diff options
Diffstat (limited to 'home.asm')
-rw-r--r-- | home.asm | 2461 |
1 files changed, 2 insertions, 2459 deletions
@@ -124,2468 +124,11 @@ Start:: jp Init -ReadJoypad:: -; Poll joypad input. -; Unlike the hardware register, button -; presses are indicated by a set bit. - - ld a, 1 << 5 ; select direction keys - ld c, 0 - - ld [rJOYP], a - rept 6 - ld a, [rJOYP] - endr - cpl - and %1111 - swap a - ld b, a - - ld a, 1 << 4 ; select button keys - ld [rJOYP], a - rept 10 - ld a, [rJOYP] - endr - cpl - and %1111 - or b - - ld [hJoyInput], a - - ld a, 1 << 4 + 1 << 5 ; deselect keys - ld [rJOYP], a - ret - -Joypad:: -; Update the joypad state variables: -; [hJoyReleased] keys released since last time -; [hJoyPressed] keys pressed since last time -; [hJoyHeld] currently pressed keys - homecall _Joypad - ret - +INCLUDE "home/joypad.asm" INCLUDE "data/map_header_pointers.asm" -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? +INCLUDE "home/overworld.asm" ; this is used to check if the player wants to interrupt the opening sequence at several points ; XXX is this used anywhere else? |