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-rw-r--r--home/overworld.asm24
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