMAPTILESET],a + ld [$ff8b],a + bit 7,b + ret nz + ld hl,MapHeaderPointers + ld a,[W_CURMAP] + sla a + jr nc,.noCarry1 + inc h +.noCarry1 + add l + ld l,a + jr nc,.noCarry2 + inc h +.noCarry2 + ld a,[hli] + ld h,[hl] + ld l,a ; hl = base of map header +; copy the first 10 bytes (the fixed area) of the map data to D367-D370 + ld de,W_CURMAPTILESET + ld c,$0a +.copyFixedHeaderLoop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.copyFixedHeaderLoop +; initialize all the connected maps to disabled at first, before loading the actual values + ld a,$ff + ld [W_MAPCONN1PTR],a + ld [W_MAPCONN2PTR],a + ld [W_MAPCONN3PTR],a + ld [W_MAPCONN4PTR],a +; copy connection data (if any) to WRAM + ld a,[W_MAPCONNECTIONS] + ld b,a +.checkNorth + bit 3,b + jr z,.checkSouth + ld de,W_MAPCONN1PTR + call CopyMapConnectionHeader +.checkSouth + bit 2,b + jr z,.checkWest + ld de,W_MAPCONN2PTR + call CopyMapConnectionHeader +.checkWest + bit 1,b + jr z,.checkEast + ld de,W_MAPCONN3PTR + call CopyMapConnectionHeader +.checkEast + bit 0,b + jr z,.getObjectDataPointer + ld de,W_MAPCONN4PTR + call CopyMapConnectionHeader +.getObjectDataPointer + ld a,[hli] + ld [wd3a9],a + ld a,[hli] + ld [wd3aa],a + push hl + ld a,[wd3a9] + ld l,a + ld a,[wd3aa] + ld h,a ; hl = base of object data + ld de,wd3ad ; background tile ID + ld a,[hli] + ld [de],a ; save background tile ID +.loadWarpData + ld a,[hli] ; number of warps + ld [wd3ae],a ; save the number of warps + and a ; are there any warps? + jr z,.loadSignData ; if not, skip this + ld c,a + ld de,wd3af ; base address of warps +.warpLoop ; one warp per loop iteration + ld b,$04 +.warpInnerLoop + ld a,[hli] + ld [de],a + inc de + dec b + jr nz,.warpInnerLoop + dec c + jr nz,.warpLoop +.loadSignData + ld a,[hli] ; number of signs + ld [wd4b0],a ; save the number of signs + and a ; are there any signs? + jr z,.loadSpriteData ; if not, skip this + ld c,a + ld de,wd4d1 ; base address of sign text IDs + ld a,d + ld [$ff95],a + ld a,e + ld [$ff96],a + ld de,wd4b1 ; base address of sign coordinates +.signLoop + ld a,[hli] + ld [de],a + inc de + ld a,[hli] + ld [de],a + inc de + push de + ld a,[$ff95] + ld d,a + ld a,[$ff96] + ld e,a + ld a,[hli] + ld [de],a + inc de + ld a,d + ld [$ff95],a + ld a,e + ld [$ff96],a + pop de + dec c + jr nz,.signLoop +.loadSpriteData + ld a,[wd72e] + bit 5,a ; did a battle happen immediately before this? + jp nz,.finishUp ; if so, skip this because battles don't destroy this data + ld a,[hli] + ld [W_NUMSPRITES],a ; save the number of sprites + push hl +; zero C110-C1FF and C210-C2FF + ld hl,wSpriteStateData1 + $10 + ld de,wSpriteStateData2 + $10 + xor a + ld b,$f0 +.zeroSpriteDataLoop + ld [hli],a + ld [de],a + inc e + dec b + jr nz,.zeroSpriteDataLoop +; initialize all C100-C1FF sprite entries to disabled (other than player's) + ld hl,wSpriteStateData1 + $12 + ld de,$0010 + ld c,$0f +.disableSpriteEntriesLoop + ld [hl],$ff + add hl,de + dec c + jr nz,.disableSpriteEntriesLoop + pop hl + ld de,wSpriteStateData1 + $10 + ld a,[W_NUMSPRITES] ; number of sprites + and a ; are there any sprites? + jp z,.finishUp ; if there are no sprites, skip the rest + ld b,a + ld c,$00 +.loadSpriteLoop + ld a,[hli] + ld [de],a ; store picture ID at C1X0 + inc d + ld a,$04 + add e + ld e,a + ld a,[hli] + ld [de],a ; store Y position at C2X4 + inc e + ld a,[hli] + ld [de],a ; store X position at C2X5 + inc e + ld a,[hli] + ld [de],a ; store movement byte 1 at C2X6 + ld a,[hli] + ld [$ff8d],a ; save movement byte 2 + ld a,[hli] + ld [$ff8e],a ; save text ID and flags byte + push bc + push hl + ld b,$00 + ld hl,W_MAPSPRITEDATA + add hl,bc + ld a,[$ff8d] + ld [hli],a ; store movement byte 2 in byte 0 of sprite entry + ld a,[$ff8e] + ld [hl],a ; this appears pointless, since the value is overwritten immediately after + ld a,[$ff8e] + ld [$ff8d],a + and a,$3f + ld [hl],a ; store text ID in byte 1 of sprite entry + pop hl + ld a,[$ff8d] + bit 6,a + jr nz,.trainerSprite + bit 7,a + jr nz,.itemBallSprite + jr .regularSprite +.trainerSprite + ld a,[hli] + ld [$ff8d],a ; save trainer class + ld a,[hli] + ld [$ff8e],a ; save trainer number (within class) + push hl + ld hl,W_MAPSPRITEEXTRADATA + add hl,bc + ld a,[$ff8d] + ld [hli],a ; store trainer class in byte 0 of the entry + ld a,[$ff8e] + ld [hl],a ; store trainer number in byte 1 of the entry + pop hl + jr .nextSprite +.itemBallSprite + ld a,[hli] + ld [$ff8d],a ; save item number + push hl + ld hl,W_MAPSPRITEEXTRADATA + add hl,bc + ld a,[$ff8d] + ld [hli],a ; store item number in byte 0 of the entry + xor a + ld [hl],a ; zero byte 1, since it is not used + pop hl + jr .nextSprite +.regularSprite + push hl + ld hl,W_MAPSPRITEEXTRADATA + add hl,bc +; zero both bytes, since regular sprites don't use this extra space + xor a + ld [hli],a + ld [hl],a + pop hl +.nextSprite + pop bc + dec d + ld a,$0a + add e + ld e,a + inc c + inc c + dec b + jp nz,.loadSpriteLoop +.finishUp + ld a,$19 + call Predef ; load tileset data + callab LoadWildData ; load wild pokemon data + pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose) + ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks + add a ; double it + ld [wd524],a ; store map height in 2x2 tile blocks + ld a,[W_CURMAPWIDTH] ; map width in 4x4 tile blocks + add a ; double it + ld [wd525],a ; map width in 2x2 tile blocks + ld a,[W_CURMAP] + ld c,a + ld b,$00 + ld a,[H_LOADEDROMBANK] + push af + ld a, BANK(MapSongBanks) + ld [H_LOADEDROMBANK],a + ld [$2000],a + ld hl, MapSongBanks + add hl,bc + add hl,bc + ld a,[hli] + ld [wd35b],a ; music 1 + ld a,[hl] + ld [wd35c],a ; music 2 + pop af + ld [H_LOADEDROMBANK],a + ld [$2000],a + ret + +; function to copy map connection data from ROM to WRAM +; Input: hl = source, de = destination +CopyMapConnectionHeader:: ; 1238 (0:1238) + ld c,$0b +.loop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.loop + ret + +; function to load map data +LoadMapData:: ; 1241 (0:1241) + ld a,[H_LOADEDROMBANK] + push af + call DisableLCD + ld a,$98 + ld [wd527],a + xor a + ld [wd526],a + ld [$ffaf],a + ld [$ffae],a + ld [wWalkCounter],a + ld [wd119],a + ld [wd11a],a + ld [W_SPRITESETID],a + call LoadTextBoxTilePatterns + call LoadMapHeader + callba InitMapSprites ; load tile pattern data for sprites + call LoadTileBlockMap + call LoadTilesetTilePatternData + call LoadCurrentMapView +; copy current map view to VRAM + ld hl,wTileMap + ld de,vBGMap0 + ld b,18 +.vramCopyLoop + ld c,20 +.vramCopyInnerLoop + ld a,[hli] + ld [de],a + inc e + dec c + jr nz,.vramCopyInnerLoop + ld a,32 - 20 + add e + ld e,a + jr nc,.noCarry + inc d +.noCarry + dec b + jr nz,.vramCopyLoop + ld a,$01 + ld [wcfcb],a + call EnableLCD + ld b,$09 + call GoPAL_SET + call LoadPlayerSpriteGraphics + ld a,[wd732] + and a,$18 ; did the player fly or teleport in? + jr nz,.restoreRomBank + ld a,[W_FLAGS_D733] + bit 1,a + jr nz,.restoreRomBank + call Func_235f ; music related + call Func_2312 ; music related +.restoreRomBank + pop af + ld [H_LOADEDROMBANK],a + ld [$2000],a + ret + +; function to switch to the ROM bank that a map is stored in +; Input: a = map number +SwitchToMapRomBank:: ; 12bc (0:12bc) + push hl + push bc + ld c,a + ld b,$00 + ld a,Bank(MapHeaderBanks) + call BankswitchHome ; switch to ROM bank 3 + ld hl,MapHeaderBanks + add hl,bc + ld a,[hl] + ld [$ffe8],a ; save map ROM bank + call BankswitchBack + ld a,[$ffe8] + ld [H_LOADEDROMBANK],a + ld [$2000],a ; switch to map ROM bank + pop bc + pop hl + ret + +Func_12da:: ; 12da (0:12da) + ld a, $1e + ld [wd13a], a + ld hl, wd730 + ld a, [hl] + or $26 + ld [hl], a + ret + +Func_12e7:: ; 12e7 (0:12e7) + ld hl, wd728 + res 0, [hl] + ret + +ForceBikeOrSurf:: ; 12ed (0:12ed) + ld b, BANK(RedSprite) + ld hl, LoadPlayerSpriteGraphics + call Bankswitch + jp Func_2307 ; update map/player state? 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