diff options
Diffstat (limited to 'home/overworld.asm')
-rw-r--r-- | home/overworld.asm | 24 |
1 files changed, 13 insertions, 11 deletions
diff --git a/home/overworld.asm b/home/overworld.asm index e9472161..f0e7f990 100644 --- a/home/overworld.asm +++ b/home/overworld.asm @@ -3,7 +3,7 @@ EnterMap:: ; 01d7 (0:01d7) ld a, $ff ld [wJoyIgnore], a call LoadMapData - callba ClearVariablesAfterLoadingMapData + callba ClearVariablesAfterLoadingMapData ; 3:407c ld hl, wd72c bit 0, [hl] ; has the player already made 3 steps since the last battle? jr z, .skipGivingThreeStepsOfNoRandomBattles @@ -50,7 +50,7 @@ OverworldLoopLessDelay:: ; 0245 (0:0245) and a jp nz,.moveAhead ; if the player sprite has not yet completed the walking animation call JoypadOverworld ; get joypad state (which is possibly simulated) - callba SafariZoneCheck + callba SafariZoneCheck ; 7:6321 ld a,[wSafariZoneGameOver] and a jp nz,WarpFound2 @@ -1276,7 +1276,8 @@ CheckForJumpingAndTilePairCollisions:: ; 0a86 (0:0a86) predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player push de push bc - callba HandleLedges ; check if the player is trying to jump a ledge + callba HandleLedges ; 6:67f4 + ; check if the player is trying to jump a ledge pop bc pop de pop hl @@ -1616,7 +1617,7 @@ ForceBikeDown:: ; 0c65 (0:0c65) ret nz ld a,[hJoyHeld] and a,D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON - jr nz,.notForcedDownwards + ret nz ld a,D_DOWN ld [hJoyHeld],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press ret @@ -1693,13 +1694,13 @@ CollisionCheckOnWater:: ; 0cca (0:0cca) ld d,a ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) and d ; check if a sprite is in the direction the player is trying to go - jr nz,.checkIfNextTileIsPassable ; bug? + jr nz,.collision ; bug? ld hl,TilePairCollisionsWater call CheckForJumpingAndTilePairCollisions jr c,.collision predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player (puts it in c and [wTileInFrontOfPlayer]) callab IsNextTileShoreOrWater ; 3:6808 - jr c,.noCollsion + jr c,.noCollision ld a,[wTileInFrontOfPlayer] ; tile in front of player ld c,a call IsTilePassable @@ -1773,7 +1774,7 @@ Func_0d69:: ; 0d69 (0:0d69) and a jr z,.asm_0d75 dec a - jr z,.asm_0d83 + jr z,LoadSurfingPlayerSpriteGraphics dec a jr z,.asm_0d7c .asm_0d75 @@ -1913,7 +1914,8 @@ LoadMapHeader:: ; 0dab (0:0dab) bit 5,a ; did a battle happen immediately before this? jr nz,.asm_0e73 callab Func_fc4fa ; 3f:44fa - callab LoadWildData +.asm_0e73 + callab LoadWildData ; 3:4b62 pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose) ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks add a ; double it @@ -1940,7 +1942,7 @@ LoadMapHeader:: ; 0dab (0:0dab) ; function to copy map connection data from ROM to WRAM ; Input: hl = source, de = destination -CopyMapConnectionHeader:: ; 1238 (0:1238) +CopyMapConnectionHeader:: ; 0eaa (0:0eaa) ld c,$0b .loop ld a,[hli] @@ -2022,7 +2024,7 @@ Func_0f16:: ; 0f16 (0:0f16) call ReloadMapSpriteTilePatterns pop af call BankswitchCommon - jr .asm_0f4d + jr asm_0f4d Func_0f3d:: ; 0f3d (0:0f3d) ld a,[H_LOADEDROMBANK] push af @@ -2031,7 +2033,7 @@ Func_0f3d:: ; 0f3d (0:0f3d) call LoadTileBlockMap pop af call BankswitchCommon -.asm_0f4d +asm_0f4d: ; 0f4d (0:0f4d) ld hl, Func_f02da ld b,BANK(Func_f02da) ; 3c:42da jp Bankswitch |