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-rw-r--r--engine/overworld/advance_player_sprite.asm241
-rw-r--r--engine/overworld/boulders.asm94
-rwxr-xr-xengine/overworld/cable_club_npc.asm59
-rwxr-xr-xengine/overworld/card_key.asm13
-rw-r--r--engine/overworld/check_player_state.asm236
-rw-r--r--engine/overworld/clear_loadmapdata_vars.asm20
-rwxr-xr-xengine/overworld/cut.asm9
-rwxr-xr-xengine/overworld/cut2.asm2
-rw-r--r--engine/overworld/daycare_exp.asm18
-rwxr-xr-xengine/overworld/doors.asm4
-rw-r--r--engine/overworld/dungeon_warps.asm15
-rwxr-xr-xengine/overworld/elevator.asm10
-rwxr-xr-xengine/overworld/emotion_bubbles.asm30
-rw-r--r--engine/overworld/get_coords_tile_in_front_of_player.asm87
-rwxr-xr-xengine/overworld/healing_machine.asm51
-rwxr-xr-xengine/overworld/hidden_items.asm37
-rwxr-xr-xengine/overworld/hidden_objects.asm42
-rwxr-xr-xengine/overworld/ledges.asm18
-rw-r--r--engine/overworld/load_tileset_header.asm51
-rw-r--r--engine/overworld/load_wild_data.asm33
-rw-r--r--engine/overworld/map_sprite_functions1.asm390
-rwxr-xr-xengine/overworld/map_sprites.asm684
-rw-r--r--engine/overworld/missable_objects.asm212
-rw-r--r--engine/overworld/movement.asm420
-rwxr-xr-xengine/overworld/npc_movement.asm52
-rwxr-xr-xengine/overworld/npc_movement_2.asm24
-rw-r--r--engine/overworld/npc_pathfinding.asm201
-rwxr-xr-xengine/overworld/oaks_aide.asm2
-rw-r--r--engine/overworld/oam.asm165
-rwxr-xr-xengine/overworld/player_animations.asm51
-rwxr-xr-xengine/overworld/pokecenter.asm101
-rwxr-xr-xengine/overworld/pokemart.asm2
-rw-r--r--engine/overworld/print_safari_steps.asm36
-rw-r--r--engine/overworld/replace_tile_block.asm126
-rw-r--r--engine/overworld/set_blackout_map.asm29
-rw-r--r--engine/overworld/special_warps.asm147
-rwxr-xr-xengine/overworld/ssanne.asm4
-rw-r--r--engine/overworld/step_functions.asm151
-rwxr-xr-xengine/overworld/trainers.asm54
-rw-r--r--engine/overworld/try_pushing_boulder.asm107
40 files changed, 3260 insertions, 768 deletions
diff --git a/engine/overworld/advance_player_sprite.asm b/engine/overworld/advance_player_sprite.asm
new file mode 100644
index 00000000..6b4a0cbb
--- /dev/null
+++ b/engine/overworld/advance_player_sprite.asm
@@ -0,0 +1,241 @@
+_AdvancePlayerSprite::
+ 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 hl, wPikachuOverworldStateFlags
+ res 5, [hl]
+ ld a,[wYCoord]
+ add b
+ ld [wYCoord],a
+ ld a,[wXCoord]
+ add c
+ ld [wXCoord],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,[wMapViewVRAMPointer]
+ ld e,a
+ and $e0
+ ld d,a
+ ld a,e
+ add $02
+ and $1f
+ or d
+ ld [wMapViewVRAMPointer],a
+ jr .adjustXCoordWithinBlock
+.checkIfMovingWest
+ cp a,$ff
+ jr nz,.checkIfMovingSouth
+; moving west
+ ld a,[wMapViewVRAMPointer]
+ ld e,a
+ and a,$e0
+ ld d,a
+ ld a,e
+ sub $02
+ and $1f
+ or d
+ ld [wMapViewVRAMPointer],a
+ jr .adjustXCoordWithinBlock
+.checkIfMovingSouth
+ ld a,b
+ cp a,$01
+ jr nz,.checkIfMovingNorth
+; moving south
+ ld a,[wMapViewVRAMPointer]
+ add $40
+ ld [wMapViewVRAMPointer],a
+ jr nc,.adjustXCoordWithinBlock
+ ld a,[wMapViewVRAMPointer + 1]
+ inc a
+ and $03
+ or $98
+ ld [wMapViewVRAMPointer + 1],a
+ jr .adjustXCoordWithinBlock
+.checkIfMovingNorth
+ cp a,$ff
+ jr nz,.adjustXCoordWithinBlock
+; moving north
+ ld a,[wMapViewVRAMPointer]
+ sub $40
+ ld [wMapViewVRAMPointer],a
+ jr nc,.adjustXCoordWithinBlock
+ ld a,[wMapViewVRAMPointer + 1]
+ dec a
+ and $03
+ or $98
+ ld [wMapViewVRAMPointer + 1],a
+.adjustXCoordWithinBlock
+ ld a,c
+ and a
+ jr z,.pointlessJump ; mistake?
+.pointlessJump
+ ld hl,wXBlockCoord
+ ld a,[hl]
+ add c
+ ld [hl],a
+ cp $02
+ jr nz,.checkForMoveToWestBlock
+; moved into the tile block to the east
+ xor a
+ ld [hl],a
+ ld hl,wXOffsetSinceLastSpecialWarp
+ inc [hl]
+ ld de,wCurrentTileBlockMapViewPointer
+ call MoveTileBlockMapPointerEast
+ jr .updateMapView
+.checkForMoveToWestBlock
+ cp a,$ff
+ jr nz,.adjustYCoordWithinBlock
+; moved into the tile block to the west
+ ld a,$1
+ ld [hl],a
+ ld hl,wXOffsetSinceLastSpecialWarp
+ dec [hl]
+ ld de,wCurrentTileBlockMapViewPointer
+ call MoveTileBlockMapPointerWest
+ jr .updateMapView
+.adjustYCoordWithinBlock
+ ld hl,wYBlockCoord
+ ld a,[hl]
+ add b
+ ld [hl],a
+ cp $2
+ jr nz,.checkForMoveToNorthBlock
+; moved into the tile block to the south
+ xor a
+ ld [hl],a
+ ld hl,wYOffsetSinceLastSpecialWarp
+ inc [hl]
+ ld de,wCurrentTileBlockMapViewPointer
+ ld a,[wCurMapWidth]
+ call MoveTileBlockMapPointerSouth
+ jr .updateMapView
+.checkForMoveToNorthBlock
+ cp a,$ff
+ jr nz,.updateMapView
+; moved into the tile block to the north
+ ld a,$1
+ ld [hl],a
+ ld hl,wYOffsetSinceLastSpecialWarp
+ dec [hl]
+ ld de,wCurrentTileBlockMapViewPointer
+ ld a,[wCurMapWidth]
+ call MoveTileBlockMapPointerNorth
+.updateMapView
+ call LoadCurrentMapView
+ ld a,[wSpriteStateData1 + 3] ; delta Y
+ cp $1
+ jr nz,.checkIfMovingNorth2
+; if moving south
+ call ScheduleSouthRowRedraw
+ jr .scrollBackgroundAndSprites
+.checkIfMovingNorth2
+ cp $ff
+ jr nz,.checkIfMovingEast2
+; if moving north
+ call ScheduleNorthRowRedraw
+ jr .scrollBackgroundAndSprites
+.checkIfMovingEast2
+ ld a,[wSpriteStateData1 + 5] ; delta X
+ cp $1
+ jr nz,.checkIfMovingWest2
+; if moving east
+ call ScheduleEastColumnRedraw
+ jr .scrollBackgroundAndSprites
+.checkIfMovingWest2
+ cp $ff
+ jr nz,.scrollBackgroundAndSprites
+; if moving west
+ call ScheduleWestColumnRedraw
+.scrollBackgroundAndSprites
+ ld a,[wSpriteStateData1 + 3] ; delta Y
+ add a
+ ld b,a
+ ld a,[wSpriteStateData1 + 5] ; delta X
+ add a
+ ld c,a
+; 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 e,15
+.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
+ ld a,[hSCY]
+ add b
+ ld [hSCY],a ; update background scroll Y
+ ld a,[hSCX]
+ add c
+ ld [hSCX],a ; update background scroll X
+ ret
+
+MoveTileBlockMapPointerEast::
+ ld a,[de]
+ add $1
+ ld [de],a
+ ret nc
+ inc de
+ ld a,[de]
+ inc a
+ ld [de],a
+ ret
+
+MoveTileBlockMapPointerWest::
+ ld a,[de]
+ sub $1
+ ld [de],a
+ ret nc
+ inc de
+ ld a,[de]
+ dec a
+ ld [de],a
+ ret
+
+MoveTileBlockMapPointerSouth::
+ add $6
+ 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::
+ add $6
+ ld b,a
+ ld a,[de]
+ sub b
+ ld [de],a
+ ret nc
+ inc de
+ ld a,[de]
+ dec a
+ ld [de],a
+ ret
diff --git a/engine/overworld/boulders.asm b/engine/overworld/boulders.asm
new file mode 100644
index 00000000..669b7b83
--- /dev/null
+++ b/engine/overworld/boulders.asm
@@ -0,0 +1,94 @@
+CheckForCollisionWhenPushingBoulder:
+ call GetTileTwoStepsInFrontOfPlayer
+ call IsTilePassable
+ jr c, .done
+ ld hl, TilePairCollisionsLand
+ call CheckForTilePairCollisions2
+ ld a, $ff
+ jr c, .done ; if there is an elevation difference between the current tile and the one two steps ahead
+ ld a, [wTileInFrontOfBoulderAndBoulderCollisionResult]
+ cp $15 ; stairs tile
+ ld a, $ff
+ jr z, .done ; if the tile two steps ahead is stairs
+ call CheckForBoulderCollisionWithSprites
+.done
+ ld [wTileInFrontOfBoulderAndBoulderCollisionResult], a
+ ret
+
+; sets a to $ff if there is a collision and $00 if there is no collision
+CheckForBoulderCollisionWithSprites:
+ ld a, [wBoulderSpriteIndex]
+ dec a
+ swap a
+ ld d, 0
+ ld e, a
+ ld hl, wSpriteStateData2 + $14
+ add hl, de
+ ld a, [hli] ; map Y position
+ ld [$ffdc], a
+ ld a, [hl] ; map X position
+ ld [$ffdd], a
+ ld a, [wNumSprites]
+ ld c, a
+ ld de, $f
+ ld hl, wSpriteStateData2 + $14
+ ld a, [$ffdb]
+ and $3 ; facing up or down?
+ jr z, .pushingHorizontallyLoop
+.pushingVerticallyLoop
+ inc hl
+ ld a, [$ffdd]
+ cp [hl]
+ jr nz, .nextSprite1 ; if X coordinates don't match
+ dec hl
+ ld a, [hli]
+ ld b, a
+ ld a, [$ffdb]
+ rrca
+ jr c, .pushingDown
+; pushing up
+ ld a, [$ffdc]
+ dec a
+ jr .compareYCoords
+.pushingDown
+ ld a, [$ffdc]
+ inc a
+.compareYCoords
+ cp b
+ jr z, .failure
+.nextSprite1
+ dec c
+ jr z, .success
+ add hl, de
+ jr .pushingVerticallyLoop
+.pushingHorizontallyLoop
+ ld a, [hli]
+ ld b, a
+ ld a, [$ffdc]
+ cp b
+ jr nz, .nextSprite2
+ ld b, [hl]
+ ld a, [$ffdb]
+ bit 2, a
+ jr nz, .pushingLeft
+; pushing right
+ ld a, [$ffdd]
+ inc a
+ jr .compareXCoords
+.pushingLeft
+ ld a, [$ffdd]
+ dec a
+.compareXCoords
+ cp b
+ jr z, .failure
+.nextSprite2
+ dec c
+ jr z, .success
+ add hl, de
+ jr .pushingHorizontallyLoop
+.failure
+ ld a, $ff
+ ret
+.success
+ xor a
+ ret
diff --git a/engine/overworld/cable_club_npc.asm b/engine/overworld/cable_club_npc.asm
index 70b499a0..e3ce8e8d 100755
--- a/engine/overworld/cable_club_npc.asm
+++ b/engine/overworld/cable_club_npc.asm
@@ -1,9 +1,12 @@
CableClubNPC:
ld hl, CableClubNPCWelcomeText
call PrintText
+ call CheckPikachuFollowingPlayer
+ jr nz, .asm_7048
CheckEvent EVENT_GOT_POKEDEX
jp nz, .receivedPokedex
; if the player hasn't received the pokedex
+.asm_7048
ld c, 60
call DelayFrames
ld hl, CableClubNPCMakingPreparationsText
@@ -107,7 +110,61 @@ CableClubNPC:
xor a
ld [hld], a
ld [hl], a
- jpab LinkMenu
+ ld a, [wLetterPrintingDelayFlags]
+ push af
+ callab LinkMenu
+ pop af
+ ld [wLetterPrintingDelayFlags], a
+ ret
+
+; seems to be similar of Serial_SyncAndExchangeNybble
+Serial_SyncAndExchangeNybbleDouble:
+ ld a, $ff
+ ld [wSerialExchangeNybbleReceiveData], a
+.loop
+ call Serial_ExchangeNybble
+ call DelayFrame
+ push hl
+ ld hl, wUnknownSerialCounter + 1
+ dec [hl]
+ jr nz, .next
+ dec hl
+ dec [hl]
+ jr nz, .next
+ pop hl
+ jr .setUnknownSerialCounterToFFFF
+.next
+ pop hl
+ ld a, [wSerialExchangeNybbleReceiveData]
+ inc a
+ jr z, .loop
+ call DelayFrame
+ ld a, $ff
+ ld [wSerialExchangeNybbleReceiveData], a
+ call Serial_ExchangeNybble
+ ld a, [wSerialExchangeNybbleReceiveData]
+ inc a
+ jr z, .loop
+ ld b, 10
+.syncLoop1
+ call DelayFrame
+ call Serial_ExchangeNybble
+ dec b
+ jr nz, .syncLoop1
+ ld b, 10
+.syncLoop2
+ call DelayFrame
+ call Serial_SendZeroByte
+ dec b
+ jr nz, .syncLoop2
+ ld a, [wSerialExchangeNybbleReceiveData]
+ ld [wSerialSyncAndExchangeNybbleReceiveData], a
+ ret
+.setUnknownSerialCounterToFFFF
+ ld a, $ff
+ ld [wUnknownSerialCounter], a
+ ld [wUnknownSerialCounter + 1], a
+ ret
CableClubNPCAreaReservedFor2FriendsLinkedByCableText:
TX_FAR _CableClubNPCAreaReservedFor2FriendsLinkedByCableText
diff --git a/engine/overworld/card_key.asm b/engine/overworld/card_key.asm
index 61e512de..e1fc9160 100755
--- a/engine/overworld/card_key.asm
+++ b/engine/overworld/card_key.asm
@@ -8,7 +8,8 @@ PrintCardKeyText:
ret z
cp b
jr nz, .silphCoMapListLoop
- predef GetTileAndCoordsInFrontOfPlayer
+; does not check for tile in front of player. This might be buggy
+ ;predef GetTileAndCoordsInFrontOfPlayer
ld a, [wTileInFrontOfPlayer]
cp $18
jr z, .cardKeyDoorInFrontOfPlayer
@@ -25,12 +26,12 @@ PrintCardKeyText:
ld b, CARD_KEY
call IsItemInBag
jr z, .noCardKey
- call GetCoordsInFrontOfPlayer
- push de
+ xor a
+ ld [wPlayerMovingDirection], a
tx_pre_id CardKeySuccessText
ld [hSpriteIndexOrTextID], a
call PrintPredefTextID
- pop de
+ call GetCoordsInFrontOfPlayer
srl d
ld a, d
ld b, a
@@ -73,7 +74,7 @@ SilphCoMapList:
CardKeySuccessText:
TX_FAR _CardKeySuccessText1
- db $0b
+ TX_SFX_ITEM
TX_FAR _CardKeySuccessText2
db "@"
@@ -88,7 +89,7 @@ GetCoordsInFrontOfPlayer:
ld d, a
ld a, [wXCoord]
ld e, a
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wPlayerFacingDirection] ; player's sprite facing direction
and a
jr nz, .notFacingDown
; facing down
diff --git a/engine/overworld/check_player_state.asm b/engine/overworld/check_player_state.asm
new file mode 100644
index 00000000..5fad4fc5
--- /dev/null
+++ b/engine/overworld/check_player_state.asm
@@ -0,0 +1,236 @@
+; only used for setting bit 2 of wd736 upon entering a new map
+IsPlayerStandingOnWarp:
+ ld a, [wNumberOfWarps]
+ and a
+ ret z
+ ld c, a
+ ld hl, wWarpEntries
+.loop
+ ld a, [wYCoord]
+ cp [hl]
+ jr nz, .nextWarp1
+ inc hl
+ ld a, [wXCoord]
+ cp [hl]
+ jr nz, .nextWarp2
+ inc hl
+ ld a, [hli] ; target warp
+ ld [wDestinationWarpID], a
+ ld a, [hl] ; target map
+ ld [$ff8b], a
+ ld hl, wd736
+ set 2, [hl] ; standing on warp flag
+ ret
+.nextWarp1
+ inc hl
+.nextWarp2
+ inc hl
+ inc hl
+ inc hl
+ dec c
+ jr nz, .loop
+ ret
+
+CheckForceBikeOrSurf:
+ ld hl, wd732
+ bit 5, [hl]
+ ret nz
+ ld hl, ForcedBikeOrSurfMaps
+ ld a, [wYCoord]
+ ld b, a
+ ld a, [wXCoord]
+ ld c, a
+ ld a, [wCurMap]
+ ld d, a
+.loop
+ ld a, [hli]
+ cp $ff
+ ret z ;if we reach FF then it's not part of the list
+ cp d ;compare to current map
+ jr nz, .incorrectMap
+ ld a, [hli]
+ cp b ;compare y-coord
+ jr nz, .incorrectY
+ ld a, [hli]
+ cp c ;compare x-coord
+ jr nz, .loop ; incorrect x-coord, check next item
+ ld a, [wCurMap]
+ cp SEAFOAM_ISLANDS_4
+ ld a, $2
+ ld [wSeafoamIslands4CurScript], a
+ jr z, .forceSurfing
+ ld a, [wCurMap]
+ cp SEAFOAM_ISLANDS_5
+ ld a, $2
+ ld [wSeafoamIslands5CurScript], a
+ jr z, .forceSurfing
+ ;force bike riding
+ ld hl, wd732
+ set 5, [hl]
+ ld a, $1
+ ld [wWalkBikeSurfState], a
+ ld [wWalkBikeSurfStateCopy], a
+ call ForceBikeOrSurf
+ ret
+.incorrectMap
+ inc hl
+.incorrectY
+ inc hl
+ jr .loop
+.forceSurfing
+ ld a, $2
+ ld [wWalkBikeSurfState], a
+ ld [wWalkBikeSurfStateCopy], a
+ call ForceBikeOrSurf
+ ret
+
+INCLUDE "data/force_bike_surf.asm"
+
+IsPlayerFacingEdgeOfMap:
+ push hl
+ push de
+ push bc
+ ld a, [wPlayerFacingDirection] ; player sprite's facing direction
+ srl a
+ ld c, a
+ ld b, $0
+ ld hl, .functionPointerTable
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld a, [wYCoord]
+ ld b, a
+ ld a, [wXCoord]
+ ld c, a
+ ld de, .returnaddress
+ push de
+ jp [hl]
+.returnaddress
+ pop bc
+ pop de
+ pop hl
+ ret
+
+.functionPointerTable
+ dw .facingDown
+ dw .facingUp
+ dw .facingLeft
+ dw .facingRight
+
+.facingDown
+ ld a, [wCurMapHeight]
+ add a
+ dec a
+ cp b
+ jr z, .setCarry
+ jr .resetCarry
+
+.facingUp
+ ld a, b
+ and a
+ jr z, .setCarry
+ jr .resetCarry
+
+.facingLeft
+ ld a, c
+ and a
+ jr z, .setCarry
+ jr .resetCarry
+
+.facingRight
+ ld a, [wCurMapWidth]
+ add a
+ dec a
+ cp c
+ jr z, .setCarry
+ jr .resetCarry
+.resetCarry
+ and a
+ ret
+.setCarry
+ scf
+ ret
+
+IsWarpTileInFrontOfPlayer:
+ push hl
+ push de
+ push bc
+ call _GetTileAndCoordsInFrontOfPlayer
+ ld a, [wCurMap]
+ cp SS_ANNE_5
+ jr z, .ssAnne5
+ ld a, [wPlayerFacingDirection] ; player sprite's facing direction
+ srl a
+ ld c, a
+ ld b, 0
+ ld hl, .warpTileListPointers
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld a, [wTileInFrontOfPlayer]
+ ld de, $1
+ call IsInArray
+.done
+ pop bc
+ pop de
+ pop hl
+ ret
+
+.warpTileListPointers:
+ dw .facingDownWarpTiles
+ dw .facingUpWarpTiles
+ dw .facingLeftWarpTiles
+ dw .facingRightWarpTiles
+
+.facingDownWarpTiles
+ db $01,$12,$17,$3D,$04,$18,$33,$FF
+
+.facingUpWarpTiles
+ db $01,$5C,$FF
+
+.facingLeftWarpTiles
+ db $1A,$4B,$FF
+
+.facingRightWarpTiles
+ db $0F,$4E,$FF
+
+.ssAnne5
+ ld a, [wTileInFrontOfPlayer]
+ cp $15
+ jr nz, .notSSAnne5Warp
+ scf
+ jr .done
+.notSSAnne5Warp
+ and a
+ jr .done
+
+IsPlayerStandingOnDoorTileOrWarpTile:
+ push hl
+ push de
+ push bc
+ callba IsPlayerStandingOnDoorTile ; 6:6785
+ jr c, .done
+ ld a, [wCurMapTileset]
+ add a
+ ld c, a
+ ld b, $0
+ ld hl, WarpTileIDPointers
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld de, $1
+ aCoord 8, 9
+ call IsInArray
+ jr nc, .done
+ ld hl, wd736
+ res 2, [hl]
+.done
+ pop bc
+ pop de
+ pop hl
+ ret
+
+INCLUDE "data/warp_tile_ids.asm"
diff --git a/engine/overworld/clear_loadmapdata_vars.asm b/engine/overworld/clear_loadmapdata_vars.asm
new file mode 100644
index 00000000..c5dc21fa
--- /dev/null
+++ b/engine/overworld/clear_loadmapdata_vars.asm
@@ -0,0 +1,20 @@
+ClearVariablesAfterLoadingMapData:
+ ld a, $90
+ ld [hWY], a
+ ld [rWY], a
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ld [wStepCounter], a
+ ld [wLoneAttackNo], a ; wGymLeaderNo
+ ld [hJoyPressed], a
+ ld [hJoyReleased], a
+ ld [hJoyHeld], a
+ ld [wActionResultOrTookBattleTurn], a
+ ld [wUnusedD5A3], a
+ ld hl, wCardKeyDoorY
+ ld [hli], a
+ ld [hl], a
+ ld hl, wUnusedCD3D
+ ld bc, wStandingOnWarpPadOrHole - wUnusedCD3D
+ call FillMemory
+ ret
diff --git a/engine/overworld/cut.asm b/engine/overworld/cut.asm
index 2f13dfba..462e3e8e 100755
--- a/engine/overworld/cut.asm
+++ b/engine/overworld/cut.asm
@@ -74,8 +74,9 @@ UsedCutText:
InitCutAnimOAM:
xor a
ld [wWhichAnimationOffsets], a
- ld a, $e4
+ ld a, %11100100
ld [rOBP1], a
+ call UpdateGBCPal_OBP1
ld a, [wCutTile]
cp $52
jr z, .grass
@@ -123,8 +124,8 @@ WriteCutOrBoulderDustAnimationOAMBlock:
jp WriteOAMBlock
CutOrBoulderDustAnimationTilesAndAttributes:
- db $FC,$10,$FD,$10
- db $FE,$10,$FF,$10
+ db $FC,$14,$FD,$14
+ db $FE,$14,$FF,$14
GetCutOrBoulderDustAnimationOffsets:
ld hl, wSpriteStateData1 + 4
@@ -187,7 +188,7 @@ ReplaceTreeTileBlock:
ld h, [hl]
ld l, a
add hl, bc
- ld a, [wSpriteStateData1 + 9] ; player sprite's facing direction
+ ld a, [wPlayerFacingDirection] ; player sprite's facing direction
and a
jr z, .down
cp SPRITE_FACING_UP
diff --git a/engine/overworld/cut2.asm b/engine/overworld/cut2.asm
index f16fed66..37490f95 100755
--- a/engine/overworld/cut2.asm
+++ b/engine/overworld/cut2.asm
@@ -18,6 +18,7 @@ AnimCut:
ld a, [rOBP1]
xor $64
ld [rOBP1], a
+ call UpdateGBCPal_OBP1
call DelayFrame
pop bc
dec c
@@ -68,6 +69,7 @@ AnimCutGrass_UpdateOAMEntries:
ld a, [rOBP1]
xor $64
ld [rOBP1], a
+ call UpdateGBCPal_OBP1
call DelayFrame
pop bc
dec c
diff --git a/engine/overworld/daycare_exp.asm b/engine/overworld/daycare_exp.asm
new file mode 100644
index 00000000..dbe4023a
--- /dev/null
+++ b/engine/overworld/daycare_exp.asm
@@ -0,0 +1,18 @@
+IncrementDayCareMonExp:
+ ld a, [wDayCareInUse]
+ and a
+ ret z
+ ld hl, wDayCareMonExp + 2
+ inc [hl]
+ ret nz
+ dec hl
+ inc [hl]
+ ret nz
+ dec hl
+ inc [hl]
+ ld a, [hl]
+ cp $50
+ ret c
+ ld a, $50
+ ld [hl], a
+ ret
diff --git a/engine/overworld/doors.asm b/engine/overworld/doors.asm
index c39e096d..8bde8600 100755
--- a/engine/overworld/doors.asm
+++ b/engine/overworld/doors.asm
@@ -39,6 +39,7 @@ DoorTileIDPointers:
dbw LAB, LabDoorTileIDs
dbw FACILITY, FacilityDoorTileIDs
dbw PLATEAU, PlateauDoorTileIDs
+ dbw INTERIOR, InteriorDoorTileIDs
db $ff
OverworldDoorTileIDs:
@@ -73,3 +74,6 @@ FacilityDoorTileIDs:
PlateauDoorTileIDs:
db $3b,$1b,$00
+
+InteriorDoorTileIDs:
+ db $04,$15,$00
diff --git a/engine/overworld/dungeon_warps.asm b/engine/overworld/dungeon_warps.asm
new file mode 100644
index 00000000..f47dfb01
--- /dev/null
+++ b/engine/overworld/dungeon_warps.asm
@@ -0,0 +1,15 @@
+IsPlayerOnDungeonWarp:
+ xor a
+ ld [wWhichDungeonWarp], a
+ ld a, [wd72d]
+ bit 4, a
+ ret nz
+ call ArePlayerCoordsInArray
+ ret nc
+ ld a, [wCoordIndex]
+ ld [wWhichDungeonWarp], a
+ ld hl, wd72d
+ set 4, [hl]
+ ld hl, wd732
+ set 4, [hl]
+ ret
diff --git a/engine/overworld/elevator.asm b/engine/overworld/elevator.asm
index 4ec34922..cd7bf5ba 100755
--- a/engine/overworld/elevator.asm
+++ b/engine/overworld/elevator.asm
@@ -4,8 +4,7 @@ ShakeElevator:
ld de, SCREEN_HEIGHT * $20
call ShakeElevatorRedrawRow
call Delay3
- ld a, $ff
- call PlaySound
+ call StopAllMusic
ld a, [hSCY]
ld d, a
ld e, $1
@@ -27,14 +26,13 @@ ShakeElevator:
jr nz, .shakeLoop
ld a, d
ld [hSCY], a
- ld a, $ff
- call PlaySound
+ call StopAllMusic
ld c, BANK(SFX_Safari_Zone_PA)
ld a, SFX_SAFARI_ZONE_PA
call PlayMusic
.musicLoop
ld a, [wChannelSoundIDs + CH4]
- cp $b9
+ cp SFX_SAFARI_ZONE_PA
jr z, .musicLoop
call UpdateSprites
jp PlayDefaultMusic
@@ -56,7 +54,7 @@ ShakeElevatorRedrawRow:
add hl, de
ld a, h
and $3
- or $98
+ or vBGMap0 / $100
ld d, a
ld a, l
pop hl
diff --git a/engine/overworld/emotion_bubbles.asm b/engine/overworld/emotion_bubbles.asm
index 4df8b6f6..7c7f5e7d 100755
--- a/engine/overworld/emotion_bubbles.asm
+++ b/engine/overworld/emotion_bubbles.asm
@@ -1,13 +1,16 @@
EmotionBubble:
ld a, [wWhichEmotionBubble]
+ and $f
+ swap a
ld c, a
- ld b, 0
- ld hl, EmotionBubblesPointerTable
+ ld b, $0
+ ld hl, EmotionBubbles
+ add hl, bc ; each emotion bubble is 16 bytes, so calculate the offset directly instead of with a pointer table
add hl, bc
add hl, bc
- ld e, [hl]
- inc hl
- ld d, [hl]
+ add hl, bc
+ ld e, l
+ ld d, h
ld hl, vChars1 + $780
lb bc, BANK(EmotionBubbles), $04
call CopyVideoData
@@ -17,11 +20,11 @@ EmotionBubble:
ld [wUpdateSpritesEnabled], a
ld a, [wd736]
bit 6, a ; are the last 4 OAM entries reserved for a shadow or fishing rod?
- ld hl, wOAMBuffer + $8f
- ld de, wOAMBuffer + $9f
+ ld hl, wOAMBuffer + 4 * 35 + $3 ; $8f
+ ld de, wOAMBuffer + 4 * 39 + $3 ; $9f
jr z, .next
- ld hl, wOAMBuffer + $7f
- ld de, wOAMBuffer + $8f
+ ld hl, wOAMBuffer + 4 * 31 + $3 ; $7f
+ ld de, wOAMBuffer + 4 * 35 + $3 ; $8f
; Copy OAM data 16 bytes forward to make room for emotion bubble OAM data at the
; start of the OAM buffer.
@@ -59,12 +62,9 @@ EmotionBubble:
pop af
ld [wUpdateSpritesEnabled], a
call DelayFrame
- jp UpdateSprites
-
-EmotionBubblesPointerTable:
- dw EmotionBubbles
- dw EmotionBubbles + $40
- dw EmotionBubbles + $80
+ call UpdateSprites
+ ret
+ ; jp UpdateSprites
EmotionBubblesOAM:
db $F8,$00,$F9,$00
diff --git a/engine/overworld/get_coords_tile_in_front_of_player.asm b/engine/overworld/get_coords_tile_in_front_of_player.asm
new file mode 100644
index 00000000..e8bbc660
--- /dev/null
+++ b/engine/overworld/get_coords_tile_in_front_of_player.asm
@@ -0,0 +1,87 @@
+GetTileAndCoordsInFrontOfPlayer:
+ call GetPredefRegisters
+
+_GetTileAndCoordsInFrontOfPlayer:
+ ld a, [wYCoord]
+ ld d, a
+ ld a, [wXCoord]
+ ld e, a
+ ld a, [wPlayerFacingDirection] ; player's sprite facing direction
+ and a ; cp SPRITE_FACING_DOWN
+ jr nz, .notFacingDown
+; facing down
+ aCoord 8, 11
+ inc d
+ jr .storeTile
+.notFacingDown
+ cp SPRITE_FACING_UP
+ jr nz, .notFacingUp
+; facing up
+ aCoord 8, 7
+ dec d
+ jr .storeTile
+.notFacingUp
+ cp SPRITE_FACING_LEFT
+ jr nz, .notFacingLeft
+; facing left
+ aCoord 6, 9
+ dec e
+ jr .storeTile
+.notFacingLeft
+ cp SPRITE_FACING_RIGHT
+ jr nz, .storeTile
+; facing right
+ aCoord 10, 9
+ inc e
+.storeTile
+ ld c, a
+ ld [wTileInFrontOfPlayer], a
+ ret
+
+GetTileTwoStepsInFrontOfPlayer:
+ xor a
+ ld [$ffdb], a
+ ld hl, wYCoord
+ ld a, [hli]
+ ld d, a
+ ld e, [hl]
+ ld a, [wPlayerFacingDirection] ; player's sprite facing direction
+ and a ; cp SPRITE_FACING_DOWN
+ jr nz, .notFacingDown
+; facing down
+ ld hl, $ffdb
+ set 0, [hl]
+ aCoord 8, 13
+ inc d
+ jr .storeTile
+.notFacingDown
+ cp SPRITE_FACING_UP
+ jr nz, .notFacingUp
+; facing up
+ ld hl, $ffdb
+ set 1, [hl]
+ aCoord 8, 5
+ dec d
+ jr .storeTile
+.notFacingUp
+ cp SPRITE_FACING_LEFT
+ jr nz, .notFacingLeft
+; facing left
+ ld hl, $ffdb
+ set 2, [hl]
+ aCoord 4, 9
+ dec e
+ jr .storeTile
+.notFacingLeft
+ cp SPRITE_FACING_RIGHT
+ jr nz, .storeTile
+; facing right
+ ld hl, $ffdb
+ set 3, [hl]
+ aCoord 12, 9
+ inc e
+.storeTile
+ ld c, a
+ ld [wTileInFrontOfBoulderAndBoulderCollisionResult], a
+ ld [wTileInFrontOfPlayer], a
+ ret
diff --git a/engine/overworld/healing_machine.asm b/engine/overworld/healing_machine.asm
index 38a44cfb..1dc74e2d 100755
--- a/engine/overworld/healing_machine.asm
+++ b/engine/overworld/healing_machine.asm
@@ -1,5 +1,5 @@
AnimateHealingMachine:
- ld de, PokeCenterFlashingMonitorAndHealBall
+ ld de, PokeCenterFlashingMonitorAndHealBall ; $44b7
ld hl, vChars0 + $7c0
lb bc, BANK(PokeCenterFlashingMonitorAndHealBall), $03 ; loads one too many tiles
call CopyVideoData
@@ -11,52 +11,50 @@ AnimateHealingMachine:
ld a, [rOBP1]
push af
ld a, $e0
- ld [rOBP1], a
+ ld [rOBP1], a ; $ff49
+ call UpdateGBCPal_OBP1
ld hl, wOAMBuffer + $84
- ld de, PokeCenterOAMData
+ ld de, PokeCenterOAMData ; $44d7
call CopyHealingMachineOAM
ld a, 4
ld [wAudioFadeOutControl], a
- ld a, $ff
- ld [wNewSoundID], a
- call PlaySound
+ call StopAllMusic
.waitLoop
ld a, [wAudioFadeOutControl]
- and a ; is fade-out finished?
- jr nz, .waitLoop ; if not, check again
- ld a, [wPartyCount]
+ and a
+ jr nz, .waitLoop
+ ld a, [wPartyCount] ; wPartyCount
ld b, a
.partyLoop
call CopyHealingMachineOAM
- ld a, SFX_HEALING_MACHINE
+ ld a, $9e ; (SFX_02_4a - SFX_Headers_02) / 3
call PlaySound
ld c, 30
call DelayFrames
dec b
jr nz, .partyLoop
ld a, [wAudioROMBank]
- cp BANK(Audio3_UpdateMusic)
+ cp $1f
ld [wAudioSavedROMBank], a
jr nz, .next
- ld a, $ff
- ld [wNewSoundID], a
- call PlaySound
- ld a, BANK(Music_PkmnHealed)
+ call StopAllMusic
+ ld a, $2 ; BANK(Music_PkmnHealed)
ld [wAudioROMBank], a
.next
- ld a, MUSIC_PKMN_HEALED
+ ld a, $e8 ; MUSIC_PKMN_HEALED
ld [wNewSoundID], a
call PlaySound
ld d, $28
call FlashSprite8Times
.waitLoop2
ld a, [wChannelSoundIDs]
- cp MUSIC_PKMN_HEALED ; is the healed music still playing?
- jr z, .waitLoop2 ; if so, check gain
+ cp $e8 ; MUSIC_PKMN_HEALED
+ jr z, .waitLoop2
ld c, 32
call DelayFrames
pop af
- ld [rOBP1], a
+ ld [rOBP1], a ; $ff49
+ call UpdateGBCPal_OBP1
pop hl
pop af
ld [hl], a
@@ -66,13 +64,13 @@ PokeCenterFlashingMonitorAndHealBall:
INCBIN "gfx/pokecenter_ball.2bpp"
PokeCenterOAMData:
- db $24,$34,$7C,$10 ; heal machine monitor
- db $2B,$30,$7D,$10 ; pokeballs 1-6
- db $2B,$38,$7D,$30
- db $30,$30,$7D,$10
- db $30,$38,$7D,$30
- db $35,$30,$7D,$10
- db $35,$38,$7D,$30
+ db $24,$34,$7C,$14 ; heal machine monitor
+ db $2B,$30,$7D,$14 ; pokeballs 1-6
+ db $2B,$38,$7D,$34
+ db $30,$30,$7D,$14
+ db $30,$38,$7D,$34
+ db $35,$30,$7D,$14
+ db $35,$38,$7D,$34
; d = value to xor with palette
FlashSprite8Times:
@@ -81,6 +79,7 @@ FlashSprite8Times:
ld a, [rOBP1]
xor d
ld [rOBP1], a
+ call UpdateGBCPal_OBP1
ld c, 10
call DelayFrames
dec b
diff --git a/engine/overworld/hidden_items.asm b/engine/overworld/hidden_items.asm
index 11e6ad55..15082847 100755
--- a/engine/overworld/hidden_items.asm
+++ b/engine/overworld/hidden_items.asm
@@ -9,7 +9,7 @@ HiddenItems:
predef FlagActionPredef
ld a, c
and a
- ret nz
+ jr nz, .itemAlreadyFound
call EnableAutoTextBoxDrawing
ld a, 1
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
@@ -18,6 +18,11 @@ HiddenItems:
call GetItemName
tx_pre_jump FoundHiddenItemText
+.itemAlreadyFound
+ ld a, $ff
+ ld [hItemAlreadyFound], a
+ ret
+
INCLUDE "data/hidden_item_coords.asm"
FoundHiddenItemText:
@@ -27,7 +32,7 @@ FoundHiddenItemText:
ld b, a
ld c, 1
call GiveItem
- jr nc, .BagFull
+ jr nc, .bagFull
ld hl, wObtainedHiddenItemsFlags
ld a, [wHiddenItemOrCoinsIndex]
ld c, a
@@ -37,7 +42,7 @@ FoundHiddenItemText:
call PlaySoundWaitForCurrent
call WaitForSoundToFinish
jp TextScriptEnd
-.BagFull
+.bagFull
call WaitForTextScrollButtonPress ; wait for button press
xor a
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
@@ -54,7 +59,7 @@ HiddenCoins:
predef GetQuantityOfItemInBag
ld a, b
and a
- ret z
+ jr z, .doNotPickUpCoins
ld hl, HiddenCoinCoords
call FindHiddenItemOrCoinsIndex
ld [wHiddenItemOrCoinsIndex], a
@@ -65,7 +70,7 @@ HiddenCoins:
predef FlagActionPredef
ld a, c
and a
- ret nz
+ jr nz, .doNotPickUpCoins
xor a
ld [hUnusedCoinsByte], a
ld [hCoins], a
@@ -77,24 +82,30 @@ HiddenCoins:
cp 20
jr z, .bcd20
cp 40
- jr z, .bcd20
+ jr z, .bcd20 ; should be bcd40
jr .bcd100
+
+.doNotPickUpCoins
+ ld a, $ff
+ ld [hItemAlreadyFound], a
+ ret
+
.bcd10
ld a, $10
ld [hCoins + 1], a
- jr .bcddone
+ jr .bcdDone
.bcd20
ld a, $20
ld [hCoins + 1], a
- jr .bcddone
+ jr .bcdDone
.bcd40 ; due to a typo, this is never used
ld a, $40
ld [hCoins + 1], a
- jr .bcddone
+ jr .bcdDone
.bcd100
ld a, $1
ld [hCoins], a
-.bcddone
+.bcdDone
ld de, wPlayerCoins + 1
ld hl, hCoins + 1
ld c, $2
@@ -107,13 +118,13 @@ HiddenCoins:
call EnableAutoTextBoxDrawing
ld a, [wPlayerCoins]
cp $99
- jr nz, .RoomInCoinCase
+ jr nz, .roomInCoinCase
ld a, [wPlayerCoins + 1]
cp $99
- jr nz, .RoomInCoinCase
+ jr nz, .roomInCoinCase
tx_pre_id DroppedHiddenCoinsText
jr .done
-.RoomInCoinCase
+.roomInCoinCase
tx_pre_id FoundHiddenCoinsText
.done
jp PrintPredefTextID
diff --git a/engine/overworld/hidden_objects.asm b/engine/overworld/hidden_objects.asm
index dcdf8537..9a81dcfc 100755
--- a/engine/overworld/hidden_objects.asm
+++ b/engine/overworld/hidden_objects.asm
@@ -1,43 +1,17 @@
-IsPlayerOnDungeonWarp:
- xor a
- ld [wWhichDungeonWarp], a
- ld a, [wd72d]
- bit 4, a
- ret nz
- call ArePlayerCoordsInArray
- ret nc
- ld a, [wCoordIndex]
- ld [wWhichDungeonWarp], a
- ld hl, wd72d
- set 4, [hl]
- ld hl, wd732
- set 4, [hl]
- ret
-
-; if a hidden object was found, stores $00 in [$ffee], else stores $ff
+; if a hidden object was found, stores $00 in [hDidntFindAnyHiddenObject], else stores $ff
CheckForHiddenObject:
- ld hl, $ffeb
+ ld hl, hItemAlreadyFound
xor a
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
- ld de, $0
ld hl, HiddenObjectMaps
-.hiddenMapLoop
- ld a, [hli]
- ld b, a
- cp $ff
- jr z, .noMatch
+ ld de, 3
ld a, [wCurMap]
- cp b
- jr z, .foundMatchingMap
- inc de
- inc de
- jr .hiddenMapLoop
-.foundMatchingMap
- ld hl, HiddenObjectPointers
- add hl, de
+ call IsInArray
+ jr nc, .noMatch
+ inc hl
ld a, [hli]
ld h, [hl]
ld l, a
@@ -81,13 +55,13 @@ CheckForHiddenObject:
ret
.noMatch
ld a, $ff
- ld [$ffee], a
+ ld [hDidntFindAnyHiddenObject], a
ret
; checks if the coordinates in front of the player's sprite match Y in b and X in c
; [hCoordsInFrontOfPlayerMatch] = $00 if they match, $ff if they don't match
CheckIfCoordsInFrontOfPlayerMatch:
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wPlayerFacingDirection] ; player's sprite facing direction
cp SPRITE_FACING_UP
jr z, .facingUp
cp SPRITE_FACING_LEFT
diff --git a/engine/overworld/ledges.asm b/engine/overworld/ledges.asm
index 342540b2..e7874637 100755
--- a/engine/overworld/ledges.asm
+++ b/engine/overworld/ledges.asm
@@ -6,7 +6,7 @@ HandleLedges:
and a ; OVERWORLD
ret nz
predef GetTileAndCoordsInFrontOfPlayer
- ld a, [wSpriteStateData1 + 9]
+ ld a, [wPlayerFacingDirection]
ld b, a
aCoord 8, 9
ld c, a
@@ -71,10 +71,13 @@ LoadHoppingShadowOAM:
ld de, LedgeHoppingShadow
lb bc, BANK(LedgeHoppingShadow), (LedgeHoppingShadowEnd - LedgeHoppingShadow) / $8
call CopyVideoDataDouble
- ld a, $9
- lb bc, $54, $48 ; b, c = y, x coordinates of shadow
- ld de, LedgeHoppingShadowOAM
- call WriteOAMBlock
+ ld hl, LedgeHoppingShadowOAM
+ ld de, wOAMBuffer + 36 * 4
+ ld bc, LedgeHoppingShadowOAMEnd - LedgeHoppingShadowOAM
+ call CopyData
+ ld a, $a0
+ ld [wOAMBuffer + 38 * 4], a
+ ld [wOAMBuffer + 39 * 4], a
ret
LedgeHoppingShadow:
@@ -82,5 +85,6 @@ LedgeHoppingShadow:
LedgeHoppingShadowEnd:
LedgeHoppingShadowOAM:
- db $FF,$10,$FF,$20
- db $FF,$40,$FF,$60
+ db $58,$48,$FF,$00
+ db $58,$50,$FF,$20
+LedgeHoppingShadowOAMEnd:
diff --git a/engine/overworld/load_tileset_header.asm b/engine/overworld/load_tileset_header.asm
new file mode 100644
index 00000000..05061651
--- /dev/null
+++ b/engine/overworld/load_tileset_header.asm
@@ -0,0 +1,51 @@
+LoadTilesetHeader:
+ call GetPredefRegisters
+ push hl
+ ld d, 0
+ ld a, [wCurMapTileset]
+ add a
+ add a
+ ld e, a
+ ld hl, Tilesets
+ add hl, de
+ add hl, de
+ add hl, de
+ ld de, wTilesetBank
+ ld bc, $b
+ call CopyData
+ ld a, [hl]
+ ld [hTilesetType], a
+ xor a
+ ld [$ffd8], a
+ pop hl
+ ld a, [wCurMapTileset]
+ push hl
+ push de
+ ld hl, DungeonTilesets
+ ld de, $1
+ call IsInArray
+ pop de
+ pop hl
+ jr c, .notDungeonTileset
+ ld a, [wCurMapTileset]
+ ld b, a
+ ld a, [hPreviousTileset]
+ cp b
+ jr z, .done
+.notDungeonTileset
+ ld a, [wDestinationWarpID]
+ cp $ff
+ jr z, .done
+ call LoadDestinationWarpPosition
+ ld a, [wYCoord]
+ and $1
+ ld [wYBlockCoord], a
+ ld a, [wXCoord]
+ and $1
+ ld [wXBlockCoord], a
+.done
+ ret
+
+INCLUDE "data/dungeon_tilesets.asm"
+
+INCLUDE "data/tileset_headers.asm"
diff --git a/engine/overworld/load_wild_data.asm b/engine/overworld/load_wild_data.asm
new file mode 100644
index 00000000..6444ab7e
--- /dev/null
+++ b/engine/overworld/load_wild_data.asm
@@ -0,0 +1,33 @@
+LoadWildData:
+ ld hl,WildDataPointers
+ ld a,[wCurMap]
+
+ ; get wild data for current map
+ ld c,a
+ ld b,0
+ add hl,bc
+ add hl,bc
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a ; hl now points to wild data for current map
+ ld a,[hli]
+ ld [wGrassRate],a
+ and a
+ jr z,.NoGrassData ; if no grass data, skip to surfing data
+ push hl
+ ld de,wGrassMons ; otherwise, load grass data
+ ld bc,$0014
+ call CopyData
+ pop hl
+ ld bc,$0014
+ add hl,bc
+.NoGrassData
+ ld a,[hli]
+ ld [wWaterRate],a
+ and a
+ ret z ; if no water data, we're done
+ ld de,wWaterMons ; otherwise, load surfing data
+ ld bc,$0014
+ jp CopyData
+
+INCLUDE "data/wild_mons.asm"
diff --git a/engine/overworld/map_sprite_functions1.asm b/engine/overworld/map_sprite_functions1.asm
new file mode 100644
index 00000000..f0a718bd
--- /dev/null
+++ b/engine/overworld/map_sprite_functions1.asm
@@ -0,0 +1,390 @@
+_UpdateSprites:
+ ld h, wSpriteStateData1 / $100
+ inc h
+ ld a, $e ; (wSpriteStateData2 + $0e) & $ff
+.spriteLoop
+ ld l, a
+ sub $e
+ ld c, a
+ ld [H_CURRENTSPRITEOFFSET], a
+ ld a, [hl]
+ and a
+ jr z, .skipSprite ; tests $c2Xe
+ push hl
+ push de
+ push bc
+ call .updateCurrentSprite
+ pop bc
+ pop de
+ pop hl
+.skipSprite
+ ld a, l
+ add $10 ; move to next sprite
+ cp $e ; test for overflow (back at $0e)
+ jr nz, .spriteLoop
+ ret
+.updateCurrentSprite ; 4bd7 (1:4bd7)
+ ld a, [H_CURRENTSPRITEOFFSET]
+ and a
+ jp z, UpdatePlayerSprite
+ cp $f0 ; pikachu
+ jp z, SpawnPikachu
+ ld a, [hl]
+
+UpdateNonPlayerSprite:
+ dec a
+ swap a
+ ld [$ff93], a ; $10 * sprite#
+ ld a, [wNPCMovementScriptSpriteOffset] ; some sprite offset?
+ ld b, a
+ ld a, [H_CURRENTSPRITEOFFSET]
+ cp b
+ jr nz, .unequal
+ jp DoScriptedNPCMovement
+.unequal
+ jp UpdateNPCSprite
+
+; This detects if the current sprite (whose offset is at H_CURRENTSPRITEOFFSET)
+; is going to collide with another sprite by looping over the other sprites.
+; The current sprite's offset will be labelled with i (e.g. $c1i0).
+; The loop sprite's offset will labelled with j (e.g. $c1j0).
+;
+; Note that the Y coordinate of the sprite (in [$c1k4]) is one of the following
+; 9 values when the sprite is aligned with the grid: $fc, $0c, $1c, $2c, ..., $7c.
+; The reason that 4 is added below to the coordinate is to make it align with a
+; multiple of $10 to make comparisons easier.
+DetectCollisionBetweenSprites:
+ ; nop
+
+ ld h, wSpriteStateData1 / $100
+ ld a, [H_CURRENTSPRITEOFFSET]
+ ld l, a
+
+ ld a, [hl] ; a = [$c1i0] (picture) (0 if slot is unused)
+ and a ; is this sprite slot slot used?
+ ret z ; return if not used
+
+ ld a, l
+ add 3
+ ld l, a
+
+ ld a, [hli] ; a = [$c1i3] (delta Y) (-1, 0, or 1)
+ call SetSpriteCollisionValues
+
+ ld a, [hli] ; a = [$C1i4] (Y screen coordinate)
+ add 4 ; align with multiple of $10
+
+; The effect of the following 3 lines is to
+; add 7 to a if moving south or
+; subtract 7 from a if moving north.
+ add b
+ and $f0
+ or c
+
+ ld [$ff90], a ; store Y coordinate adjusted for direction of movement
+
+ ld a, [hli] ; a = [$c1i5] (delta X) (-1, 0, or 1)
+ call SetSpriteCollisionValues
+ ld a, [hl] ; a = [$C1i6] (X screen coordinate)
+
+; The effect of the following 3 lines is to
+; add 7 to a if moving east or
+; subtract 7 from a if moving west.
+ add b
+ and $f0
+ or c
+
+ ld [$ff91], a ; store X coordinate adjusted for direction of movement
+
+ ld a, l
+ add 7
+ ld l, a
+
+ xor a
+ ld [hld], a ; zero [$c1id] XXX what's [$c1id] for?
+ ld [hld], a ; zero [$c1ic] (directions in which collisions occurred)
+
+ ld a, [$ff91]
+ ld [hld], a ; [$c1ib] = adjusted X coordinate
+ ld a, [$ff90]
+ ld [hl], a ; [$c1ia] = adjusted Y coordinate
+
+ xor a ; zero the loop counter
+
+.loop
+ ld [$ff8f], a ; store loop counter
+ swap a
+ ld e, a
+ ld a, [H_CURRENTSPRITEOFFSET]
+ cp e ; does the loop sprite match the current sprite?
+ jp z, .next ; go to the next sprite if they match
+
+ ld d, h
+ ld a, [de] ; a = [$c1j0] (picture) (0 if slot is unused)
+ and a ; is this sprite slot slot used?
+ jp z, .next ; go the next sprite if not used
+
+ inc e
+ inc e
+ ld a, [de] ; a = [$c1j2] ($ff means the sprite is offscreen)
+ inc a
+ jp z, .next ; go the next sprite if offscreen
+
+ ld a, [H_CURRENTSPRITEOFFSET]
+ add 10
+ ld l, a
+
+ inc e
+ ld a, [de] ; a = [$c1j3] (delta Y)
+ call SetSpriteCollisionValues
+
+ inc e
+ ld a, [de] ; a = [$C1j4] (Y screen coordinate)
+ add 4 ; align with multiple of $10
+
+; The effect of the following 3 lines is to
+; add 7 to a if moving south or
+; subtract 7 from a if moving north.
+ add b
+ and $f0
+ or c
+
+ sub [hl] ; subtract the adjusted Y coordinate of sprite i ([$c1ia]) from that of sprite j
+
+; calculate the absolute value of the difference to get the distance
+ jr nc, .noCarry1
+ cpl
+ inc a
+.noCarry1
+ ld [$ff90], a ; store the distance between the two sprites' adjusted Y values
+
+; Use the carry flag set by the above subtraction to determine which sprite's
+; Y coordinate is larger. This information is used later to set [$c1ic],
+; which stores which direction the collision occurred in.
+; The following 5 lines set the lowest 2 bits of c, which are later shifted left by 2.
+; If sprite i's Y is larger, set lowest 2 bits of c to 10.
+; If sprite j's Y is larger or both are equal, set lowest 2 bits of c to 01.
+ push af
+ rl c
+ pop af
+ ccf
+ rl c
+
+; If sprite i's delta Y is 0, then b = 7, else b = 9.
+ ld b, 7
+ ld a, [hl] ; a = [$c1ia] (adjusted Y coordinate)
+ and $f
+ jr z, .next1
+ ld b, 9
+
+.next1
+ ld a, [$ff90] ; a = distance between adjusted Y coordinates
+ sub b
+ ld [$ff92], a ; store distance adjusted using sprite i's direction
+ ld a, b
+ ld [$ff90], a ; store 7 or 9 depending on sprite i's delta Y
+ jr c, .checkXDistance
+
+; If sprite j's delta Y is 0, then b = 7, else b = 9.
+ ld b, 7
+ dec e
+ ld a, [de] ; a = [$c1j3] (delta Y)
+ inc e
+ and a
+ jr z, .next2
+ ld b, 9
+
+.next2
+ ld a, [$ff92] ; a = distance adjusted using sprite i's direction
+ sub b ; adjust distance using sprite j's direction
+ jr z, .checkXDistance
+ jr nc, .next ; go to next sprite if distance is still positive after both adjustments
+
+.checkXDistance
+ inc e
+ inc l
+ ld a, [de] ; a = [$c1j5] (delta X)
+
+ push bc
+
+ call SetSpriteCollisionValues
+ inc e
+ ld a, [de] ; a = [$c1j6] (X screen coordinate)
+
+; The effect of the following 3 lines is to
+; add 7 to a if moving east or
+; subtract 7 from a if moving west.
+ add b
+ and $f0
+ or c
+
+ pop bc
+
+ sub [hl] ; subtract the adjusted X coordinate of sprite i ([$c1ib]) from that of sprite j
+
+; calculate the absolute value of the difference to get the distance
+ jr nc, .noCarry2
+ cpl
+ inc a
+.noCarry2
+ ld [$ff91], a ; store the distance between the two sprites' adjusted X values
+
+; Use the carry flag set by the above subtraction to determine which sprite's
+; X coordinate is larger. This information is used later to set [$c1ic],
+; which stores which direction the collision occurred in.
+; The following 5 lines set the lowest 2 bits of c.
+; If sprite i's X is larger, set lowest 2 bits of c to 10.
+; If sprite j's X is larger or both are equal, set lowest 2 bits of c to 01.
+ push af
+ rl c
+ pop af
+ ccf
+ rl c
+
+; If sprite i's delta X is 0, then b = 7, else b = 9.
+ ld b, 7
+ ld a, [hl] ; a = [$c1ib] (adjusted X coordinate)
+ and $f
+ jr z, .next3
+ ld b, 9
+
+.next3
+ ld a, [$ff91] ; a = distance between adjusted X coordinates
+ sub b
+ ld [$ff92], a ; store distance adjusted using sprite i's direction
+ ld a, b
+ ld [$ff91], a ; store 7 or 9 depending on sprite i's delta X
+ jr c, .collision
+
+; If sprite j's delta X is 0, then b = 7, else b = 9.
+ ld b, 7
+ dec e
+ ld a, [de] ; a = [$c1j5] (delta X)
+ inc e
+ and a
+ jr z, .next4
+ ld b, 9
+
+.next4
+ ld a, [$ff92] ; a = distance adjusted using sprite i's direction
+ sub b ; adjust distance using sprite j's direction
+ jr z, .collision
+ jr nc, .next ; go to next sprite if distance is still positive after both adjustments
+
+.collision
+ ld a, l
+ and $f0 ; collision with pikachu?
+ jr nz, .asm_4cd9
+ xor a
+ ld [wd434], a
+ ld a, [$ff8f]
+ cp $f
+ jr nz, .asm_4cd9
+ call Func_4d0a
+ jr .asm_4cef
+.asm_4cd9
+ ld a, [$ff91] ; a = 7 or 9 depending on sprite i's delta X
+ ld b, a
+ ld a, [$ff90] ; a = 7 or 9 depending on sprite i's delta Y
+ inc l
+
+; If delta X isn't 0 and delta Y is 0, then b = %0011, else b = %1100.
+; (note that normally if delta X isn't 0, then delta Y must be 0 and vice versa)
+ cp b
+ jr c, .next5
+ ld b, %1100
+ jr .next6
+.next5
+ ld b, %0011
+
+.next6
+ ld a, c ; c has 2 bits set (one of bits 0-1 is set for the X axis and one of bits 2-3 for the Y axis)
+ and b ; we select either the bit in bits 0-1 or bits 2-3 based on the calculation immediately above
+ or [hl] ; or with existing collision direction bits in [$c1ic]
+ ld [hl], a ; store new value
+ ld a, c ; useless code because a is overwritten before being used again
+
+; set bit in [$c1ie] or [$c1if] to indicate which sprite the collision occurred with
+ inc l
+ inc l
+.asm_4cef
+ ld a, [$ff8f] ; a = loop counter
+ ld de, SpriteCollisionBitTable
+ add a
+ add e
+ ld e, a
+ jr nc, .noCarry3
+ inc d
+.noCarry3
+ ld a, [de]
+ or [hl]
+ ld [hli], a
+ inc de
+ ld a, [de]
+ or [hl]
+ ld [hl], a
+
+.next
+ ld a, [$ff8f] ; a = loop counter
+ inc a
+ cp $10
+ jp nz, .loop
+ ret
+
+; takes delta X or delta Y in a
+; b = delta X/Y
+; c = 0 if delta X/Y is 0
+; c = 7 if delta X/Y is 1
+; c = 9 if delta X/Y is -1
+Func_4d0a:
+ ld a, [$ff91]
+ ld b, a
+ ld a, [$ff90]
+ inc l
+ cp b
+ jr c, .asm_4d17
+ ld b, %1100
+ jr .asm_4d19
+.asm_4d17
+ ld b, %11
+.asm_4d19
+ ld a, c
+ and b
+ ld [wd434], a
+ ld a, c
+ inc l
+ inc l
+ ret
+
+SetSpriteCollisionValues:
+ and a
+ ld b, 0
+ ld c, 0
+ jr z, .done
+ ld c, 9
+ cp -1
+ jr z, .ok
+ ld c, 7
+ ld a, 0
+.ok
+ ld b, a
+.done
+ ret
+
+SpriteCollisionBitTable:
+ db %00000000,%00000001
+ db %00000000,%00000010
+ db %00000000,%00000100
+ db %00000000,%00001000
+ db %00000000,%00010000
+ db %00000000,%00100000
+ db %00000000,%01000000
+ db %00000000,%10000000
+ db %00000001,%00000000
+ db %00000010,%00000000
+ db %00000100,%00000000
+ db %00001000,%00000000
+ db %00010000,%00000000
+ db %00100000,%00000000
+ db %01000000,%00000000
+ db %10000000,%00000000
diff --git a/engine/overworld/map_sprites.asm b/engine/overworld/map_sprites.asm
index 05588321..43b44946 100755
--- a/engine/overworld/map_sprites.asm
+++ b/engine/overworld/map_sprites.asm
@@ -8,433 +8,361 @@
; fields, respectively, within loops. The X is the loop index.
; If there is an inner loop, Y is the inner loop index, i.e. $C1Y* and $C2Y*
; denote fields of the sprite slots interated over in the inner loop.
-InitMapSprites:
+_InitMapSprites:
call InitOutsideMapSprites
ret c ; return if the map is an outside map (already handled by above call)
; if the map is an inside map (i.e. mapID >= $25)
- ld hl,wSpriteStateData1
- ld de,wSpriteStateData2 + $0d
-; Loop to copy picture ID's from $C1X0 to $C2XD for LoadMapSpriteTilePatterns.
-.copyPictureIDLoop
- ld a,[hl] ; $C1X0 (picture ID)
- ld [de],a ; $C2XD
- ld a,$10
- add e
- ld e,a
- ld a,$10
- add l
- ld l,a
- jr nz,.copyPictureIDLoop
-
-; This is used for both inside and outside maps, since it is called by
-; InitOutsideMapSprites.
-; Loads tile pattern data for sprites into VRAM.
-LoadMapSpriteTilePatterns:
- ld a,[wNumSprites]
- and a ; are there any sprites?
- jr nz,.spritesExist
- ret
-.spritesExist
- ld c,a ; c = [wNumSprites]
- ld b,$10 ; number of sprite slots
- ld hl,wSpriteStateData2 + $0d
- xor a
- ld [hFourTileSpriteCount],a
-.copyPictureIDLoop ; loop to copy picture ID from $C2XD to $C2XE
- ld a,[hli] ; $C2XD (sprite picture ID)
- ld [hld],a ; $C2XE
- ld a,l
- add a,$10
- ld l,a
- dec b
- jr nz,.copyPictureIDLoop
- ld hl,wSpriteStateData2 + $1e
-.loadTilePatternLoop
- ld de,wSpriteStateData2 + $1d
-; Check if the current picture ID has already had its tile patterns loaded.
-; This done by looping through the previous sprite slots and seeing if any of
-; their picture ID's match that of the current sprite slot.
-.checkIfAlreadyLoadedLoop
- ld a,e
- and a,$f0
- ld b,a ; b = offset of the wSpriteStateData2 sprite slot being checked against
- ld a,l
- and a,$f0 ; a = offset of current wSpriteStateData2 sprite slot
- cp b ; done checking all previous sprite slots?
- jr z,.notAlreadyLoaded
- ld a,[de] ; picture ID of the wSpriteStateData2 sprite slot being checked against
- cp [hl] ; do the picture ID's match?
- jp z,.alreadyLoaded
- ld a,e
- add a,$10
- ld e,a
- jr .checkIfAlreadyLoadedLoop
-.notAlreadyLoaded
- ld de,wSpriteStateData2 + $0e
- ld b,$01
-; loop to find the highest tile pattern VRAM slot (among the first 10 slots) used by a previous sprite slot
-; this is done in order to find the first free VRAM slot available
-.findNextVRAMSlotLoop
- ld a,e
- add a,$10
- ld e,a
- ld a,l
- cp e ; reached current slot?
- jr z,.foundNextVRAMSlot
- ld a,[de] ; $C2YE (VRAM slot)
- cp a,11 ; is it one of the first 10 slots?
- jr nc,.findNextVRAMSlotLoop
- cp b ; compare the slot being checked to the current max
- jr c,.findNextVRAMSlotLoop ; if the slot being checked is less than the current max
-; if the slot being checked is greater than or equal to the current max
- ld b,a ; store new max VRAM slot
- jr .findNextVRAMSlotLoop
-.foundNextVRAMSlot
- inc b ; increment previous max value to get next VRAM tile pattern slot
- ld a,b ; a = next VRAM tile pattern slot
- push af
- ld a,[hl] ; $C2XE (sprite picture ID)
- ld b,a ; b = current sprite picture ID
- cp a,SPRITE_BALL ; is it a 4-tile sprite?
- jr c,.notFourTileSprite
- pop af
- ld a,[hFourTileSpriteCount]
- add a,11
- jr .storeVRAMSlot
-.notFourTileSprite
- pop af
-.storeVRAMSlot
- ld [hl],a ; store VRAM slot at $C2XE
- ld [hVRAMSlot],a ; used to determine if it's 4-tile sprite later
- ld a,b ; a = current sprite picture ID
- dec a
- add a
- add a
- push bc
- push hl
- ld hl,SpriteSheetPointerTable
- jr nc,.noCarry
- inc h
-.noCarry
- add l
- ld l,a
- jr nc,.noCarry2
- inc h
-.noCarry2
- push hl
- call ReadSpriteSheetData
- push af
- push de
- push bc
- ld hl,vNPCSprites ; VRAM base address
- ld bc,$c0 ; number of bytes per VRAM slot
- ld a,[hVRAMSlot]
- cp a,11 ; is it a 4-tile sprite?
- jr nc,.fourTileSpriteVRAMAddr
- ld d,a
- dec d
-; Equivalent to multiplying $C0 (number of bytes in 12 tiles) times the VRAM
-; slot and adding the result to $8000 (the VRAM base address).
-.calculateVRAMAddrLoop
- add hl,bc
- dec d
- jr nz,.calculateVRAMAddrLoop
- jr .loadStillTilePattern
-.fourTileSpriteVRAMAddr
- ld hl,vSprites + $7c0 ; address for second 4-tile sprite
- ld a,[hFourTileSpriteCount]
- and a
- jr nz,.loadStillTilePattern
-; if it's the first 4-tile sprite
- ld hl,vSprites + $780 ; address for first 4-tile sprite
- inc a
- ld [hFourTileSpriteCount],a
-.loadStillTilePattern
- pop bc
- pop de
- pop af
- push hl
- push hl
- ld h,d
- ld l,e
- pop de
- ld b,a
- ld a,[wFontLoaded]
- bit 0,a ; reloading upper half of tile patterns after displaying text?
- jr nz,.skipFirstLoad ; if so, skip loading data into the lower half
- ld a,b
- ld b,0
- call FarCopyData2 ; load tile pattern data for sprite when standing still
-.skipFirstLoad
- pop de
- pop hl
- ld a,[hVRAMSlot]
- cp a,11 ; is it a 4-tile sprite?
- jr nc,.skipSecondLoad ; if so, there is no second block
- push de
- call ReadSpriteSheetData
- push af
- ld a,$c0
- add e
- ld e,a
- jr nc,.noCarry3
- inc d
-.noCarry3
- ld a,[wFontLoaded]
- bit 0,a ; reloading upper half of tile patterns after displaying text?
- jr nz,.loadWhileLCDOn
- pop af
- pop hl
- set 3,h ; add $800 to hl
- push hl
- ld h,d
- ld l,e
- pop de
- call FarCopyData2 ; load tile pattern data for sprite when walking
- jr .skipSecondLoad
-; When reloading the upper half of tile patterns after diplaying text, the LCD
-; will be on, so CopyVideoData (which writes to VRAM only during V-blank) must
-; be used instead of FarCopyData2.
-.loadWhileLCDOn
- pop af
- pop hl
- set 3,h ; add $800 to hl
- ld b,a
- swap c
- call CopyVideoData ; load tile pattern data for sprite when walking
-.skipSecondLoad
- pop hl
- pop bc
- jr .nextSpriteSlot
-.alreadyLoaded ; if the current picture ID has already had its tile patterns loaded
- inc de
- ld a,[de] ; a = VRAM slot for the current picture ID (from $C2YE)
- ld [hl],a ; store VRAM slot in current wSpriteStateData2 sprite slot (at $C2XE)
-.nextSpriteSlot
- ld a,l
- add a,$10
- ld l,a
- dec c
- jp nz,.loadTilePatternLoop
- ld hl,wSpriteStateData2 + $0d
- ld b,$10
-; the pictures ID's stored at $C2XD are no longer needed, so zero them
-.zeroStoredPictureIDLoop
- xor a
- ld [hl],a ; $C2XD
- ld a,$10
- add l
- ld l,a
- dec b
- jr nz,.zeroStoredPictureIDLoop
- ret
-
-; reads data from SpriteSheetPointerTable
-; INPUT:
-; hl = address of sprite sheet entry
-; OUTPUT:
-; de = pointer to sprite sheet
-; bc = length in bytes
-; a = ROM bank
-ReadSpriteSheetData:
- ld a,[hli]
- ld e,a
- ld a,[hli]
- ld d,a
- ld a,[hli]
- ld c,a
- xor a
- ld b,a
- ld a,[hli]
+ call LoadSpriteSetFromMapHeader
+ call LoadMapSpriteTilePatterns
+ call Func_14150
ret
; Loads sprite set for outside maps (cities and routes) and sets VRAM slots.
; sets carry if the map is a city or route, unsets carry if not
InitOutsideMapSprites:
- ld a,[wCurMap]
- cp a,REDS_HOUSE_1F ; is the map a city or a route (map ID less than $25)?
+ ld a, [wCurMap]
+ cp a, REDS_HOUSE_1F ; is the map a city or a route (map ID less than $25)?
ret nc ; if not, return
- ld hl,MapSpriteSets
- add l
- ld l,a
- jr nc,.noCarry
- inc h
-.noCarry
- ld a,[hl] ; a = spriteSetID
- cp a,$f0 ; does the map have 2 sprite sets?
- call nc,GetSplitMapSpriteSetID ; if so, choose the appropriate one
- ld b,a ; b = spriteSetID
- ld a,[wFontLoaded]
- bit 0,a ; reloading upper half of tile patterns after displaying text?
- jr nz,.loadSpriteSet ; if so, forcibly reload the sprite set
- ld a,[wSpriteSetID]
+ call GetSplitMapSpriteSetID
+; if so, choose the appropriate one
+ ld b, a ; b = spriteSetID
+ ld a, [wFontLoaded]
+ bit 0, a ; reloading upper half of tile patterns after displaying text?
+ jr nz, .loadSpriteSet ; if so, forcibly reload the sprite set
+ ld a, [wSpriteSetID]
cp b ; has the sprite set ID changed?
- jr z,.skipLoadingSpriteSet ; if not, don't load it again
+ jr z, .skipLoadingSpriteSet ; if not, don't load it again
.loadSpriteSet
- ld a,b
- ld [wSpriteSetID],a
+ ld a, b
+ ld [wSpriteSetID], a
dec a
- ld b,a
- sla a
- ld c,a
- sla a
- sla a
- add c
- add b ; a = (spriteSetID - 1) * 11
- ld de,SpriteSets
-; add a to de to get offset of sprite set
- add e
- ld e,a
- jr nc,.noCarry2
- inc d
-.noCarry2
- ld hl,wSpriteStateData2 + $0d
- ld a,SPRITE_RED
- ld [hl],a
- ld bc,wSpriteSet
-; Load the sprite set into RAM.
-; This loop also fills $C2XD (sprite picture ID) where X is from $0 to $A
-; with picture ID's. This is done so that LoadMapSpriteTilePatterns will
-; load tile patterns for all sprite pictures in the sprite set.
-.loadSpriteSetLoop
- ld a,$10
- add l
- ld l,a
- ld a,[de] ; sprite picture ID from sprite set
- ld [hl],a ; $C2XD (sprite picture ID)
- ld [bc],a
- inc de
- inc bc
- ld a,l
- cp a,$bd ; reached 11th sprite slot?
- jr nz,.loadSpriteSetLoop
- ld b,4 ; 4 remaining sprite slots
-.zeroRemainingSlotsLoop ; loop to zero the picture ID's of the remaining sprite slots
- ld a,$10
- add l
- ld l,a
- xor a
- ld [hl],a ; $C2XD (sprite picture ID)
- dec b
- jr nz,.zeroRemainingSlotsLoop
- ld a,[wNumSprites]
- push af ; save number of sprites
- ld a,11 ; 11 sprites in sprite set
- ld [wNumSprites],a
+ ld c, a
+ ld b, 0
+ ld a, (wSpriteSetID - wSpriteSet)
+ ld hl, SpriteSets
+ call AddNTimes ; get sprite set offset
+ ld de, wSpriteSet
+ ld bc, (wSpriteSetID - wSpriteSet)
+ call CopyData ; copy it to wSpriteSet
call LoadMapSpriteTilePatterns
- pop af
- ld [wNumSprites],a ; restore number of sprites
- ld hl,wSpriteStateData2 + $1e
- ld b,$0f
-; The VRAM tile pattern slots that LoadMapSpriteTilePatterns set are in the
-; order of the map's sprite set, not the order of the actual sprites loaded
-; for the current map. So, they are not needed and are zeroed by this loop.
-.zeroVRAMSlotsLoop
- xor a
- ld [hl],a ; $C2XE (VRAM slot)
- ld a,$10
- add l
- ld l,a
- dec b
- jr nz,.zeroVRAMSlotsLoop
.skipLoadingSpriteSet
- ld hl,wSpriteStateData1 + $10
+ call Func_14150
+ scf
+ ret
+
+LoadSpriteSetFromMapHeader:
; This loop stores the correct VRAM tile pattern slots according the sprite
; data from the map's header. Since the VRAM tile pattern slots are filled in
; the order of the sprite set, in order to find the VRAM tile pattern slot
; for a sprite slot, the picture ID for the sprite is looked up within the
-; sprite set. The index of the picture ID within the sprite set plus one
-; (since the Red sprite always has the first VRAM tile pattern slot) is the
-; VRAM tile pattern slot.
+; sprite set. The index of the picture ID within the sprite set plus two
+; (since the Red sprite always has the first VRAM tile pattern slot and the
+; Pikachu sprite reserves the second slot) is the VRAM tile pattern slot.
+ ld hl, wSpriteSet
+ ld bc, (wSpriteSetID - wSpriteSet)
+ xor a
+ call FillMemory
+ ld a, SPRITE_PIKACHU ; load Pikachu separately
+ ld [wSpriteSet], a
+ ld hl, wSprite01SpriteStateData1
+ ld a, 14
.storeVRAMSlotsLoop
- ld c,0
- ld a,[hl] ; $C1X0 (picture ID) (zero if sprite slot is not used)
+ push af
+ ld a, [hl] ; $C1X0 (picture ID) (zero if sprite slot is not used)
and a ; is the sprite slot used?
- jr z,.skipGettingPictureIndex ; if the sprite slot is not used
- ld b,a ; b = picture ID
- ld de,wSpriteSet
-; Loop to find the index of the sprite's picture ID within the sprite set.
-.getPictureIndexLoop
- inc c
- ld a,[de]
+ jr z, .continue ; if the sprite slot is not used
+ ld c, a
+ call CheckForFourTileSprite ; is this a four tile sprite?
+ jr nc, .isFourTileSprite
+; loop through the space reserved for four tile picture IDs
+ ld de, wSpriteSet + 9
+ ld b, 2
+ call CheckIfPictureIDAlreadyLoaded
+ jr .continue
+
+.isFourTileSprite
+; loop through the space reserved for regular picture IDs
+ ld de, wSpriteSet
+ ld b, 9
+ call CheckIfPictureIDAlreadyLoaded
+.continue
+ ld de, wSprite02SpriteStateData1 - wSprite01SpriteStateData1
+ add hl, de
+ pop af
+ dec a
+ jr nz, .storeVRAMSlotsLoop
+ ret
+
+CheckIfPictureIDAlreadyLoaded:
+; Check if the current picture ID has already had its tile patterns loaded.
+; This done by looping through the previous sprite slots and seeing if any of
+; their picture ID's match that of the current sprite slot.
+.loop
+ ld a, [de]
+ and a ; is sprite set slot not taken up yet?
+ jr z, .spriteSlotNotTaken ; if so, load it as it signifies we've reached
+ ; the end of data for the last sprite set
+
+ cp c ; is the tile pattern already loaded?
+ ret z ; don't redundantly load
+ dec b ; have we reached the end of the sprite set?
+ jr z, .spriteNotAlreadyLoaded ; if so, we're done here
inc de
- cp b ; does the picture ID match?
- jr nz,.getPictureIndexLoop
- inc c
-.skipGettingPictureIndex
- push hl
- inc h
- ld a,$0e
- add l
- ld l,a
- ld a,c ; a = VRAM slot (zero if sprite slot is not used)
- ld [hl],a ; $C2XE (VRAM slot)
- pop hl
- ld a,$10
- add l
- ld l,a
+ jr .loop
+
+.spriteSlotNotTaken
+ ld a, c
+ ld [de], a
+ ret
+.spriteNotAlreadyLoaded
+ scf
+ ret
+
+CheckForFourTileSprite:
+; Checks for a sprite added in yellow
+; Returns no carry if the sprite is Pikachu, as its sprite is handled separately
+; Else, returns carry if the sprite uses 4 tiles
+ cp SPRITE_PIKACHU ; is this the Pikachu Sprite?
+ ret z ; return if yes
+
+ cp SPRITE_BALL ; is this a four tile sprite?
+ jr nc, .notYellowSprite ; set carry if yes
+; regular sprite
and a
- jr nz,.storeVRAMSlotsLoop
+ ret
+
+.notYellowSprite
scf
ret
+LoadMapSpriteTilePatterns:
+ ld a, 0
+.loop
+ ld [hVRAMSlot], a
+ cp 9
+ jr nc, .fourTileSprite
+ call LoadStillTilePattern
+ call LoadWalkingTilePattern
+ jr .continue
+
+.fourTileSprite
+ call LoadStillTilePattern
+.continue
+ ld a, [hVRAMSlot]
+ inc a
+ cp 11
+ jr nz, .loop
+ ret
+
+ReloadWalkingTilePatterns:
+ xor a
+.loop
+ ld [hVRAMSlot], a
+ cp 9
+ jr nc, .fourTileSprite
+ call LoadWalkingTilePattern
+.fourTileSprite
+ ld a, [hVRAMSlot]
+ inc a
+ cp 11
+ jr nz, .loop
+ ret
+
+LoadStillTilePattern:
+ ld a, [wFontLoaded]
+ bit 0, a ; reloading upper half of tile patterns after displaying text?
+ ret nz ; if so, skip loading data into the lower half
+ call ReadSpriteSheetData
+ ret nc
+ call GetSpriteVRAMAddress
+ call CopyVideoDataAlternate ; new yellow function
+ ret
+
+LoadWalkingTilePattern:
+ call ReadSpriteSheetData
+ ret nc
+ ld hl, $c0
+ add hl, de
+ ld d, h
+ ld e, l
+ call GetSpriteVRAMAddress
+ set 3, h ; add $800 to hl
+ call CopyVideoDataAlternate
+ ret
+
+GetSpriteVRAMAddress:
+ push bc
+ ld a, [hVRAMSlot]
+ ld c, a
+ ld b, 0
+ ld hl, SpriteVRAMAddresses
+ add hl, bc
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ pop bc
+ ret
+
+SpriteVRAMAddresses:
+; Equivalent to multiplying $C0 (number of bytes in 12 tiles) times the VRAM
+; slot and adding the result to $8000 (the VRAM base address).
+ dw vChars0 + $0c0
+ dw vChars0 + $180
+ dw vChars0 + $240
+ dw vChars0 + $300
+ dw vChars0 + $3c0
+ dw vChars0 + $480
+ dw vChars0 + $540
+ dw vChars0 + $600
+ dw vChars0 + $6c0
+ dw vChars0 + $780 ; 4-tile sprites
+ dw vChars0 + $7c0 ; 4-tile sprites
+
+ReadSpriteSheetData:
+ ld a, [hVRAMSlot]
+ ld e, a
+ ld d, 0
+ ld hl, wSpriteSet
+ add hl, de
+ ld a, [hl]
+ and a
+ ret z
+
+ dec a
+ ld l, a
+ ld h, 0
+ add hl, hl
+ add hl, hl
+ ld de, SpriteSheetPointerTable
+ add hl, de
+ ld e, [hl]
+ inc hl
+ ld d, [hl]
+ inc hl
+ ld c, [hl]
+ swap c ; get the number of tiles, not the raw byte length
+ ; this is because of the use of CopyVideoDataAlternate
+ inc hl
+ ld b, [hl]
+ inc hl
+ scf
+ ret
+
+Func_14150:
+ ld a, $1
+ ld [wPlayerSpriteImageBaseOffset], a ; vram slot for player
+ ld a, $2
+ ld [wPikachuSpriteImageBaseOffset], a ; vram slot for Pikachu
+ ld a, $e
+ ld hl, wSprite01SpriteStateData1
+.loop
+ ld [hVRAMSlot], a ; store current sprite set slot as a counter
+ ld a, [hl] ; $c1x0 (picture ID)
+ and a ; is the sprite unused?
+ jr z, .spriteUnused
+ call Func_14179
+ push hl
+ ld de, (wPlayerSpriteImageBaseOffset) - (wSpriteStateData1) ; $10e
+ add hl, de ; get $c2xe (sprite image base offset)
+ ld [hl], a ; write offset
+ pop hl
+.spriteUnused
+ ld de, wSprite02SpriteStateData1 - wSprite01SpriteStateData1
+ add hl, de
+ ld a, [hVRAMSlot]
+ dec a
+ jr nz, .loop
+ ret
+
+Func_14179:
+ push de
+ push bc
+ ld c, a ; c = picture ID
+ ld b, 11
+ ld de, wSpriteSet
+.findSpriteImageBaseOffsetLoop
+ ld a, [de] ; a = sprite set picture ID
+ cp c ; have we found a match?
+ jr z, .foundSpritePictureID ; if so, get the sprite image base offset and return
+ inc de
+ dec b ; have we looped through all entries in wSpriteSet?
+ jr nz, .findSpriteImageBaseOffsetLoop ; continue looping if not
+ ld a, $1 ; assume slot one if this ever happens
+ jr .done
+.foundSpritePictureID
+ ld a, 13
+ sub b ; get sprite image base offset
+.done
+ pop bc
+ pop de
+ ret
+
+GetSplitMapSpriteSetID:
+ ld e, a
+ ld d, 0
+ ld hl, MapSpriteSets
+ add hl, de
+ ld a, [hl] ; a = spriteSetID
+ cp a, $f0 ; does the map have 2 sprite sets?
+ ret c
; Chooses the correct sprite set ID depending on the player's position within
; the map for maps with two sprite sets.
-GetSplitMapSpriteSetID:
- cp a,$f8
- jr z,.route20
- ld hl,SplitMapSpriteSets
- and a,$0f
+ cp a, $f8
+ jr z, .route20
+ ld hl, SplitMapSpriteSets
+ and a, $0f
dec a
- sla a
- sla a
+ add a
+ add a
add l
- ld l,a
- jr nc,.noCarry
+ ld l, a
+ jr nc, .noCarry
inc h
.noCarry
- ld a,[hli] ; determines whether the map is split East/West or North/South
- cp a,$01
- ld a,[hli] ; position of dividing line
- ld b,a
- jr z,.eastWestDivide
+ ld a, [hli] ; determines whether the map is split East/West or North/South
+ cp a, $01
+ ld a, [hli] ; position of dividing line
+ ld b, a
+ jr z, .eastWestDivide
.northSouthDivide
- ld a,[wYCoord]
+ ld a, [wYCoord]
jr .compareCoord
+
.eastWestDivide
- ld a,[wXCoord]
+ ld a, [wXCoord]
.compareCoord
cp b
- jr c,.loadSpriteSetID
+ jr c, .loadSpriteSetID
; if in the East side or South side
inc hl
.loadSpriteSetID
- ld a,[hl]
+ ld a, [hl]
ret
; Uses sprite set $01 for West side and $0A for East side.
; Route 20 is a special case because the two map sections have a more complex
; shape instead of the map simply being split horizontally or vertically.
.route20
- ld hl,wXCoord
- ld a,[hl]
- cp a,$2b
- ld a,$01
+ ld hl, wXCoord
+ ld a, [hl]
+ cp a, $2b
+ ld a, $01
ret c
- ld a,[hl]
- cp a,$3e
- ld a,$0a
+ ld a, [hl]
+ cp a, $3e
+ ld a, $0a
ret nc
- ld a,[hl]
- cp a,$37
- ld b,$08
- jr nc,.next
- ld b,$0d
+ ld a, [hl]
+ cp a, $37
+ ld b, $08
+ jr nc, .next
+ ld b, $0d
.next
- ld a,[wYCoord]
+ ld a, [wYCoord]
cp b
- ld a,$0a
+ ld a, $0a
ret c
- ld a,$01
+ ld a, $01
ret
INCLUDE "data/sprite_sets.asm"
diff --git a/engine/overworld/missable_objects.asm b/engine/overworld/missable_objects.asm
new file mode 100644
index 00000000..dd601451
--- /dev/null
+++ b/engine/overworld/missable_objects.asm
@@ -0,0 +1,212 @@
+MarkTownVisitedAndLoadMissableObjects:
+ ld a, [wCurMap]
+ cp ROUTE_1
+ jr nc, .notInTown
+ ld c, a
+ ld b, FLAG_SET
+ ld hl, wTownVisitedFlag ; mark town as visited (for flying)
+ predef FlagActionPredef
+.notInTown
+ ld hl, MapHSPointers
+ ld a, [wCurMap]
+ ld b, $0
+ ld c, a
+ add hl, bc
+ add hl, bc
+ ld a, [hli] ; load missable objects pointer in hl
+ ld h, [hl]
+ ; fall through
+
+; LoadMissableObjects:
+; seems to not exist in yellow (predef replaced with something near TryPushingBoulder)
+ ld l, a
+ push hl
+ ld a, l
+ sub MapHS00 & $ff ; calculate difference between out pointer and the base pointer
+ ld l, a
+ ld a, h
+ sbc MapHS00 / $100
+ ld h, a
+ ld a, h
+ ld [H_DIVIDEND], a
+ ld a, l
+ ld [H_DIVIDEND + 1], a
+ xor a
+ ld [H_DIVIDEND + 2], a
+ ld [H_DIVIDEND + 3], a
+ ld a, $3
+ ld [H_DIVISOR], a
+ ld b, $2
+ call Divide ; divide difference by 3, resulting in the global offset (number of missable items before ours)
+ ld a, [wCurMap]
+ ld b, a
+ ld a, [H_DIVIDEND + 3]
+ ld c, a ; store global offset in c
+ ld de, wMissableObjectList
+ pop hl
+.writeMissableObjectsListLoop
+ ld a, [hli]
+ cp $ff
+ jr z, .done ; end of list
+ cp b
+ jr nz, .done ; not for current map anymore
+ ld a, [hli]
+ inc hl
+ ld [de], a ; write (map-local) sprite ID
+ inc de
+ ld a, c
+ inc c
+ ld [de], a ; write (global) missable object index
+ inc de
+ jr .writeMissableObjectsListLoop
+.done
+ ld a, $ff
+ ld [de], a ; write sentinel
+ ret
+
+InitializeMissableObjectsFlags:
+ ld hl, wMissableObjectFlags
+ ld bc, wMissableObjectFlagsEnd - wMissableObjectFlags
+ xor a
+ call FillMemory ; clear missable objects flags
+ ld hl, MapHS00
+ xor a
+ ld [wMissableObjectCounter], a
+.missableObjectsLoop
+ ld a, [hli]
+ cp $ff ; end of list
+ ret z
+ push hl
+ inc hl
+ ld a, [hl]
+ cp Hide
+ jr nz, .skip
+ ld hl, wMissableObjectFlags
+ ld a, [wMissableObjectCounter]
+ ld c, a
+ ld b, FLAG_SET
+ call MissableObjectFlagAction ; set flag if Item is hidden
+.skip
+ ld hl, wMissableObjectCounter
+ inc [hl]
+ pop hl
+ inc hl
+ inc hl
+ jr .missableObjectsLoop
+
+; tests if current sprite is a missable object that is hidden/has been removed
+IsObjectHidden:
+ ld a, [H_CURRENTSPRITEOFFSET]
+ swap a
+ ld b, a
+ ld hl, wMissableObjectList
+.loop
+ ld a, [hli]
+ cp $ff
+ jr z, .notHidden ; not missable -> not hidden
+ cp b
+ ld a, [hli]
+ jr nz, .loop
+ ld c, a
+ ld b, FLAG_TEST
+ ld hl, wMissableObjectFlags
+ call MissableObjectFlagAction
+ ld a, c
+ and a
+ jr nz, .hidden
+.notHidden
+ xor a
+.hidden
+ ld [$ffe5], a
+ ret
+
+; adds missable object (items, leg. pokemon, etc.) to the map
+; [wMissableObjectIndex]: index of the missable object to be added (global index)
+ShowObject:
+ShowObject2:
+ ld hl, wMissableObjectFlags
+ ld a, [wMissableObjectIndex]
+ ld c, a
+ ld b, FLAG_RESET
+ call MissableObjectFlagAction ; reset "removed" flag
+ jp UpdateSprites
+
+; removes missable object (items, leg. pokemon, etc.) from the map
+; [wMissableObjectIndex]: index of the missable object to be removed (global index)
+HideObject:
+ ld hl, wMissableObjectFlags
+ ld a, [wMissableObjectIndex]
+ ld c, a
+ ld b, FLAG_SET
+ call MissableObjectFlagAction ; set "removed" flag
+ jp UpdateSprites
+
+MissableObjectFlagAction:
+; identical to FlagAction
+
+ push hl
+ push de
+ push bc
+
+ ; bit
+ ld a, c
+ ld d, a
+ and 7
+ ld e, a
+
+ ; byte
+ ld a, d
+ srl a
+ srl a
+ srl a
+ add l
+ ld l, a
+ jr nc, .ok
+ inc h
+.ok
+
+ ; d = 1 << e (bitmask)
+ inc e
+ ld d, 1
+.shift
+ dec e
+ jr z, .shifted
+ sla d
+ jr .shift
+.shifted
+
+ ld a, b
+ and a
+ jr z, .reset
+ cp 2
+ jr z, .read
+
+.set
+ ld a, [hl]
+ ld b, a
+ ld a, d
+ or b
+ ld [hl], a
+ jr .done
+
+.reset
+ ld a, [hl]
+ ld b, a
+ ld a, d
+ xor $ff
+ and b
+ ld [hl], a
+ jr .done
+
+.read
+ ld a, [hl]
+ ld b, a
+ ld a, d
+ and b
+
+.done
+ pop bc
+ pop de
+ pop hl
+ ld c, a
+ ret
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm
index e60f820a..ad4515ff 100644
--- a/engine/overworld/movement.asm
+++ b/engine/overworld/movement.asm
@@ -20,7 +20,13 @@ UpdatePlayerSprite:
ld [wSpriteStateData1 + 2], a
ret
.lowerLeftTileIsMapTile
+ ld a, [wUpdateSpritesEnabled]
+ push af
+ ld a, $ff
+ ld [wUpdateSpritesEnabled], a
call DetectCollisionBetweenSprites
+ pop af
+ ld [wUpdateSpritesEnabled], a
ld h, wSpriteStateData1 / $100
ld a, [wWalkCounter]
and a
@@ -46,42 +52,24 @@ UpdatePlayerSprite:
jr z, .notMoving
ld a, SPRITE_FACING_RIGHT
jr .next
+.next
+ ld [wPlayerFacingDirection], a ; facing direction
+ ld a, [wFontLoaded]
+ bit 0, a
+ jr z, .moving
.notMoving
; zero the animation counters
xor a
ld [wSpriteStateData1 + 7], a
ld [wSpriteStateData1 + 8], a
- jr .calcImageIndex
-.next
- ld [wSpriteStateData1 + 9], a ; facing direction
- ld a, [wFontLoaded]
- bit 0, a
- jr nz, .notMoving
+ call Func_4e32
+ jr .skipSpriteAnim
.moving
ld a, [wd736]
bit 7, a ; is the player sprite spinning due to a spin tile?
jr nz, .skipSpriteAnim
- ld a, [H_CURRENTSPRITEOFFSET]
- add $7
- ld l, a
- ld a, [hl]
- inc a
- ld [hl], a
- cp 4
- jr nz, .calcImageIndex
- xor a
- ld [hl], a
- inc hl
- ld a, [hl]
- inc a
- and $3
- ld [hl], a
-.calcImageIndex
- ld a, [wSpriteStateData1 + 8]
- ld b, a
- ld a, [wSpriteStateData1 + 9]
- add b
- ld [wSpriteStateData1 + 2], a
+ call Func_5274
+ call Func_4e32
.skipSpriteAnim
; If the player is standing on a grass tile, make the player's sprite have
; lower priority than the background so that it's partially obscured by the
@@ -95,18 +83,15 @@ UpdatePlayerSprite:
jr nz, .next2
ld a, $80
.next2
- ld [wSpriteStateData2 + 7], a
+ ld [wSpriteStateData2 + $07], a
ret
-UnusedReadSpriteDataFunction:
- push bc
- push af
- ld a, [H_CURRENTSPRITEOFFSET]
- ld c, a
- pop af
- add c
- ld l, a
- pop bc
+Func_4e32:
+ ld a, [wSpriteStateData1 + 8]
+ ld b, a
+ ld a, [wPlayerFacingDirection]
+ add b
+ ld [wSpriteStateData1 + 2], a
ret
UpdateNPCSprite:
@@ -119,7 +104,7 @@ UpdateNPCSprite:
ld l, a
ld a, [hl] ; read movement byte 2
ld [wCurSpriteMovement2], a
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
ld l, a
inc l
@@ -128,7 +113,7 @@ UpdateNPCSprite:
jp z, InitializeSpriteStatus
call CheckSpriteAvailability
ret c ; if sprite is invisible, on tile >=$60, in grass or player is currently walking
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
ld l, a
inc l
@@ -144,19 +129,21 @@ UpdateNPCSprite:
jp z, UpdateSpriteMovementDelay ; c1x1 == 2
cp $3
jp z, UpdateSpriteInWalkingAnimation ; c1x1 == 3
+ cp $4
+ jp z, Func_5357
ld a, [wWalkCounter]
and a
ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
call InitializeSpriteScreenPosition
- ld h, $c2
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $6
ld l, a
ld a, [hl] ; c2x6: movement byte 1
inc a
- jr z, .randomMovement ; value $FF
+ jp z, .randomMovement ; value $FF
inc a
- jr z, .randomMovement ; value $FE
+ jp z, .randomMovement ; value $FE
; scripted movement
dec a
ld [hl], a ; increment movement byte 1 (movement data index)
@@ -181,12 +168,18 @@ UpdateNPCSprite:
ret
.next
cp WALK
- jr nz, .determineDirection
+ jr nz, .asm_4ecb
; current NPC movement data is $fe. this seems buggy
ld [hl], $1 ; set movement byte 1 to $1
ld de, wNPCMovementDirections
call LoadDEPlusA ; a = [wNPCMovementDirections + $fe] (?)
- jr .determineDirection
+.asm_4ecb
+ push af
+ call Func_5288
+ pop bc
+ ld a, b
+ jr nc, .determineDirection
+ ret
.randomMovement
call GetTileSpriteStandsOn
call Random
@@ -261,59 +254,25 @@ ChangeFacingDirection:
; set carry on failure, clears carry on success
TryWalking:
push hl
- ld h, $c1
- ld a, [H_CURRENTSPRITEOFFSET]
- add $9
- ld l, a
- ld [hl], c ; c1x9 (update facing direction)
- ld a, [H_CURRENTSPRITEOFFSET]
- add $3
- ld l, a
- ld [hl], d ; c1x3 (update Y movement delta)
- inc l
- inc l
- ld [hl], e ; c1x5 (update X movement delta)
+ call Func_5337
pop hl
push de
- ld c, [hl] ; read tile to walk onto
+ ld c, [hl]
call CanWalkOntoTile
pop de
- ret c ; cannot walk there (reinitialization of delay values already done)
- ld h, $c2
- ld a, [H_CURRENTSPRITEOFFSET]
- add $4
- ld l, a
- ld a, [hl] ; c2x4: Y position
- add d
- ld [hli], a ; update Y position
- ld a, [hl] ; c2x5: X position
- add e
- ld [hl], a ; update X position
+ ret c
+ call Func_5349
ld a, [H_CURRENTSPRITEOFFSET]
ld l, a
- ld [hl], $10 ; c2x0=16: walk animation counter
+ ld [hl], $10 ; c1x9 (update facing direction)
dec h
inc l
- ld [hl], $3 ; c1x1: set movement status to walking
+ ld [hl], $3
jp UpdateSpriteImage
; update the walking animation parameters for a sprite that is currently walking
UpdateSpriteInWalkingAnimation:
- ld a, [H_CURRENTSPRITEOFFSET]
- add $7
- ld l, a
- ld a, [hl] ; c1x7 (counter until next walk animation frame)
- inc a
- ld [hl], a ; c1x7 += 1
- cp $4
- jr nz, .noNextAnimationFrame
- xor a
- ld [hl], a ; c1x7 = 0
- inc l
- ld a, [hl] ; c1x8 (walk animation frame)
- inc a
- and $3
- ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step)
+ call Func_5274
.noNextAnimationFrame
ld a, [H_CURRENTSPRITEOFFSET]
add $3
@@ -393,7 +352,7 @@ UpdateSpriteMovementDelay:
ld l, a
ld [hl], $1 ; c1x1 = 1 (mark as ready to move)
notYetMoving:
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $8
ld l, a
@@ -408,7 +367,6 @@ MakeNPCFacePlayer:
ld a, [wd72d]
bit 5, a
jr nz, notYetMoving
-
res 7, [hl]
ld a, [wPlayerDirection]
bit PLAYER_DIR_BIT_UP, a
@@ -445,11 +403,12 @@ InitializeSpriteStatus:
ld a, $8
ld [hli], a ; $c2x2: set Y displacement to 8
ld [hl], a ; $c2x3: set X displacement to 8
+ call InitializeSpriteScreenPosition ; could have done fallthrough here
ret
; calculates the spprite's scrren position form its map position and the player position
InitializeSpriteScreenPosition:
- ld h, $c2
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a
@@ -457,7 +416,7 @@ InitializeSpriteScreenPosition:
ld b, a
ld a, [hl] ; c2x4 (Y position + 4)
sub b ; relative to player position
- swap a ; * 16
+ call Func_5033
sub $4 ; - 4
dec h
ld [hli], a ; c1x4 (screen Y position)
@@ -466,18 +425,30 @@ InitializeSpriteScreenPosition:
ld b, a
ld a, [hli] ; c2x6 (X position + 4)
sub b ; relative to player position
- swap a ; * 16
+ call Func_5033
dec h
ld [hl], a ; c1x6 (screen X position)
ret
+Func_5033:
+ jr nc, .asm_503c
+ cpl
+ inc a
+ swap a
+ cpl
+ inc a
+ ret
+.asm_503c
+ swap a
+ ret
+
; tests if sprite is off screen or otherwise unable to do anything
CheckSpriteAvailability:
predef IsObjectHidden
ld a, [$ffe5]
and a
jp nz, .spriteInvisible
- ld h, $c2
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $6
ld l, a
@@ -525,7 +496,7 @@ CheckSpriteAvailability:
cp d
jr c, .spriteVisible ; standing on tile with ID >=$60 (top right tile)
.spriteInvisible
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $2
ld l, a
@@ -579,7 +550,7 @@ UpdateSpriteImage:
; e: X movement delta (-1, 0 or 1)
; set carry on failure, clears carry on success
CanWalkOntoTile:
- ld h, $c2
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $6
ld l, a
@@ -590,24 +561,16 @@ CanWalkOntoTile:
and a
ret
.notScripted
- ld a, [wTileSetCollisionPtr]
- ld l, a
- ld a, [wTileSetCollisionPtr+1]
- ld h, a
-.tilePassableLoop
- ld a, [hli]
- cp $ff
- jr z, .impassable
- cp c
- jr nz, .tilePassableLoop
- ld h, $c2
+ call _IsTilePassable
+ jr c, .impassable
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $6
ld l, a
ld a, [hl] ; $c2x6 (movement byte 1)
inc a
jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a
@@ -623,17 +586,23 @@ CanWalkOntoTile:
jr nc, .impassable ; don't walk off screen
push de
push bc
+ ld a, [wUpdateSpritesEnabled]
+ push af
+ ld a, $ff
+ ld [wUpdateSpritesEnabled], a
call DetectCollisionBetweenSprites
+ pop af
+ ld [wUpdateSpritesEnabled], a
pop bc
pop de
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $c
ld l, a
ld a, [hl] ; c1xc (directions in which sprite collision would occur)
and b ; check against chosen direction (1,2,4 or 8)
jr nz, .impassable ; collision between sprites, don't go there
- ld h, $c2
+ ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $2
ld l, a
@@ -642,7 +611,7 @@ CanWalkOntoTile:
jr nz, .upwards
add d
cp $5
- jr c, .impassable ; if c2x2+d < 5, don't go ;bug: this tests probably were supposed to prevent sprites
+ ;jr c, .impassable (bugfix) ; if c2x2+d < 5, don't go ;bug: this tests probably were supposed to prevent sprites
jr .checkHorizontal ; from walking out too far, but this line makes sprites get stuck
.upwards ; whenever they walked upwards 5 steps
sub $1 ; on the other hand, the amount a sprite can walk out to the
@@ -664,7 +633,7 @@ CanWalkOntoTile:
and a ; clear carry (marking success)
ret
.impassable
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
inc a
ld l, a
@@ -690,13 +659,13 @@ CanWalkOntoTile:
; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
; hl: output pointer
GetTileSpriteStandsOn:
- ld h, $c1
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a
ld a, [hli] ; c1x4: screen Y position
add $4 ; align to 2*2 tile blocks (Y position is always off 4 pixels to the top)
- and $f0 ; in case object is currently moving
+ and $f8 ; in case object is currently moving (XXX why changed to $f8?)
srl a ; screen Y tile * 4
ld c, a
ld b, $0
@@ -862,20 +831,235 @@ AnimScriptedNPCMovement:
ret
AdvanceScriptedNPCAnimFrameCounter:
+ call Func_5274
+ ld h, wSpriteStateData1 / $100
ld a, [H_CURRENTSPRITEOFFSET]
- add $7
+ add $8
ld l, a
ld a, [hl] ; intra-animation frame counter
+ and $3
+ ld [hSpriteAnimFrameCounter], a
+ ret
+
+Func_5274:
+ ld a, [H_CURRENTSPRITEOFFSET]
+ add $7
+ ld l, a
+ ld h, wSpriteStateData1 / $100
+ ld a, [hl] ; c1x7 (counter until next walk animation frame)
+ inc a
+ and $3
+ ld [hl], a ; c1x7 += 1
+ ret nz ; c1x7 = 0
+ inc l
+ ld a, [hl] ; c1x8 (walk animation frame)
inc a
+ and $3
+ ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step)
+ ret
+
+Func_5288:
+; nice lookup table
+; a is supposedly [wNPCMovementDirections + $fe]
+ cp $5
+ jr z, .asm_52af
+ cp $4
+ jr z, .asm_52aa
+ cp $6
+ jr z, .asm_52b4
+ cp $7
+ jr z, .asm_52b9
+ cp $11
+ jr z, .asm_52c3
+ cp $12
+ jr z, .asm_52be
+ cp $13
+ jr z, .asm_52c8
+ cp $14
+ jr z, .asm_52cd
+ xor a
+ ret
+; set 1?
+.asm_52aa
+ call Func_531f
+ jr .asm_52e6
+.asm_52af
+ call Func_5325
+ jr .asm_52e6
+.asm_52b4
+ call Func_5331
+ jr .asm_52e6
+.asm_52b9
+ call Func_532b
+ jr .asm_52e6
+; set 2?
+.asm_52be
+ call Func_531f
+ jr .asm_52fa
+.asm_52c3
+ call Func_5325
+ jr .asm_52fa
+.asm_52c8
+ call Func_5331
+ jr .asm_52fa
+.asm_52cd
+ call Func_532b
+ jr .asm_52fa
+; set 3? (unused)
+.asm_52d2
+ call Func_531f
+ jr .asm_530b
+.asm_52d7
+ call Func_5325
+ jr .asm_530b
+.asm_52dc
+ call Func_5331
+ jr .asm_530b
+.asm_52e1
+ call Func_532b
+ jr .asm_530b
+
+.asm_52e6
+ call Func_5337
+ call Func_5349
+ ld a, [H_CURRENTSPRITEOFFSET]
+ ld l, a
+ ld [hl], $8
+ dec h
+ inc l
+ ld [hl], $4
+ call UpdateSpriteImage
+ scf
+ ret
+
+.asm_52fa
+ call Func_5337
+ ld a, [H_CURRENTSPRITEOFFSET]
+ ld l, a
+ ld [hl], $8
+ dec h
+ inc l
+ ld [hl], $3
+ call UpdateSpriteImage
+ scf
+ ret
+
+.asm_530b
+ call Func_5337
+ call Func_5349
+ ld a, [H_CURRENTSPRITEOFFSET]
+ ld l, a
+ ld [hl], $8
+ dec h
+ inc l
+ ld [hl], $3
+ call UpdateSpriteImage
+ scf
+ ret
+
+Func_531f:
+ lb de, 1, 0
+ ld c, SPRITE_FACING_DOWN
+ ret
+
+Func_5325:
+ lb de, -1, 0
+ ld c, SPRITE_FACING_UP
+ ret
+
+Func_532b:
+ lb de, 0, 1
+ ld c, SPRITE_FACING_RIGHT
+ ret
+
+Func_5331:
+ lb de, 0, -1
+ ld c, SPRITE_FACING_LEFT
+ ret
+
+Func_5337:
+ ld a, [H_CURRENTSPRITEOFFSET]
+ add $9
+ ld l, a
+ ld h, wSpriteStateData1 / $100
+ ld [hl], c ; c1x9 (update facing direction)
+ ld a, [H_CURRENTSPRITEOFFSET]
+ add $3
+ ld l, a
+ ld [hl], d ; c1x3 (update Y movement delta)
+ inc l
+ inc l
+ ld [hl], e ; c1x5 (update X movement delta)
+ ret
+
+Func_5349:
+ ld h, wSpriteStateData2 / $100
+ ld a, [H_CURRENTSPRITEOFFSET]
+ add $4
+ ld l, a
+ ld a, [hl] ; c2x4: Y position
+ add d
+ ld [hli], a ; update Y position
+ ld a, [hl] ; c2x5: X position
+ add e
+ ld [hl], a ; update X position
+ ret
+
+Func_5357:
+ call Func_5274
+ ld a, [H_CURRENTSPRITEOFFSET]
+ add $3
+ ld l, a
+ ld h, wSpriteStateData1 / $100
+ ld a, [hli]
+ add a
+ ld b, a
+ ld a, [hl]
+ add b
+ ld [hli], a
+ ld a, [hli]
+ add a
+ ld b, a
+ ld a, [hl]
+ add b
ld [hl], a
- cp 4
+ ld a, [H_CURRENTSPRITEOFFSET]
+ ld l, a
+ ld h, wSpriteStateData2 / $100
+ dec [hl]
ret nz
+ ld a, $6
+ add l
+ ld l, a
+ ld a, [hl]
+ cp $fe
+ jr nc, .asm_5386
+ ld a, [H_CURRENTSPRITEOFFSET]
+ inc a
+ ld l, a
+ ld h, wSpriteStateData1 / $100
+ ld [hl], $1
+ ret
+.asm_5386
+ call Random
+ ld a, [H_CURRENTSPRITEOFFSET]
+ add $8
+ ld l, a
+ ld h, wSpriteStateData2 / $100
+ ld a, [hRandomAdd]
+ and $7f
+ ld [hl], a
+ dec h
+ ld a, [H_CURRENTSPRITEOFFSET]
+ inc a
+ ld l, a
+ ld [hl], $2
+ inc l
+ inc l
xor a
- ld [hl], a ; reset intra-animation frame counter
+ ld b, [hl]
+ ld [hli], a
inc l
- ld a, [hl] ; animation frame counter
- inc a
- and $3
+ ld c, [hl]
ld [hl], a
- ld [hSpriteAnimFrameCounter], a
ret
diff --git a/engine/overworld/npc_movement.asm b/engine/overworld/npc_movement.asm
index 98d1b7a7..333779fa 100755
--- a/engine/overworld/npc_movement.asm
+++ b/engine/overworld/npc_movement.asm
@@ -37,8 +37,8 @@ _EndNPCMovementScript:
res 1, [hl]
xor a
ld [wNPCMovementScriptSpriteOffset], a
- ld [wNPCMovementScriptPointerTableNum], a
ld [wNPCMovementScriptFunctionNum], a
+ ld [wNPCMovementScriptPointerTableNum], a
ld [wWastedByteCD3A], a
ld [wSimulatedJoypadStatesIndex], a
ld [wSimulatedJoypadStatesEnd], a
@@ -79,6 +79,10 @@ PalletMovementScript_OakMoveLeft:
ld a, $3
ld [wNPCMovementScriptFunctionNum], a
.done
+ ld a, BANK(Music_MuseumGuy)
+ ld c, a
+ ld a, MUSIC_MUSEUM_GUY
+ call PlayMusic
ld hl, wFlags_D733
set 1, [hl]
ld a, $fc
@@ -127,8 +131,9 @@ PalletMovementScript_WalkToLab:
ld [wNPCMovementScriptFunctionNum], a
ret
+
RLEList_ProfOakWalkToLab:
- db NPC_MOVEMENT_DOWN, $05
+ db NPC_MOVEMENT_DOWN, $06 ; differs from red
db NPC_MOVEMENT_LEFT, $01
db NPC_MOVEMENT_DOWN, $05
db NPC_MOVEMENT_RIGHT, $03
@@ -141,7 +146,7 @@ RLEList_PlayerWalkToLab:
db D_RIGHT, $03
db D_DOWN, $05
db D_LEFT, $01
- db D_DOWN, $06
+ db D_DOWN, $07 ; differs from red
db $FF
PalletMovementScript_Done:
@@ -163,11 +168,9 @@ PewterMuseumGuyMovementScriptPointerTable:
PewterMovementScript_WalkToMuseum:
ld a, BANK(Music_MuseumGuy)
- ld [wAudioROMBank], a
- ld [wAudioSavedROMBank], a
+ ld c, a
ld a, MUSIC_MUSEUM_GUY
- ld [wNewSoundID], a
- call PlaySound
+ call PlayMusic
ld a, [wSpriteIndex]
swap a
ld [wNPCMovementScriptSpriteOffset], a
@@ -179,7 +182,7 @@ PewterMovementScript_WalkToMuseum:
ld [wSimulatedJoypadStatesIndex], a
xor a
ld [wWhichPewterGuy], a
- predef PewterGuys
+ call PewterGuys
ld hl, wNPCMovementDirections2
ld de, RLEList_PewterMuseumGuy
call DecodeRLEList
@@ -219,11 +222,9 @@ PewterGymGuyMovementScriptPointerTable:
PewterMovementScript_WalkToGym:
ld a, BANK(Music_MuseumGuy)
- ld [wAudioROMBank], a
- ld [wAudioSavedROMBank], a
+ ld c, a
ld a, MUSIC_MUSEUM_GUY
- ld [wNewSoundID], a
- call PlaySound
+ call PlayMusic
ld a, [wSpriteIndex]
swap a
ld [wNPCMovementScriptSpriteOffset], a
@@ -236,7 +237,7 @@ PewterMovementScript_WalkToGym:
ld [wSimulatedJoypadStatesIndex], a
ld a, 1
ld [wWhichPewterGuy], a
- predef PewterGuys
+ call PewterGuys
ld hl, wNPCMovementDirections2
ld de, RLEList_PewterGymGuy
call DecodeRLEList
@@ -266,27 +267,4 @@ RLEList_PewterGymGuy:
db NPC_MOVEMENT_RIGHT, $03
db $FF
-FreezeEnemyTrainerSprite:
- ld a, [wCurMap]
- cp POKEMONTOWER_7
- ret z ; the Rockets on Pokemon Tower 7F leave after battling, so don't freeze them
- ld hl, RivalIDs
- ld a, [wEngagedTrainerClass]
- ld b, a
-.loop
- ld a, [hli]
- cp $ff
- jr z, .notRival
- cp b
- ret z ; the rival leaves after battling, so don't freeze him
- jr .loop
-.notRival
- ld a, [wSpriteIndex]
- ld [H_SPRITEINDEX], a
- jp SetSpriteMovementBytesToFF
-
-RivalIDs:
- db OPP_SONY1
- db OPP_SONY2
- db OPP_SONY3
- db $ff
+INCLUDE "engine/overworld/pewter_guys.asm"
diff --git a/engine/overworld/npc_movement_2.asm b/engine/overworld/npc_movement_2.asm
new file mode 100755
index 00000000..06ee9319
--- /dev/null
+++ b/engine/overworld/npc_movement_2.asm
@@ -0,0 +1,24 @@
+FreezeEnemyTrainerSprite:
+ ld a, [wCurMap]
+ cp POKEMONTOWER_7
+ ret z ; the Rockets on Pokemon Tower 7F leave after battling, so don't freeze them
+ ld hl, RivalIDs
+ ld a, [wEngagedTrainerClass]
+ ld b, a
+.loop
+ ld a, [hli]
+ cp $ff
+ jr z, .notRival
+ cp b
+ ret z ; the rival leaves after battling, so don't freeze him
+ jr .loop
+.notRival
+ ld a, [wSpriteIndex]
+ ld [H_SPRITEINDEX], a
+ jp SetSpriteMovementBytesToFF
+
+RivalIDs:
+ db OPP_SONY1
+ db OPP_SONY2
+ db OPP_SONY3
+ db $ff
diff --git a/engine/overworld/npc_pathfinding.asm b/engine/overworld/npc_pathfinding.asm
new file mode 100644
index 00000000..f3d23b7c
--- /dev/null
+++ b/engine/overworld/npc_pathfinding.asm
@@ -0,0 +1,201 @@
+FindPathToPlayer:
+ xor a
+ ld hl, hFindPathNumSteps
+ ld [hli], a ; hFindPathNumSteps
+ ld [hli], a ; hFindPathFlags
+ ld [hli], a ; hFindPathYProgress
+ ld [hl], a ; hFindPathXProgress
+ ld hl, wNPCMovementDirections2
+ ld de, $0
+.loop
+ ld a, [hFindPathYProgress]
+ ld b, a
+ ld a, [hNPCPlayerYDistance] ; Y distance in steps
+ call CalcDifference
+ ld d, a
+ and a
+ jr nz, .asm_f76a
+ ld a, [hFindPathFlags]
+ set 0, a ; current end of path matches the player's Y coordinate
+ ld [hFindPathFlags], a
+.asm_f76a
+ ld a, [hFindPathXProgress]
+ ld b, a
+ ld a, [hNPCPlayerXDistance] ; X distance in steps
+ call CalcDifference
+ ld e, a
+ and a
+ jr nz, .asm_f77c
+ ld a, [hFindPathFlags]
+ set 1, a ; current end of path matches the player's X coordinate
+ ld [hFindPathFlags], a
+.asm_f77c
+ ld a, [hFindPathFlags]
+ cp $3 ; has the end of the path reached the player's position?
+ jr z, .done
+; Compare whether the X distance between the player and the current of the path
+; is greater or if the Y distance is. Then, try to reduce whichever is greater.
+ ld a, e
+ cp d
+ jr c, .yDistanceGreater
+; x distance is greater
+ ld a, [hNPCPlayerRelativePosFlags]
+ bit 1, a
+ jr nz, .playerIsLeftOfNPC
+ ld d, NPC_MOVEMENT_RIGHT
+ jr .next1
+.playerIsLeftOfNPC
+ ld d, NPC_MOVEMENT_LEFT
+.next1
+ ld a, [hFindPathXProgress]
+ add 1
+ ld [hFindPathXProgress], a
+ jr .storeDirection
+.yDistanceGreater
+ ld a, [hNPCPlayerRelativePosFlags]
+ bit 0, a
+ jr nz, .playerIsAboveNPC
+ ld d, NPC_MOVEMENT_DOWN
+ jr .next2
+.playerIsAboveNPC
+ ld d, NPC_MOVEMENT_UP
+.next2
+ ld a, [hFindPathYProgress]
+ add 1
+ ld [hFindPathYProgress], a
+.storeDirection
+ ld a, d
+ ld [hli], a
+ ld a, [hFindPathNumSteps]
+ inc a
+ ld [hFindPathNumSteps], a
+ jp .loop
+.done
+ ld [hl], $ff
+ ret
+
+CalcPositionOfPlayerRelativeToNPC:
+ xor a
+ ld [hNPCPlayerRelativePosFlags], a
+ ld a, [wSpriteStateData1 + 4] ; player's sprite screen Y position in pixels
+ ld d, a
+ ld a, [wSpriteStateData1 + 6] ; player's sprite screen X position in pixels
+ ld e, a
+ ld hl, wSpriteStateData1
+ ld a, [hNPCSpriteOffset]
+ add l
+ add $4
+ ld l, a
+ jr nc, .noCarry
+ inc h
+.noCarry
+ ld a, d
+ ld b, a
+ ld a, [hli] ; NPC sprite screen Y position in pixels
+ call CalcDifference
+ jr nc, .NPCSouthOfOrAlignedWithPlayer
+.NPCNorthOfPlayer
+ push hl
+ ld hl, hNPCPlayerRelativePosFlags
+ bit 0, [hl]
+ set 0, [hl]
+ pop hl
+ jr .divideYDistance
+.NPCSouthOfOrAlignedWithPlayer
+ push hl
+ ld hl, hNPCPlayerRelativePosFlags
+ bit 0, [hl]
+ res 0, [hl]
+ pop hl
+.divideYDistance
+ push hl
+ ld hl, hDividend2
+ ld [hli], a
+ ld a, 16
+ ld [hli], a
+ call DivideBytes ; divide Y absolute distance by 16
+ ld a, [hl] ; quotient
+ ld [hNPCPlayerYDistance], a
+ pop hl
+ inc hl
+ ld b, e
+ ld a, [hl] ; NPC sprite screen X position in pixels
+ call CalcDifference
+ jr nc, .NPCEastOfOrAlignedWithPlayer
+.NPCWestOfPlayer
+ push hl
+ ld hl, hNPCPlayerRelativePosFlags
+ bit 1, [hl]
+ set 1, [hl]
+ pop hl
+ jr .divideXDistance
+.NPCEastOfOrAlignedWithPlayer
+ push hl
+ ld hl, hNPCPlayerRelativePosFlags
+ bit 1, [hl]
+ res 1, [hl]
+ pop hl
+.divideXDistance
+ ld [hDividend2], a
+ ld a, 16
+ ld [hDivisor2], a
+ call DivideBytes ; divide X absolute distance by 16
+ ld a, [hQuotient2]
+ ld [hNPCPlayerXDistance], a
+ ld a, [hNPCPlayerRelativePosPerspective]
+ and a
+ ret z
+ ld a, [hNPCPlayerRelativePosFlags]
+ cpl
+ and $3
+ ld [hNPCPlayerRelativePosFlags], a
+ ret
+
+ConvertNPCMovementDirectionsToJoypadMasks:
+ ld a, [hNPCMovementDirections2Index]
+ ld [wNPCMovementDirections2Index], a
+ dec a
+ ld de, wSimulatedJoypadStatesEnd
+ ld hl, wNPCMovementDirections2
+ add l
+ ld l, a
+ jr nc, .loop
+ inc h
+.loop
+ ld a, [hld]
+ call ConvertNPCMovementDirectionToJoypadMask
+ ld [de], a
+ inc de
+ ld a, [hNPCMovementDirections2Index]
+ dec a
+ ld [hNPCMovementDirections2Index], a
+ jr nz, .loop
+ ret
+
+ConvertNPCMovementDirectionToJoypadMask:
+ push hl
+ ld b, a
+ ld hl, NPCMovementDirectionsToJoypadMasksTable
+.loop
+ ld a, [hli]
+ cp $ff
+ jr z, .done
+ cp b
+ jr z, .loadJoypadMask
+ inc hl
+ jr .loop
+.loadJoypadMask
+ ld a, [hl]
+.done
+ pop hl
+ ret
+
+NPCMovementDirectionsToJoypadMasksTable:
+ db NPC_MOVEMENT_UP, D_UP
+ db NPC_MOVEMENT_DOWN, D_DOWN
+ db NPC_MOVEMENT_LEFT, D_LEFT
+ db NPC_MOVEMENT_RIGHT, D_RIGHT
+ db $ff
+
+; unreferenced
+ ret
diff --git a/engine/overworld/oaks_aide.asm b/engine/overworld/oaks_aide.asm
index d73174c4..54ba6b7a 100755
--- a/engine/overworld/oaks_aide.asm
+++ b/engine/overworld/oaks_aide.asm
@@ -1,4 +1,4 @@
-OaksAideScript: ; 0x59035
+OaksAideScript:
ld hl, OaksAideHiText
call PrintText
call YesNoChoice
diff --git a/engine/overworld/oam.asm b/engine/overworld/oam.asm
index 94082beb..5b9831b0 100644
--- a/engine/overworld/oam.asm
+++ b/engine/overworld/oam.asm
@@ -1,12 +1,14 @@
PrepareOAMData:
; Determine OAM data for currently visible
; sprites and write it to wOAMBuffer.
+; Yellow code has been changed to use registers more efficiently
+; as well as tweaking the code to show gbc palettes
ld a, [wUpdateSpritesEnabled]
dec a
jr z, .updateEnabled
- cp 0 - 1
+ cp $ff
ret nz
ld [wUpdateSpritesEnabled], a
jp HideSprites
@@ -18,9 +20,9 @@ PrepareOAMData:
.spriteLoop
ld [hSpriteOffset2], a
- ld d, wSpriteStateData1 / $100
- ld a, [hSpriteOffset2]
ld e, a
+ ld d, wSpriteStateData1 / $100
+
ld a, [de] ; c1x0
and a
jp z, .nextSprite
@@ -40,16 +42,22 @@ PrepareOAMData:
jr c, .usefacing
; unchanging
- and $f
- add $10 ; skip to the second half of the table which doesn't account for facing direction
+ ld a, $0
jr .next
.usefacing
and $f
.next
+; read the entry from the table
+ ld c, a
+ ld b, 0
+ ld hl, SpriteFacingAndAnimationTable
+ add hl, bc
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
ld l, a
-
; get sprite priority
push de
inc d
@@ -61,65 +69,46 @@ PrepareOAMData:
ld [hSpritePriority], a ; temp store sprite priority
pop de
-; read the entry from the table
- ld h, 0
- ld bc, SpriteFacingAndAnimationTable
- add hl, hl
- add hl, hl
- add hl, bc
- ld a, [hli]
- ld c, a
- ld a, [hli]
- ld b, a
- ld a, [hli]
- ld h, [hl]
- ld l, a
call GetSpriteScreenXY
ld a, [hOAMBufferOffset]
+ add [hl]
+ cp $a0
+ jr z, .hidden
+ jr nc, .asm_4a41
+.hidden
+ call Func_4a7b
+ ld [wd5cd], a
+ ld a, [hOAMBufferOffset]
+
ld e, a
ld d, wOAMBuffer / $100
.tileLoop
+ ld a, [hli]
+ ld c, a
+.loop
ld a, [hSpriteScreenY] ; temp for sprite Y position
add $10 ; Y=16 is top of screen (Y=0 is invisible)
add [hl] ; add Y offset from table
ld [de], a ; write new sprite OAM Y position
inc hl
+ inc e
ld a, [hSpriteScreenX] ; temp for sprite X position
add $8 ; X=8 is left of screen (X=0 is invisible)
add [hl] ; add X offset from table
+ ld [de], a
+ inc hl
inc e
- ld [de], a ; write new sprite OAM X position
- inc e
- ld a, [bc] ; read pattern number offset (accommodates orientation (offset 0,4 or 8) and animation (offset 0 or $80))
- inc bc
- push bc
+ ld a, [wd5cd]
+ add [hl]
+ cp $80
+ jr c, .asm_4a1c
ld b, a
-
- ld a, [wd5cd] ; temp copy of c1x2
- swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs)
- and $f
-
- ; Sprites $a and $b have one face (and therefore 4 tiles instead of 12).
- ; As a result, sprite $b's tile offset is less than normal.
- cp $b
- jr nz, .notFourTileSprite
- ld a, $a * 12 + 4
- jr .next2
-
-.notFourTileSprite
- ; a *= 12
- sla a
- sla a
- ld c, a
- sla a
- add c
-
-.next2
- add b ; add the tile offset from the table (based on frame and facing direction)
- pop bc
+ ld a, [$fffc]
+ add b
+.asm_4a1c
ld [de], a ; tile id
inc hl
inc e
@@ -129,15 +118,19 @@ PrepareOAMData:
ld a, [hSpritePriority]
or [hl]
.skipPriority
- inc hl
+ and $f0
+ bit 4, a ; OBP0 or OBP1
+ jr z, .spriteusesOBP0
+ or %100 ; palettes 4-7 are OBP1
+.spriteusesOBP0
ld [de], a
+ inc hl
inc e
- bit 0, a ; OAMFLAG_ENDOFDATA
- jr z, .tileLoop
+ dec c
+ jr nz, .loop
ld a, e
ld [hOAMBufferOffset], a
-
.nextSprite
ld a, [hSpriteOffset2]
add $10
@@ -145,26 +138,31 @@ PrepareOAMData:
jp nz, .spriteLoop
; Clear unused OAM.
- ld a, [hOAMBufferOffset]
- ld l, a
- ld h, wOAMBuffer / $100
- ld de, $4
- ld b, $a0
+.asm_4a41
ld a, [wd736]
bit 6, a ; jumping down ledge or fishing animation?
- ld a, $a0
+ ld c, $a0
jr z, .clear
; Don't clear the last 4 entries because they are used for the shadow in the
; jumping down ledge animation and the rod in the fishing animation.
- ld a, $90
+ ld c, $90
.clear
- cp l
- ret z
+ ld a, [hOAMBufferOffset]
+ cp c
+ ret nc
+ ld l, a
+ ld h, wOAMBuffer / $100
+ ld a, c
+ ld de, $4 ; entry size
+ ld b, $a0
+.clearLoop
ld [hl], b
add hl, de
- jr .clear
+ cp l
+ jr nz, .clearLoop
+ ret
GetSpriteScreenXY:
inc e
@@ -187,3 +185,48 @@ GetSpriteScreenXY:
and $f0
ld [de], a ; c1xb (x)
ret
+
+Func_4a7b:
+ push bc
+ ld a, [wd5cd] ; temp copy of c1x2
+ swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs)
+ and $f
+
+ ; Sprites $a and $b have one face (and therefore 4 tiles instead of 12).
+ ; As a result, sprite $b's tile offset is less than normal.
+ cp $b
+ jr nz, .notFourTileSprite
+ ld a, $a * 12 + 4 ; $7c
+ jr .done
+
+.notFourTileSprite
+ ; a *= 12
+ add a
+ add a
+ ld c, a
+ add a
+ add c
+.done
+ pop bc
+ ret
+
+INCLUDE "engine/oam_dma.asm"
+
+_IsTilePassable::
+ ld hl,wTilesetCollisionPtr ; pointer to list of passable tiles
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a ; hl now points to passable tiles
+.loop
+ ld a,[hli]
+ cp a,$ff
+ jr z,.tileNotPassable
+ cp c
+ jr nz,.loop
+ xor a
+ ret
+.tileNotPassable
+ scf
+ ret
+
+INCLUDE "data/collision.asm" ; probably
diff --git a/engine/overworld/player_animations.asm b/engine/overworld/player_animations.asm
index f7b63aaa..eea1b375 100755
--- a/engine/overworld/player_animations.asm
+++ b/engine/overworld/player_animations.asm
@@ -9,15 +9,15 @@ EnterMapAnim:
bit 7, [hl] ; used fly out of battle?
res 7, [hl]
jr nz, .flyAnimation
- ld a, SFX_TELEPORT_ENTER_1
+ ld a, $a0 ; (SFX_02_4c - SFX_Headers_02) / 3
call PlaySound
ld hl, wd732
bit 4, [hl] ; used dungeon warp?
- res 4, [hl]
pop hl
+ ;res 4, [hl]
jr nz, .dungeonWarpAnimation
call PlayerSpinWhileMovingDown
- ld a, SFX_TELEPORT_ENTER_2
+ ld a, $a3 ; (SFX_02_4f - SFX_Headers_02) / 3
call PlaySound
call IsPlayerStandingOnWarpPadOrHole
ld a, b
@@ -34,23 +34,24 @@ EnterMapAnim:
ld [hl], $ff ; wPlayerSpinInPlaceAnimSoundID
ld hl, wFacingDirectionList
call PlayerSpinInPlace
+ ld a, $1
+ ld [wPikachuSpawnState], a
.restoreDefaultMusic
call PlayDefaultMusic
.done
+ call Func_151d
jp RestoreFacingDirectionAndYScreenPos
.dungeonWarpAnimation
ld c, 50
call DelayFrames
call PlayerSpinWhileMovingDown
+ ld a, $0
+ ld [wPikachuSpawnState], a
jr .done
.flyAnimation
pop hl
- ld de, BirdSprite
- ld hl, vNPCSprites
- lb bc, BANK(BirdSprite), $0c
- call CopyVideoData
call LoadBirdSpriteGraphics
- ld a, SFX_FLY
+ ld a, $a4 ; SFX_BIRD_FLY
call PlaySound
ld hl, wFlyAnimUsingCoordList
xor a ; is using coord list
@@ -61,6 +62,8 @@ EnterMapAnim:
ld de, FlyAnimationEnterScreenCoords
call DoFlyAnimation
call LoadPlayerSpriteGraphics
+ ld a, $1
+ ld [wPikachuSpawnState], a
jr .restoreDefaultMusic
FlyAnimationEnterScreenCoords:
@@ -90,7 +93,9 @@ PlayerSpinWhileMovingDown:
ld [hl], a ; wPlayerSpinWhileMovingUpOrDownAnimFrameDelay
jp PlayerSpinWhileMovingUpOrDown
+
_LeaveMapAnim:
+ call Func_1510
call InitFacingDirectionList
call IsPlayerStandingOnWarpPadOrHole
ld a, b
@@ -99,7 +104,7 @@ _LeaveMapAnim:
dec a
jp nz, LeaveMapThroughHoleAnim
.spinWhileMovingUp
- ld a, SFX_TELEPORT_EXIT_1
+ ld a, $9f ; (SFX_02_4b - SFX_Headers_02) / 3
call PlaySound
ld hl, wPlayerSpinWhileMovingUpOrDownAnimDeltaY
ld a, -$10
@@ -133,7 +138,7 @@ _LeaveMapAnim:
ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayDelta
xor a
ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayEndValue
- ld [hl], SFX_TELEPORT_EXIT_2 ; wPlayerSpinInPlaceAnimSoundID
+ ld [hl], $a1 ; SFX_TELEPORT_EXIT_2
ld hl, wFacingDirectionList
call PlayerSpinInPlace
jr .spinWhileMovingUp
@@ -146,7 +151,7 @@ _LeaveMapAnim:
ld [hli], a ; wFlyAnimCounter
ld [hl], $c ; wFlyAnimBirdSpriteImageIndex
call DoFlyAnimation
- ld a, SFX_FLY
+ ld a, $a4 ; SFX_FLY
call PlaySound
ld hl, wFlyAnimUsingCoordList
xor a ; is using coord list
@@ -248,13 +253,15 @@ DoFlyAnimation:
ret
LoadBirdSpriteGraphics:
- ld de, BirdSprite
+ ld de, BirdSprite ; $4d80
+ ld b, BANK(BirdSprite)
+ ld c, $c
ld hl, vNPCSprites
- lb bc, BANK(BirdSprite), $0c
call CopyVideoData
- ld de, BirdSprite + $c0 ; moving animation sprite
+ ld de, BirdSprite + $c0 ; $4e40 ; moving amination sprite
+ ld b, BANK(BirdSprite)
+ ld c, $0c
ld hl, vNPCSprites2
- lb bc, BANK(BirdSprite), $0c
jp CopyVideoData
InitFacingDirectionList:
@@ -385,10 +392,11 @@ FishingAnim:
ld c, 10
call DelayFrames
ld hl, wd736
- set 6, [hl] ; reserve the last 4 OAM entries
- ld de, RedSprite
+ set 6, [hl]
ld hl, vNPCSprites
- lb bc, BANK(RedSprite), $0c
+ ld de, RedSprite ; $4180
+ ld b, BANK(RedSprite)
+ ld c, $c
call CopyVideoData
ld a, $4
ld hl, RedFishingTiles
@@ -414,6 +422,7 @@ FishingAnim:
; there was a bite
; shake the player's sprite vertically
+
ld b, 10
.loop
ld hl, wSpriteStateData1 + 4 ; player's sprite Y screen position
@@ -426,19 +435,17 @@ FishingAnim:
; If the player is facing up, hide the fishing rod so it doesn't overlap with
; the exclamation bubble that will be shown next.
- ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction
+ ld a, [wSpriteStateData1 + 2]
cp SPRITE_FACING_UP
jr nz, .skipHidingFishingRod
ld a, $a0
ld [wOAMBuffer + $9c], a
-
.skipHidingFishingRod
ld hl, wEmotionBubbleSpriteIndex
xor a
ld [hli], a ; player's sprite
ld [hl], a ; EXCLAMATION_BUBBLE
predef EmotionBubble
-
; If the player is facing up, unhide the fishing rod.
ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction
cp SPRITE_FACING_UP
@@ -456,7 +463,7 @@ FishingAnim:
call LoadFontTilePatterns
ret
-.ShakePlayerSprite
+.ShakePlayerSprite ; 708a3 (1c:48a3)
ld a, [hl]
xor $1
ld [hl], a
diff --git a/engine/overworld/pokecenter.asm b/engine/overworld/pokecenter.asm
index 3a302d70..1801d9e9 100755
--- a/engine/overworld/pokecenter.asm
+++ b/engine/overworld/pokecenter.asm
@@ -1,4 +1,13 @@
DisplayPokemonCenterDialogue_:
+ ld a, [wCurMap]
+ cp PEWTER_POKECENTER
+ jr nz, .regularCenter
+ call CheckPikachuFollowingPlayer
+ jr z, .regularCenter
+ ld hl, LooksContentText ; if pikachu is sleeping, don't heal
+ call PrintText
+ ret
+.regularCenter
call SaveScreenTilesToBuffer1 ; save screen
ld hl, PokemonCenterWelcomeText
call PrintText
@@ -11,18 +20,36 @@ DisplayPokemonCenterDialogue_:
call PrintText
.skipShallWeHealYourPokemon
call YesNoChoicePokeCenter ; yes/no menu
+ call UpdateSprites
ld a, [wCurrentMenuItem]
and a
- jr nz, .declinedHealing ; if the player chose No
+ jp nz, .declinedHealing ; if the player chose No
call SetLastBlackoutMap
- call LoadScreenTilesFromBuffer1 ; restore screen
+ callab IsStarterPikachuInOurParty
+ jr nc, .notHealingPlayerPikachu
+ call CheckPikachuFollowingPlayer
+ jr nz, .notHealingPlayerPikachu
+ call LoadCurrentMapView
+ call Delay3
+ call UpdateSprites
+ callab PikachuWalksToNurseJoy ; todo
+.notHealingPlayerPikachu
ld hl, NeedYourPokemonText
call PrintText
- ld a, $18
- ld [wSpriteStateData1 + $12], a ; make the nurse turn to face the machine
- call Delay3
- predef HealParty
+ ld c, 64
+ call DelayFrames
+ call CheckPikachuFollowingPlayer
+ jr nz, .playerPikachuNotOnScreen
+ call DisablePikachuOverworldSpriteDrawing
+ callab IsStarterPikachuInOurParty
+ call c, Func_6eaa
+.playerPikachuNotOnScreen
+ lb bc, 1, 8
+ call Func_6ebb
+ ld c, 30
+ call DelayFrames
callba AnimateHealingMachine ; do the healing machine animation
+ predef HealParty
xor a
ld [wAudioFadeOutControl], a
ld a, [wAudioSavedROMBank]
@@ -31,19 +58,69 @@ DisplayPokemonCenterDialogue_:
ld [wLastMusicSoundID], a
ld [wNewSoundID], a
call PlaySound
+ call CheckPikachuFollowingPlayer
+ jr nz, .doNotReturnPikachu
+ callab IsStarterPikachuInOurParty
+ call c, Func_6eaa
+ ld a, $5
+ ld [wPikachuSpawnState], a
+ call EnablePikachuOverworldSpriteDrawing
+.doNotReturnPikachu
+ lb bc, 1, 0
+ call Func_6ebb
ld hl, PokemonFightingFitText
call PrintText
- ld a, $14
- ld [wSpriteStateData1 + $12], a ; make the nurse bow
- ld c, a
+ callab IsStarterPikachuInOurParty
+ jr nc, .notInParty
+ lb bc, 15, 0
+ call Func_6ebb
+.notInParty
+ call LoadCurrentMapView
+ call Delay3
+ call UpdateSprites
+ callab ReloadWalkingTilePatterns
+ ld a, $1
+ ld [H_SPRITEINDEX], a
+ ld a, $1
+ ld [hSpriteImageIndex], a
+ call SpriteFunc_34a1
+ ld c, 40
call DelayFrames
+ call UpdateSprites
+ call LoadFontTilePatterns
jr .done
.declinedHealing
call LoadScreenTilesFromBuffer1 ; restore screen
.done
ld hl, PokemonCenterFarewellText
call PrintText
- jp UpdateSprites
+ call UpdateSprites
+ ret
+
+Func_6eaa:
+ ld a, $1
+ ld [H_SPRITEINDEX], a
+ ld a, $4
+ ld [hSpriteImageIndex], a
+ call SpriteFunc_34a1
+ ld c, 64
+ call DelayFrames
+ ret
+
+Func_6ebb:
+ ld a, b
+ ld [H_SPRITEINDEX], a
+ ld a, c
+ ld [hSpriteImageIndex], a
+ push bc
+ call SetSpriteFacingDirectionAndDelay
+ pop bc
+ ld a, b
+ ld [H_SPRITEINDEX], a
+ ld a, c
+ ld [hSpriteImageIndex], a
+ call SpriteFunc_34a1
+ ret
PokemonCenterWelcomeText:
TX_FAR _PokemonCenterWelcomeText
@@ -66,3 +143,7 @@ PokemonCenterFarewellText:
db $a
TX_FAR _PokemonCenterFarewellText
db "@"
+
+LooksContentText:
+ TX_FAR _LooksContentText
+ db "@"
diff --git a/engine/overworld/pokemart.asm b/engine/overworld/pokemart.asm
index e50c508e..823939b1 100755
--- a/engine/overworld/pokemart.asm
+++ b/engine/overworld/pokemart.asm
@@ -85,7 +85,7 @@ DisplayPokemartDialogue_:
lb bc, 14, 1 ; location that PrintText always prints to, this is useless
call PrintText
coord hl, 14, 7
- lb bc, 08, 15
+ lb bc, 8, 15
ld a,TWO_OPTION_MENU
ld [wTextBoxID],a
call DisplayTextBoxID ; yes/no menu
diff --git a/engine/overworld/print_safari_steps.asm b/engine/overworld/print_safari_steps.asm
new file mode 100644
index 00000000..01dd34e0
--- /dev/null
+++ b/engine/overworld/print_safari_steps.asm
@@ -0,0 +1,36 @@
+PrintSafariZoneSteps:
+ ld a, [wCurMap]
+ cp SAFARI_ZONE_EAST
+ ret c
+ cp UNKNOWN_DUNGEON_2
+ ret nc
+ coord hl, 0, 0
+ lb bc, 3, 7
+ call TextBoxBorder
+ coord hl, 1, 1
+ ld de, wSafariSteps
+ lb bc, 2, 3
+ call PrintNumber
+ coord hl, 4, 1
+ ld de, SafariSteps
+ call PlaceString
+ coord hl, 1, 3
+ ld de, SafariBallText
+ call PlaceString
+ ld a, [wNumSafariBalls]
+ cp 10
+ jr nc, .numSafariBallsTwoDigits
+ coord hl, 5, 3
+ ld a, " "
+ ld [hl], a
+.numSafariBallsTwoDigits
+ coord hl, 6, 3
+ ld de, wNumSafariBalls
+ lb bc, 1, 2
+ jp PrintNumber
+
+SafariSteps:
+ db "/500@"
+
+SafariBallText:
+ db "BALL×× @"
diff --git a/engine/overworld/replace_tile_block.asm b/engine/overworld/replace_tile_block.asm
new file mode 100644
index 00000000..8577b9e7
--- /dev/null
+++ b/engine/overworld/replace_tile_block.asm
@@ -0,0 +1,126 @@
+; replaces a tile block with the one specified in [wNewTileBlockID]
+; and redraws the map view if necessary
+; b = Y
+; c = X
+ReplaceTileBlock:
+ call GetPredefRegisters
+ ld hl, wOverworldMap
+ ld a, [wCurMapWidth]
+ add $6
+ ld e, a
+ ld d, $0
+ add hl, de
+ add hl, de
+ add hl, de
+ ld e, $3
+ add hl, de
+ ld e, a
+ ld a, b
+ and a
+ jr z, .addX
+; add width * Y
+.addWidthYTimesLoop
+ add hl, de
+ dec b
+ jr nz, .addWidthYTimesLoop
+.addX
+ add hl, bc ; add X
+ ld a, [wNewTileBlockID]
+ ld [hl], a
+ ld a, [wCurrentTileBlockMapViewPointer]
+ ld c, a
+ ld a, [wCurrentTileBlockMapViewPointer + 1]
+ ld b, a
+ call CompareHLWithBC
+ ret c ; return if the replaced tile block is below the map view in memory
+ push hl
+ ld l, e
+ ld h, $0
+ ld e, $6
+ ld d, h
+ add hl, hl
+ add hl, hl
+ add hl, de
+ add hl, bc
+ pop bc
+ call CompareHLWithBC
+ ret c ; return if the replaced tile block is above the map view in memory
+
+RedrawMapView:
+ ld a, [wIsInBattle]
+ inc a
+ ret z
+ ld a, [H_AUTOBGTRANSFERENABLED]
+ push af
+ ld a, [hTilesetType]
+ push af
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ld [hTilesetType], a ; no flower/water BG tile animations
+ call LoadCurrentMapView
+ call RunDefaultPaletteCommand
+ ld hl, wMapViewVRAMPointer
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld de, -2 * 32
+ add hl, de
+ ld a, h
+ and $3
+ or $98
+ ld a, l
+ ld [wBuffer], a
+ ld a, h
+ ld [wBuffer + 1], a ; this copy of the address is not used
+ ld a, 2
+ ld [$ffbe], a
+ ld c, 9 ; number of rows of 2x2 tiles (this covers the whole screen)
+.redrawRowLoop
+ push bc
+ push hl
+ push hl
+ ld hl, wTileMap - 2 * SCREEN_WIDTH
+ ld de, SCREEN_WIDTH
+ ld a, [$ffbe]
+.calcWRAMAddrLoop
+ add hl, de
+ dec a
+ jr nz, .calcWRAMAddrLoop
+ call CopyToRedrawRowOrColumnSrcTiles
+ pop hl
+ ld de, $20
+ ld a, [$ffbe]
+ ld c, a
+.calcVRAMAddrLoop
+ add hl, de
+ ld a, h
+ and $3
+ or $98
+ dec c
+ jr nz, .calcVRAMAddrLoop
+ ld [hRedrawRowOrColumnDest + 1], a
+ ld a, l
+ ld [hRedrawRowOrColumnDest], a
+ ld a, REDRAW_ROW
+ ld [hRedrawRowOrColumnMode], a
+ call DelayFrame
+ ld hl, $ffbe
+ inc [hl]
+ inc [hl]
+ pop hl
+ pop bc
+ dec c
+ jr nz, .redrawRowLoop
+ pop af
+ ld [hTilesetType], a
+ pop af
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ret
+
+CompareHLWithBC:
+ ld a, h
+ sub b
+ ret nz
+ ld a, l
+ sub c
+ ret
diff --git a/engine/overworld/set_blackout_map.asm b/engine/overworld/set_blackout_map.asm
new file mode 100644
index 00000000..9bfe82bd
--- /dev/null
+++ b/engine/overworld/set_blackout_map.asm
@@ -0,0 +1,29 @@
+SetLastBlackoutMap:
+; Set the map to return to when
+; blacking out or using Teleport or Dig.
+; Safari rest houses don't count.
+
+ push hl
+ ld hl, SafariZoneRestHouses
+ ld a, [wCurMap]
+ ld b, a
+.loop
+ ld a, [hli]
+ cp -1
+ jr z, .notresthouse
+ cp b
+ jr nz, .loop
+ jr .done
+
+.notresthouse
+ ld a, [wLastMap]
+ ld [wLastBlackoutMap], a
+.done
+ pop hl
+ ret
+
+SafariZoneRestHouses:
+ db SAFARI_ZONE_REST_HOUSE_2
+ db SAFARI_ZONE_REST_HOUSE_3
+ db SAFARI_ZONE_REST_HOUSE_4
+ db -1
diff --git a/engine/overworld/special_warps.asm b/engine/overworld/special_warps.asm
new file mode 100644
index 00000000..4814e668
--- /dev/null
+++ b/engine/overworld/special_warps.asm
@@ -0,0 +1,147 @@
+SpecialWarpIn:
+ call LoadSpecialWarpData
+ predef LoadTilesetHeader
+ ld hl,wd732
+ bit 2,[hl] ; dungeon warp or fly warp?
+ res 2,[hl]
+ jr z,.next
+; if dungeon warp or fly warp
+ ld a,[wDestinationMap]
+ jr .next2
+.next
+ bit 1,[hl]
+ jr z,.next3
+ call EmptyFunc
+.next3
+ ld a,0
+.next2
+ ld b,a
+ ld a,[wd72d]
+ and a
+ jr nz,.next4
+ ld a,b
+.next4
+ ld hl,wd732
+ bit 4,[hl] ; dungeon warp?
+ ret nz
+; if not dungeon warp
+ ld [wLastMap],a
+ ret
+
+; gets the map ID, tile block map view pointer, tileset, and coordinates
+LoadSpecialWarpData:
+ ld a, [wd72d]
+ cp TRADE_CENTER
+ jr nz, .notTradeCenter
+ ld hl, TradeCenterSpec1
+ ld a, [hSerialConnectionStatus]
+ cp USING_INTERNAL_CLOCK ; which gameboy is clocking determines who is on the left and who is on the right
+ jr z, .copyWarpData
+ ld hl, TradeCenterSpec2
+ jr .copyWarpData
+.notTradeCenter
+ cp COLOSSEUM
+ jr nz, .notColosseum
+ ld hl, ColosseumSpec1
+ ld a, [hSerialConnectionStatus]
+ cp USING_INTERNAL_CLOCK
+ jr z, .copyWarpData
+ ld hl, ColosseumSpec2
+ jr .copyWarpData
+.notColosseum
+ ld a, [wd732]
+ bit 1, a
+ jr nz, .notFirstMap
+ bit 2, a
+ jr nz, .notFirstMap
+ ld hl, FirstMapSpec
+.copyWarpData
+ ld de, wCurMap
+ ld c, $7
+.copyWarpDataLoop
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec c
+ jr nz, .copyWarpDataLoop
+ ld a, [hli]
+ ld [wCurMapTileset], a
+ xor a
+ jr .done
+.notFirstMap
+ ld a, [wLastMap] ; this value is overwritten before it's ever read
+ ld hl, wd732
+ bit 4, [hl] ; used dungeon warp (jumped down hole/waterfall)?
+ jr nz, .usedDunegonWarp
+ bit 6, [hl] ; return to last pokemon center (or player's house)?
+ res 6, [hl]
+ jr z, .otherDestination
+; return to last pokemon center or player's house
+ ld a, [wLastBlackoutMap]
+ jr .usedFlyWarp
+.usedDunegonWarp
+ ld hl, wd72d
+ res 4, [hl]
+ ld a, [wDungeonWarpDestinationMap]
+ ld b, a
+ ld [wCurMap], a
+ ld a, [wWhichDungeonWarp]
+ ld c, a
+ ld hl, DungeonWarpList
+ ld de, 0
+ ld a, 6
+ ld [wDungeonWarpDataEntrySize], a
+.dungeonWarpListLoop
+ ld a, [hli]
+ cp b
+ jr z, .matchedDungeonWarpDestinationMap
+ inc hl
+ jr .nextDungeonWarp
+.matchedDungeonWarpDestinationMap
+ ld a, [hli]
+ cp c
+ jr z, .matchedDungeonWarpID
+.nextDungeonWarp
+ ld a, [wDungeonWarpDataEntrySize]
+ add e
+ ld e, a
+ jr .dungeonWarpListLoop
+.matchedDungeonWarpID
+ ld hl, DungeonWarpData
+ add hl, de
+ jr .copyWarpData2
+.otherDestination
+ ld a, [wDestinationMap]
+.usedFlyWarp
+ ld b, a
+ ld [wCurMap], a
+ ld hl, FlyWarpDataPtr
+.flyWarpDataPtrLoop
+ ld a, [hli]
+ inc hl
+ cp b
+ jr z, .foundFlyWarpMatch
+ inc hl
+ inc hl
+ jr .flyWarpDataPtrLoop
+.foundFlyWarpMatch
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+.copyWarpData2
+ ld de, wCurrentTileBlockMapViewPointer
+ ld c, $6
+.copyWarpDataLoop2
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec c
+ jr nz, .copyWarpDataLoop2
+ xor a ; OVERWORLD
+ ld [wCurMapTileset], a
+.done
+ ld [wYOffsetSinceLastSpecialWarp], a
+ ld [wXOffsetSinceLastSpecialWarp], a
+ ld a, $ff ; the player's coordinates have already been updated using a special warp, so don't use any of the normal warps
+ ld [wDestinationWarpID], a
+ ret
diff --git a/engine/overworld/ssanne.asm b/engine/overworld/ssanne.asm
index 712c53ed..347dc459 100755
--- a/engine/overworld/ssanne.asm
+++ b/engine/overworld/ssanne.asm
@@ -7,6 +7,7 @@ AnimateBoulderDust:
ld [wUpdateSpritesEnabled], a
ld a, %11100100
ld [rOBP1], a
+ call UpdateGBCPal_OBP1
call LoadSmokeTileFourTimes
callba WriteCutOrBoulderDustAnimationOAMBlock
ld c, 8 ; number of steps in animation
@@ -21,6 +22,7 @@ AnimateBoulderDust:
ld a, [rOBP1]
xor %01100100
ld [rOBP1], a
+ call UpdateGBCPal_OBP1
call Delay3
pop bc
dec c
@@ -30,7 +32,7 @@ AnimateBoulderDust:
jp LoadPlayerSpriteGraphics
GetMoveBoulderDustFunctionPointer:
- ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
+ ld a, [wPlayerFacingDirection] ; player's sprite facing direction
ld hl, MoveBoulderDustFunctionPointerTable
ld c, a
ld b, $0
diff --git a/engine/overworld/step_functions.asm b/engine/overworld/step_functions.asm
new file mode 100644
index 00000000..84b09291
--- /dev/null
+++ b/engine/overworld/step_functions.asm
@@ -0,0 +1,151 @@
+ApplyOutOfBattlePoisonDamage:
+ ld a, [wd730]
+ add a
+ jp c, .noBlackOut ; no black out if joypad states are being simulated
+ ld a, [wd492]
+ bit 7, a
+ jp nz, .noBlackOut
+ ld a, [wd72e]
+ bit 6, a
+ jp nz, .noBlackOut
+ ld a, [wPartyCount]
+ and a
+ jp z, .noBlackOut
+ call IncrementDayCareMonExp
+ call Func_c4c7
+ ld a, [wStepCounter]
+ and $3 ; is the counter a multiple of 4?
+ jp nz, .skipPoisonEffectAndSound ; only apply poison damage every fourth step
+ ld [wWhichPokemon], a
+ ld hl, wPartyMon1Status
+ ld de, wPartySpecies
+.applyDamageLoop
+ ld a, [hl]
+ and (1 << PSN)
+ jr z, .nextMon2 ; not poisoned
+ dec hl
+ dec hl
+ ld a, [hld]
+ ld b, a
+ ld a, [hli]
+ or b
+ jr z, .nextMon ; already fainted
+; subtract 1 from HP
+ ld a, [hl]
+ dec a
+ ld [hld], a
+ inc a
+ jr nz, .noBorrow
+; borrow 1 from upper byte of HP
+ dec [hl]
+ inc hl
+ jr .nextMon
+.noBorrow
+ ld a, [hli]
+ or [hl]
+ jr nz, .nextMon ; didn't faint from damage
+; the mon fainted from the damage
+ push hl
+ inc hl
+ inc hl
+ ld [hl], a
+ ld a, [de]
+ ld [wd11e], a
+ push de
+ ld a, [wWhichPokemon]
+ ld hl, wPartyMonNicks
+ call GetPartyMonName
+ xor a
+ ld [wJoyIgnore], a
+ call EnableAutoTextBoxDrawing
+ ld a, $d0
+ ld [hSpriteIndexOrTextID], a
+ call DisplayTextID
+ callab IsThisPartymonStarterPikachu_Party
+ jr nc, .curMonNotPlayerPikachu
+ ld e, $3
+ callab PlayPikachuSoundClip
+ calladb_ModifyPikachuHappiness PIKAHAPPY_PSNFNT
+.curMonNotPlayerPikachu
+ pop de
+ pop hl
+.nextMon
+ inc hl
+ inc hl
+.nextMon2
+ inc de
+ ld a, [de]
+ inc a
+ jr z, .applyDamageLoopDone
+ ld bc, wPartyMon2 - wPartyMon1
+ add hl, bc
+ push hl
+ ld hl, wWhichPokemon
+ inc [hl]
+ pop hl
+ jr .applyDamageLoop
+.applyDamageLoopDone
+ ld hl, wPartyMon1Status
+ ld a, [wPartyCount]
+ ld d, a
+ ld e, 0
+.countPoisonedLoop
+ ld a, [hl]
+ and (1 << PSN)
+ or e
+ ld e, a
+ ld bc, wPartyMon2 - wPartyMon1
+ add hl, bc
+ dec d
+ jr nz, .countPoisonedLoop
+ ld a, e
+ and a ; are any party members poisoned?
+ jr z, .skipPoisonEffectAndSound
+ ld b, $2
+ predef InvertBGPal_4Frames ; change BG white to dark grey for 4 frames
+ ld a, SFX_POISONED
+ call PlaySound
+.skipPoisonEffectAndSound
+ predef AnyPartyAlive
+ ld a, d
+ and a
+ jr nz, .noBlackOut
+ call EnableAutoTextBoxDrawing
+ ld a, $d1
+ ld [hSpriteIndexOrTextID], a
+ call DisplayTextID
+ ld hl, wd72e
+ set 5, [hl]
+ ld a, $ff
+ jr .done
+.noBlackOut
+ xor a
+.done
+ ld [wOutOfBattleBlackout], a
+ ret
+
+Func_c4c7:
+ ld a, [wStepCounter]
+ and a
+ jr nz, .asm_c4de
+ call Random
+ and $1
+ jr z, .asm_c4de
+ calladb_ModifyPikachuHappiness $6
+.asm_c4de
+ ld hl, wPikachuMood
+ ld a, [hl]
+ cp $80
+ jr z, .asm_c4ef
+ jr c, .asm_c4ea
+ dec a
+ dec a
+.asm_c4ea
+ inc a
+ ld [hl], a
+ cp $80
+ ret nz
+.asm_c4ef
+ xor a
+ ld [wd49c], a
+ ret
diff --git a/engine/overworld/trainers.asm b/engine/overworld/trainers.asm
index 1d0340c9..3ee19e8a 100755
--- a/engine/overworld/trainers.asm
+++ b/engine/overworld/trainers.asm
@@ -4,16 +4,16 @@ _GetSpritePosition1:
ld a, [wSpriteIndex]
ld [H_SPRITEINDEX], a
call GetSpriteDataPointer
- ld a, [hli]
+ ld a, [hli] ; c1x4 (screen Y pos)
ld [$ffeb], a
inc hl
- ld a, [hl]
+ ld a, [hl] ; c1x6 (screen X pos)
ld [$ffec], a
- ld de, $fe
+ ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
add hl, de
- ld a, [hli]
+ ld a, [hli] ; c2x4 (map Y pos)
ld [$ffed], a
- ld a, [hl]
+ ld a, [hl] ; c2x5 (map X pos)
ld [$ffee], a
ret
@@ -28,7 +28,7 @@ _GetSpritePosition2:
inc hl
ld a, [hl] ; c1x6 (screen X pos)
ld [wSavedSpriteScreenX], a
- ld de, $104 - $6
+ ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
add hl, de
ld a, [hli] ; c2x4 (map Y pos)
ld [wSavedSpriteMapY], a
@@ -47,7 +47,7 @@ _SetSpritePosition1:
inc hl
ld a, [$ffec] ; c1x6 (screen X pos)
ld [hl], a
- ld de, $104 - $6
+ ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
add hl, de
ld a, [$ffed] ; c2x4 (map Y pos)
ld [hli], a
@@ -57,21 +57,21 @@ _SetSpritePosition1:
_SetSpritePosition2:
ld hl, wSpriteStateData1
- ld de, $0004
+ ld de, $4
ld a, [wSpriteIndex]
ld [H_SPRITEINDEX], a
call GetSpriteDataPointer
ld a, [wSavedSpriteScreenY]
- ld [hli], a
+ ld [hli], a ; c1x4 (screen Y pos)
inc hl
ld a, [wSavedSpriteScreenX]
- ld [hl], a
- ld de, $00fe
+ ld [hl], a ; c1x6 (screen X pos)
+ ld de, (wSpriteStateData2 + $4) - (wSpriteStateData1 + $6)
add hl, de
ld a, [wSavedSpriteMapY]
- ld [hli], a
+ ld [hli], a ; c2x4 (map Y pos)
ld a, [wSavedSpriteMapX]
- ld [hl], a
+ ld [hl], a ; c2x5 (map X pos)
ret
TrainerWalkUpToPlayer:
@@ -80,11 +80,11 @@ TrainerWalkUpToPlayer:
ld [wTrainerSpriteOffset], a
call ReadTrainerScreenPosition
ld a, [wTrainerFacingDirection]
- and a
+ and a ; SPRITE_FACING_DOWN
jr z, .facingDown
- cp $4
+ cp SPRITE_FACING_UP
jr z, .facingUp
- cp $8
+ cp SPRITE_FACING_LEFT
jr z, .facingLeft
jr .facingRight
.facingDown
@@ -148,7 +148,7 @@ TrainerWalkUpToPlayer:
jp MoveSprite_
; input: de = offset within sprite entry
-; output: de = pointer to sprite data
+; output: hl = pointer to sprite data
GetSpriteDataPointer:
push de
add hl, de
@@ -225,7 +225,7 @@ TrainerEngage:
set 0, [hl]
call EngageMapTrainer
ld a, $ff
-.noEngage:
+.noEngage
ld [wTrainerSpriteOffset], a
pop de
pop hl
@@ -239,7 +239,7 @@ ReadTrainerScreenPosition:
ld e, a
ld hl, wSpriteStateData1
add hl, de
- ld a, [hl]
+ ld a, [hl] ; c1x4 (sprite Y pos)
ld [wTrainerScreenY], a
ld a, [wTrainerSpriteOffset]
add $6
@@ -247,7 +247,7 @@ ReadTrainerScreenPosition:
ld e, a
ld hl, wSpriteStateData1
add hl, de
- ld a, [hl]
+ ld a, [hl] ; c1x6 (sprite X pos)
ld [wTrainerScreenX], a
ret
@@ -262,13 +262,13 @@ CheckSpriteCanSeePlayer:
jr .notInLine ; player too far away
.checkIfLinedUp
ld a, [wTrainerFacingDirection] ; sprite facing direction
- cp $0 ; down
+ cp SPRITE_FACING_DOWN ; down
jr z, .checkXCoord
- cp $4 ; up
+ cp SPRITE_FACING_UP ; up
jr z, .checkXCoord
- cp $8 ; left
+ cp SPRITE_FACING_LEFT ; left
jr z, .checkYCoord
- cp $c ; right
+ cp SPRITE_FACING_RIGHT ; right
jr z, .checkYCoord
jr .notInLine
.checkXCoord
@@ -315,21 +315,21 @@ CheckPlayerIsInFrontOfSprite:
ld a, [hl] ; c1x6 (sprite screen X pos)
ld [wTrainerScreenX], a
ld a, [wTrainerFacingDirection] ; facing direction
- cp $0
+ cp SPRITE_FACING_DOWN
jr nz, .notFacingDown
ld a, [wTrainerScreenY] ; sprite screen Y pos
cp $3c
jr c, .engage ; sprite above player
jr .noEngage ; sprite below player
.notFacingDown
- cp $4
+ cp SPRITE_FACING_UP
jr nz, .notFacingUp
ld a, [wTrainerScreenY] ; sprite screen Y pos
cp $3c
jr nc, .engage ; sprite below player
jr .noEngage ; sprite above player
.notFacingUp
- cp $8
+ cp SPRITE_FACING_LEFT
jr nz, .notFacingLeft
ld a, [wTrainerScreenX] ; sprite screen X pos
cp $40
diff --git a/engine/overworld/try_pushing_boulder.asm b/engine/overworld/try_pushing_boulder.asm
new file mode 100644
index 00000000..a00790b9
--- /dev/null
+++ b/engine/overworld/try_pushing_boulder.asm
@@ -0,0 +1,107 @@
+TryPushingBoulder:
+ ld a, [wd728]
+ bit 0, a ; using Strength?
+ ret z
+Func_f0a7:
+; where LoadMissableObjects predef points to now
+ ld a, [wFlags_0xcd60]
+ bit 1, a ; has boulder dust animation from previous push played yet?
+ ret nz
+ xor a
+ ld [hSpriteIndexOrTextID], a
+ call IsSpriteInFrontOfPlayer
+ ld a, [hSpriteIndexOrTextID]
+ ld [wBoulderSpriteIndex], a
+ and a
+ jp z, ResetBoulderPushFlags
+ ld hl, wSpriteStateData1 + 1
+ ld d, $0
+ ld a, [hSpriteIndexOrTextID]
+ swap a
+ ld e, a
+ add hl, de
+ res 7, [hl]
+ call GetSpriteMovementByte2Pointer
+ ld a, [hl]
+ cp BOULDER_MOVEMENT_BYTE_2
+ jp nz, ResetBoulderPushFlags
+ ld hl, wFlags_0xcd60
+ bit 6, [hl]
+ set 6, [hl] ; indicate that the player has tried pushing
+ ret z ; the player must try pushing twice before the boulder will move
+ ld a, [hJoyHeld]
+ and D_RIGHT | D_LEFT | D_UP | D_DOWN
+ ret z
+ predef CheckForCollisionWhenPushingBoulder
+ ld a, [wTileInFrontOfBoulderAndBoulderCollisionResult]
+ and a ; was there a collision?
+ jp nz, ResetBoulderPushFlags
+ ld a, [hJoyHeld]
+ ld b, a
+ ld a, [wPlayerFacingDirection] ; player's sprite facing direction
+ cp SPRITE_FACING_UP
+ jr z, .pushBoulderUp
+ cp SPRITE_FACING_LEFT
+ jr z, .pushBoulderLeft
+ cp SPRITE_FACING_RIGHT
+ jr z, .pushBoulderRight
+.pushBoulderDown
+ bit 7, b
+ ret z
+ ld de, PushBoulderDownMovementData
+ jr .done
+.pushBoulderUp
+ bit 6, b
+ ret z
+ ld de, PushBoulderUpMovementData
+ jr .done
+.pushBoulderLeft
+ bit 5, b
+ ret z
+ ld de, PushBoulderLeftMovementData
+ jr .done
+.pushBoulderRight
+ bit 4, b
+ ret z
+ ld de, PushBoulderRightMovementData
+.done
+ call MoveSprite
+ ld a, SFX_PUSH_BOULDER
+ call PlaySound
+ ld hl, wFlags_0xcd60
+ set 1, [hl]
+ ret
+
+PushBoulderUpMovementData:
+ db NPC_MOVEMENT_UP,$FF
+
+PushBoulderDownMovementData:
+ db NPC_MOVEMENT_DOWN,$FF
+
+PushBoulderLeftMovementData:
+ db NPC_MOVEMENT_LEFT,$FF
+
+PushBoulderRightMovementData:
+ db NPC_MOVEMENT_RIGHT,$FF
+
+DoBoulderDustAnimation:
+ ld a, [wd730]
+ bit 0, a
+ ret nz
+ callab AnimateBoulderDust
+ call DiscardButtonPresses
+ ld [wJoyIgnore], a
+ call ResetBoulderPushFlags
+ set 7, [hl]
+ ld a, [wBoulderSpriteIndex]
+ ld [H_SPRITEINDEX], a
+ call GetSpriteMovementByte2Pointer
+ ld [hl], $10
+ ld a, SFX_CUT
+ jp PlaySound
+
+ResetBoulderPushFlags:
+ ld hl, wFlags_0xcd60
+ res 1, [hl]
+ res 6, [hl]
+ ret