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; refresh the cursor's position based on the currently selected map
; and refresh the player's position based on the starting map
; but only if the player is not being animated across the overworld
OverworldMap_UpdatePlayerAndCursorSprites:
push hl
push bc
push de
ld a, [wOverworldMapCursorSprite]
ld [wWhichSprite], a
ld a, [wOverworldMapSelection]
ld d, 0
ld e, -12
call OverworldMap_SetSpritePosition
ld a, [wOverworldMapPlayerAnimationState]
or a
jr nz, .player_walking
ld a, [wPlayerSpriteIndex]
ld [wWhichSprite], a
ld a, [wOverworldMapStartingPosition]
ld d, 0
ld e, 0
call OverworldMap_SetSpritePosition
.player_walking
pop de
pop bc
pop hl
ret
; if no selection has been made yet, call OverworldMap_HandleKeyPress
; if the player is being animated across the screen, call OverworldMap_UpdatePlayerWalkingAnimation
; if the player has finished walking, call OverworldMap_LoadSelectedMap
OverworldMap_Update:
ld a, [wPlayerSpriteIndex]
ld [wWhichSprite], a
ld a, [wOverworldMapPlayerAnimationState]
or a
jr nz, .player_walking
call OverworldMap_HandleKeyPress
ret
.player_walking
cp 2
jr z, .player_finished_walking
call OverworldMap_UpdatePlayerWalkingAnimation
ret
.player_finished_walking
call OverworldMap_LoadSelectedMap
ret
; update the map selection if the DPad is pressed
; or finalize the selection if the A button is pressed
OverworldMap_HandleKeyPress:
ldh a, [hKeysPressed]
and D_PAD
jr z, .no_d_pad
farcall GetDirectionFromDPad
ld [wPlayerDirection], a
call OverworldMap_HandleDPad
jr .done
.no_d_pad
ldh a, [hKeysPressed]
and A_BUTTON
jr z, .done
ld a, SFX_02
call PlaySFX
call OverworldMap_UpdateCursorAnimation
call OverworldMap_BeginPlayerMovement
jr .done
.done
ret
; update wOverworldMapSelection based on the pressed direction in wPlayerDirection
OverworldMap_HandleDPad:
push hl
pop hl
ld a, [wOverworldMapSelection]
rlca
rlca
ld c, a
ld a, [wPlayerDirection]
add c
ld c, a
ld b, 0
ld hl, OverworldMap_CursorTransitions
add hl, bc
ld a, [hl]
or a
jr z, .no_transition
ld [wOverworldMapSelection], a
call OverworldMap_PrintMapName
ld a, SFX_01
call PlaySFX
.no_transition
pop bc
pop hl
ret
INCLUDE "data/overworld_map/cursor_transitions.asm"
; set the active sprite (player or cursor) at the appropriate map position
; input:
; a = OWMAP_* value
; d = x offset
; e = y offset
OverworldMap_SetSpritePosition:
call OverworldMap_GetMapPosition
ld c, SPRITE_ANIM_COORD_X
call GetSpriteAnimBufferProperty
ld a, d
ld [hli], a
ld a, e
ld [hl], a
ret
; input:
; a = OWMAP_* value
; d = x offset
; e = y offset
; output:
; d = x position
; e = y position
OverworldMap_GetMapPosition:
push hl
push de
rlca
ld e, a
ld d, 0
ld hl, OverworldMap_MapPositions
add hl, de
pop de
ld a, [hli]
add $8
add d
ld d, a
ld a, [hl]
add $10
add e
ld e, a
pop hl
ret
INCLUDE "data/overworld_map/map_positions.asm"
OverworldMap_PrintMapName:
push hl
push de
lb de, 1, 1
call InitTextPrinting
call OverworldMap_GetOWMapID
rlca
ld e, a
ld d, 0
ld hl, OverworldMapNames
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
call ProcessTextFromID
pop de
pop hl
ret
; returns [wOverworldMapSelection] in a
; or OWMAP_MYSTERY_HOUSE if [wOverworldMapSelection] == OWMAP_ISHIHARAS_HOUSE
; and EVENT_ISHIHARAS_HOUSE_MENTIONED == FALSE
OverworldMap_GetOWMapID:
push bc
ld a, [wOverworldMapSelection]
cp OWMAP_ISHIHARAS_HOUSE
jr nz, .got_map
ld c, a
ld a, EVENT_ISHIHARAS_HOUSE_MENTIONED
farcall GetEventValue
or a
ld a, c
jr nz, .got_map
ld a, OWMAP_MYSTERY_HOUSE
.got_map
pop bc
ret
OverworldMap_LoadSelectedMap:
push hl
push bc
ld a, [wOverworldMapSelection]
rlca
rlca
ld c, a
ld b, 0
ld hl, OverworldMapWarps
add hl, bc
ld a, [hli]
ld [wTempMap], a
ld a, [hli]
ld [wTempPlayerXCoord], a
ld a, [hli]
ld [wTempPlayerYCoord], a
ld a, NORTH
ld [wTempPlayerDirection], a
ld hl, wOverworldTransition
set 4, [hl]
pop bc
pop hl
ret
INCLUDE "data/overworld_map/overworld_warps.asm"
OverworldMap_InitVolcanoSprite:
ld a, SPRITE_OW_MAP_OAM
farcall CreateSpriteAndAnimBufferEntry
ld c, SPRITE_ANIM_COORD_X
call GetSpriteAnimBufferProperty
ld a, $80
ld [hli], a ; x
ld a, $10
ld [hl], a ; y
ld b, SPRITE_ANIM_SGB_VOLCANO_SMOKE
ld a, [wConsole]
cp CONSOLE_CGB
jr nz, .not_cgb
ld b, SPRITE_ANIM_CGB_VOLCANO_SMOKE
.not_cgb
ld a, b
farcall StartNewSpriteAnimation
ret
OverworldMap_InitCursorSprite:
ld a, [wOverworldMapSelection]
ld [wOverworldMapStartingPosition], a
xor a
ld [wOverworldMapPlayerAnimationState], a
ld a, SPRITE_OW_MAP_OAM
call CreateSpriteAndAnimBufferEntry
ld a, [wWhichSprite]
ld [wOverworldMapCursorSprite], a
ld b, SPRITE_ANIM_SGB_OWMAP_CURSOR
ld a, [wConsole]
cp CONSOLE_CGB
jr nz, .not_cgb
ld b, SPRITE_ANIM_CGB_OWMAP_CURSOR
.not_cgb
ld a, b
ld [wOverworldMapCursorAnimation], a
call StartNewSpriteAnimation
ld a, EVENT_MASON_LAB_STATE
farcall GetEventValue
or a
jr nz, .visited_lab
ld c, SPRITE_ANIM_FLAGS
call GetSpriteAnimBufferProperty
set SPRITE_ANIM_FLAG_UNSKIPPABLE, [hl]
.visited_lab
ret
; play animation SPRITE_ANIM_SGB_OWMAP_CURSOR_FAST (non-cgb) or SPRITE_ANIM_CGB_OWMAP_CURSOR_FAST (cgb)
; to make the cursor blink faster after a selection is made
OverworldMap_UpdateCursorAnimation:
ld a, [wOverworldMapCursorSprite]
ld [wWhichSprite], a
ld a, [wOverworldMapCursorAnimation]
inc a
call StartNewSpriteAnimation
ret
; begin walking the player across the overworld
; from wOverworldMapStartingPosition to wOverworldMapSelection
OverworldMap_BeginPlayerMovement:
ld a, SFX_57
call PlaySFX
ld a, [wPlayerSpriteIndex]
ld [wWhichSprite], a
ld c, SPRITE_ANIM_FLAGS
call GetSpriteAnimBufferProperty
set SPRITE_ANIM_FLAG_SPEED, [hl]
; get pointer table for starting map
ld hl, OverworldMap_PlayerMovementPaths
ld a, [wOverworldMapStartingPosition]
dec a
add a
ld c, a
ld b, 0
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
; get path sequence for selected map
ld a, [wOverworldMapSelection]
dec a
add a
ld c, a
ld b, 0
add hl, bc
ld a, [hli]
ld [wOverworldMapPlayerMovementPtr], a
ld a, [hl]
ld [wOverworldMapPlayerMovementPtr + 1], a
ld a, 1
ld [wOverworldMapPlayerAnimationState], a
xor a
ld [wOverworldMapPlayerMovementCounter], a
ret
; update the player walking across the overworld
; either by advancing along the current path
; or determining the next direction to move along the path
OverworldMap_UpdatePlayerWalkingAnimation:
ld a, [wPlayerSpriteIndex]
ld [wWhichSprite], a
ld a, [wOverworldMapPlayerMovementCounter]
or a
jp nz, OverworldMap_ContinuePlayerWalkingAnimation
; get next x,y on the path
ld a, [wOverworldMapPlayerMovementPtr]
ld l, a
ld a, [wOverworldMapPlayerMovementPtr + 1]
ld h, a
ld a, [hli]
ld b, a
ld a, [hli]
ld c, a
and b
cp $ff
jr z, .player_finished_walking
ld a, c
or b
jr nz, .next_point
; point 0,0 means walk straight towards [wOverworldMapSelection]
ld a, [wOverworldMapStartingPosition]
ld e, a
ld a, [wOverworldMapSelection]
cp e
jr z, .player_finished_walking
lb de, 0, 0
call OverworldMap_GetMapPosition
ld b, d
ld c, e
.next_point
ld a, l
ld [wOverworldMapPlayerMovementPtr], a
ld a, h
ld [wOverworldMapPlayerMovementPtr + 1], a
call OverworldMap_InitNextPlayerVelocity
ret
.player_finished_walking
ld a, 2
ld [wOverworldMapPlayerAnimationState], a
ret
; input:
; b = target x position
; c = target y position
OverworldMap_InitNextPlayerVelocity:
push hl
push bc
ld c, SPRITE_ANIM_COORD_X
call GetSpriteAnimBufferProperty
pop bc
ld a, b
sub [hl] ; a = target x - current x
ld [wOverworldMapPlayerPathHorizontalMovement], a
ld a, 0
sbc 0
ld [wOverworldMapPlayerPathHorizontalMovement + 1], a
inc hl
ld a, c
sub [hl] ; a = target y - current y
ld [wOverworldMapPlayerPathVerticalMovement], a
ld a, 0
sbc 0
ld [wOverworldMapPlayerPathVerticalMovement + 1], a
ld a, [wOverworldMapPlayerPathHorizontalMovement]
ld b, a
ld a, [wOverworldMapPlayerPathHorizontalMovement + 1]
bit 7, a
jr z, .positive
; absolute value
ld a, [wOverworldMapPlayerPathHorizontalMovement]
cpl
inc a
ld b, a
.positive
ld a, [wOverworldMapPlayerPathVerticalMovement]
ld c, a
ld a, [wOverworldMapPlayerPathVerticalMovement + 1]
bit 7, a
jr z, .positive2
; absolute value
ld a, [wOverworldMapPlayerPathVerticalMovement]
cpl
inc a
ld c, a
.positive2
; if the absolute value of wOverworldMapPlayerPathVerticalMovement is larger than
; the absolute value of wOverworldMapPlayerPathHorizontalMovement, this is dominantly
; a north/south movement. otherwise, an east/west movement
ld a, b
cp c
jr c, .north_south
call OverworldMap_InitPlayerEastWestMovement
jr .done
.north_south
call OverworldMap_InitPlayerNorthSouthMovement
.done
xor a
ld [wOverworldMapPlayerHorizontalSubPixelPosition], a
ld [wOverworldMapPlayerVerticalSubPixelPosition], a
farcall UpdatePlayerSprite
pop hl
ret
; input:
; b = absolute value of horizontal movement distance
; c = absolute value of vertical movement distance
OverworldMap_InitPlayerEastWestMovement:
; use horizontal distance for counter
ld a, b
ld [wOverworldMapPlayerMovementCounter], a
; de = absolute horizontal distance, for later
ld e, a
ld d, 0
; overwrite wOverworldMapPlayerPathHorizontalMovement with either -1.0 or +1.0
; always move east/west by 1 pixel per frame
ld hl, wOverworldMapPlayerPathHorizontalMovement
xor a
ld [hli], a
bit 7, [hl]
jr z, .east
dec a
jr .west
.east
inc a
.west
ld [hl], a
; divide (total vertical distance * $100) by total horizontal distance
ld b, c ; vertical distance in high byte
ld c, 0
call DivideBCbyDE
ld a, [wOverworldMapPlayerPathVerticalMovement + 1]
bit 7, a
jr z, .positive
; restore negative sign
call OverworldMap_NegateBC
.positive
ld a, c
ld [wOverworldMapPlayerPathVerticalMovement], a
ld a, b
ld [wOverworldMapPlayerPathVerticalMovement + 1], a
; set player direction
ld hl, wOverworldMapPlayerPathHorizontalMovement + 1
ld a, EAST
bit 7, [hl]
jr z, .east2
ld a, WEST
.east2
ld [wPlayerDirection], a
ret
; input:
; b = absolute value of horizontal movement distance
; c = absolute value of vertical movement distance
OverworldMap_InitPlayerNorthSouthMovement:
; use vertical distance for counter
ld a, c
ld [wOverworldMapPlayerMovementCounter], a
; de = absolute vertical distance, for later
ld e, a
ld d, 0
; overwrite wOverworldMapPlayerPathVerticalMovement with either -1.0 or +1.0
; always move north/south by 1 pixel per frame
ld hl, wOverworldMapPlayerPathVerticalMovement
xor a
ld [hli], a
bit 7, [hl]
jr z, .south
dec a
jr .north
.south
inc a
.north
ld [hl], a
; divide (total horizontal distance * $100) by total vertical distance
; horizontal distance in high byte
ld c, 0
call DivideBCbyDE
ld a, [wOverworldMapPlayerPathHorizontalMovement + 1]
bit 7, a
jr z, .positive
; restore negative sign
call OverworldMap_NegateBC
.positive
ld a, c
ld [wOverworldMapPlayerPathHorizontalMovement], a
ld a, b
ld [wOverworldMapPlayerPathHorizontalMovement + 1], a
; set player direction
ld hl, wOverworldMapPlayerPathVerticalMovement + 1
ld a, SOUTH
bit 7, [hl]
jr z, .south2
ld a, NORTH
.south2
ld [wPlayerDirection], a
ret
; output:
; bc = bc * -1
OverworldMap_NegateBC:
ld a, c
cpl
add 1
ld c, a
ld a, b
cpl
adc 0
ld b, a
ret
; add the x/y speed to the current sprite position,
; accounting for sub-pixel position
; and decrement [wOverworldMapPlayerMovementCounter]
OverworldMap_ContinuePlayerWalkingAnimation:
ld a, [wOverworldMapPlayerHorizontalSubPixelPosition]
ld d, a
ld a, [wOverworldMapPlayerVerticalSubPixelPosition]
ld e, a
ld c, SPRITE_ANIM_COORD_X
call GetSpriteAnimBufferProperty
ld a, [wOverworldMapPlayerPathHorizontalMovement]
add d
ld d, a
ld a, [wOverworldMapPlayerPathHorizontalMovement + 1]
adc [hl] ; add carry from sub-pixel movement
ld [hl], a
inc hl
ld a, [wOverworldMapPlayerPathVerticalMovement]
add e
ld e, a
ld a, [wOverworldMapPlayerPathVerticalMovement + 1]
adc [hl] ; add carry from sub-pixel movement
ld [hl], a
ld a, d
ld [wOverworldMapPlayerHorizontalSubPixelPosition], a
ld a, e
ld [wOverworldMapPlayerVerticalSubPixelPosition], a
ld hl, wOverworldMapPlayerMovementCounter
dec [hl]
ret
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