From f558d784a87d7b56b2cacfc2f543f63237ad8183 Mon Sep 17 00:00:00 2001 From: "U-Daniel-PC\\Daniel" Date: Thu, 4 Jun 2015 23:15:09 -0500 Subject: EOL Windows->UNIX --- home/audio.asm | 372 ++--- home/init.asm | 272 ++-- home/overworld.asm | 4584 ++++++++++++++++++++++++++-------------------------- 3 files changed, 2614 insertions(+), 2614 deletions(-) (limited to 'home') diff --git a/home/audio.asm b/home/audio.asm index e062c8da..abdfec54 100644 --- a/home/audio.asm +++ b/home/audio.asm @@ -1,186 +1,186 @@ -PlayDefaultMusic:: ; 2307 (0:2307) - call WaitForSoundToFinish - xor a - ld c, a - ld d, a - ld [wcfca], a - jr asm_2324 - -Func_2312:: ; 2312 (0:2312) - ld c, $a - ld d, $0 - ld a, [wd72e] - bit 5, a - jr z, asm_2324 - xor a - ld [wcfca], a - ld c, $8 - ld d, c -asm_2324:: ; 2324 (0:2324) - ld a, [wWalkBikeSurfState] - and a - jr z, .asm_2343 - cp $2 - jr z, .asm_2332 - ld a, MUSIC_BIKE_RIDING - jr .asm_2334 -.asm_2332 - ld a, MUSIC_SURFING -.asm_2334 - ld b, a - ld a, d - and a - ld a, BANK(Music_BikeRiding) - jr nz, .asm_233e - ld [wc0ef], a -.asm_233e - ld [wc0f0], a - jr .asm_234c -.asm_2343 - ld a, [wd35b] - ld b, a - call Func_2385 - jr c, .asm_2351 -.asm_234c - ld a, [wcfca] - cp b - ret z -.asm_2351 - ld a, c - ld [wMusicHeaderPointer], a - ld a, b - ld [wcfca], a - ld [wc0ee], a - jp PlaySound - -Func_235f:: ; 235f (0:235f) - ld a, [wc0ef] - ld b, a - cp BANK(Music2_UpdateMusic) - jr nz, .checkForBank08 -.bank02 - ld hl, Music2_UpdateMusic - jr .asm_2378 -.checkForBank08 - cp BANK(Music8_UpdateMusic) - jr nz, .bank1F -.bank08 - ld hl, Music8_UpdateMusic - jr .asm_2378 -.bank1F - ld hl, Music1f_UpdateMusic -.asm_2378 - ld c, $6 -.asm_237a - push bc - push hl - call Bankswitch - pop hl - pop bc - dec c - jr nz, .asm_237a - ret - -Func_2385:: ; 2385 (0:2385) - ld a, [wd35c] - ld e, a - ld a, [wc0ef] - cp e - jr nz, .asm_2394 - ld [wc0f0], a - and a - ret -.asm_2394 - ld a, c - and a - ld a, e - jr nz, .asm_239c - ld [wc0ef], a -.asm_239c - ld [wc0f0], a - scf - ret - -PlayMusic:: ; 23a1 (0:23a1) - ld b, a - ld [wc0ee], a - xor a - ld [wMusicHeaderPointer], a - ld a, c - ld [wc0ef], a - ld [wc0f0], a - ld a, b - -StopAllMusic:: ; 2233 (0:2233) - ld a,$FF - ld [wc0ee],a -; plays music specified by a. If value is $ff, music is stopped -PlaySound:: ; 23b1 (0:23b1) - push hl - push de - push bc - ld b, a - ld a, [wc0ee] - and a - jr z, .asm_23c8 - xor a - ld [wc02a], a - ld [wc02b], a - ld [wc02c], a - ld [wc02d], a -.asm_23c8 - ld a, [wMusicHeaderPointer] - and a - jr z, .asm_23e3 - ld a, [wc0ee] - and a - jr z, .asm_2425 - xor a - ld [wc0ee], a - ld a, [wcfca] - cp $ff - jr nz, .asm_2414 - xor a - ld [wMusicHeaderPointer], a -.asm_23e3 - xor a - ld [wc0ee], a - ld a, [H_LOADEDROMBANK] - ld [$ffb9], a - ld a, [wc0ef] - ld [H_LOADEDROMBANK], a - ld [$2000], a - cp BANK(Func_9876) - jr nz, .checkForBank08 -.bank02 - ld a, b - call Func_9876 - jr .asm_240b -.checkForBank08 - cp BANK(Func_22035) - jr nz, .bank1F -.bank08 - ld a, b - call Func_22035 - jr .asm_240b -.bank1F - ld a, b - call Func_7d8ea -.asm_240b - ld a, [$ffb9] - ld [H_LOADEDROMBANK], a - ld [$2000], a - jr .asm_2425 -.asm_2414 - ld a, b - ld [wcfca], a - ld a, [wMusicHeaderPointer] - ld [wcfc8], a - ld [wcfc9], a - ld a, b - ld [wMusicHeaderPointer], a -.asm_2425 - pop bc - pop de - pop hl - ret +PlayDefaultMusic:: ; 2307 (0:2307) + call WaitForSoundToFinish + xor a + ld c, a + ld d, a + ld [wcfca], a + jr asm_2324 + +Func_2312:: ; 2312 (0:2312) + ld c, $a + ld d, $0 + ld a, [wd72e] + bit 5, a + jr z, asm_2324 + xor a + ld [wcfca], a + ld c, $8 + ld d, c +asm_2324:: ; 2324 (0:2324) + ld a, [wWalkBikeSurfState] + and a + jr z, .asm_2343 + cp $2 + jr z, .asm_2332 + ld a, MUSIC_BIKE_RIDING + jr .asm_2334 +.asm_2332 + ld a, MUSIC_SURFING +.asm_2334 + ld b, a + ld a, d + and a + ld a, BANK(Music_BikeRiding) + jr nz, .asm_233e + ld [wc0ef], a +.asm_233e + ld [wc0f0], a + jr .asm_234c +.asm_2343 + ld a, [wd35b] + ld b, a + call Func_2385 + jr c, .asm_2351 +.asm_234c + ld a, [wcfca] + cp b + ret z +.asm_2351 + ld a, c + ld [wMusicHeaderPointer], a + ld a, b + ld [wcfca], a + ld [wc0ee], a + jp PlaySound + +Func_235f:: ; 235f (0:235f) + ld a, [wc0ef] + ld b, a + cp BANK(Music2_UpdateMusic) + jr nz, .checkForBank08 +.bank02 + ld hl, Music2_UpdateMusic + jr .asm_2378 +.checkForBank08 + cp BANK(Music8_UpdateMusic) + jr nz, .bank1F +.bank08 + ld hl, Music8_UpdateMusic + jr .asm_2378 +.bank1F + ld hl, Music1f_UpdateMusic +.asm_2378 + ld c, $6 +.asm_237a + push bc + push hl + call Bankswitch + pop hl + pop bc + dec c + jr nz, .asm_237a + ret + +Func_2385:: ; 2385 (0:2385) + ld a, [wd35c] + ld e, a + ld a, [wc0ef] + cp e + jr nz, .asm_2394 + ld [wc0f0], a + and a + ret +.asm_2394 + ld a, c + and a + ld a, e + jr nz, .asm_239c + ld [wc0ef], a +.asm_239c + ld [wc0f0], a + scf + ret + +PlayMusic:: ; 23a1 (0:23a1) + ld b, a + ld [wc0ee], a + xor a + ld [wMusicHeaderPointer], a + ld a, c + ld [wc0ef], a + ld [wc0f0], a + ld a, b + +StopAllMusic:: ; 2233 (0:2233) + ld a,$FF + ld [wc0ee],a +; plays music specified by a. If value is $ff, music is stopped +PlaySound:: ; 23b1 (0:23b1) + push hl + push de + push bc + ld b, a + ld a, [wc0ee] + and a + jr z, .asm_23c8 + xor a + ld [wc02a], a + ld [wc02b], a + ld [wc02c], a + ld [wc02d], a +.asm_23c8 + ld a, [wMusicHeaderPointer] + and a + jr z, .asm_23e3 + ld a, [wc0ee] + and a + jr z, .asm_2425 + xor a + ld [wc0ee], a + ld a, [wcfca] + cp $ff + jr nz, .asm_2414 + xor a + ld [wMusicHeaderPointer], a +.asm_23e3 + xor a + ld [wc0ee], a + ld a, [H_LOADEDROMBANK] + ld [$ffb9], a + ld a, [wc0ef] + ld [H_LOADEDROMBANK], a + ld [$2000], a + cp BANK(Func_9876) + jr nz, .checkForBank08 +.bank02 + ld a, b + call Func_9876 + jr .asm_240b +.checkForBank08 + cp BANK(Func_22035) + jr nz, .bank1F +.bank08 + ld a, b + call Func_22035 + jr .asm_240b +.bank1F + ld a, b + call Func_7d8ea +.asm_240b + ld a, [$ffb9] + ld [H_LOADEDROMBANK], a + ld [$2000], a + jr .asm_2425 +.asm_2414 + ld a, b + ld [wcfca], a + ld a, [wMusicHeaderPointer] + ld [wcfc8], a + ld [wcfc9], a + ld a, b + ld [wMusicHeaderPointer], a +.asm_2425 + pop bc + pop de + pop hl + ret diff --git a/home/init.asm b/home/init.asm index 701a4bb8..202bd110 100644 --- a/home/init.asm +++ b/home/init.asm @@ -1,136 +1,136 @@ -SoftReset:: - call StopAllSounds - call GBPalWhiteOut - ld c, $20 - call DelayFrames - ; fallthrough - -Init:: -; Program init. - -rLCDC_DEFAULT EQU %11100011 -; * LCD enabled -; * Window tile map at $9C00 -; * Window display enabled -; * BG and window tile data at $8800 -; * BG tile map at $9800 -; * 8x8 OBJ size -; * OBJ display enabled -; * BG display enabled - - di - - xor a - ld [rIF], a - ld [rIE], a - ld [$ff43], a - ld [$ff42], a - ld [rSB], a - ld [rSC], a - ld [$ff4b], a - ld [$ff4a], a - ld [$ff06], a - ld [$ff07], a - ld [$ff47], a - ld [$ff48], a - ld [$ff49], a - - ld a, rLCDC_ENABLE_MASK - ld [rLCDC], a - call DisableLCD - - ld sp, wStack - - ld hl, $c000 ; start of WRAM - ld bc, $2000 ; size of WRAM -.loop - ld [hl], 0 - inc hl - dec bc - ld a, b - or c - jr nz, .loop - - call ClearVram - - ld hl, $ff80 - ld bc, $ffff - $ff80 - call FillMemory - - call ClearSprites - - ld a, Bank(WriteDMACodeToHRAM) - ld [H_LOADEDROMBANK], a - ld [MBC1RomBank], a - call WriteDMACodeToHRAM - - xor a - ld [hTilesetType], a - ld [$ff41], a - ld [hSCX], a - ld [hSCY], a - ld [$ff0f], a - ld a, 1 << VBLANK + 1 << TIMER + 1 << SERIAL - ld [rIE], a - - ld a, 144 ; move the window off-screen - ld [hWY], a - ld [rWY], a - ld a, 7 - ld [rWX], a - - ld a, CONNECTION_NOT_ESTABLISHED - ld [hSerialConnectionStatus], a - - ld h, vBGMap0 / $100 - call ClearBgMap - ld h, vBGMap1 / $100 - call ClearBgMap - - ld a, rLCDC_DEFAULT - ld [rLCDC], a - ld a, 16 - ld [hSoftReset], a - call StopAllSounds - - ei - - predef LoadSGB - - ld a, BANK(SFX_1f_67) - ld [wc0ef], a - ld [wc0f0], a - ld a, $9c - ld [$ffbd], a - xor a - ld [$ffbc], a - dec a - ld [wUpdateSpritesEnabled], a - - predef PlayIntro - - call DisableLCD - call ClearVram - call GBPalNormal - call ClearSprites - ld a, rLCDC_DEFAULT - ld [rLCDC], a - - jp SetDefaultNamesBeforeTitlescreen - -ClearVram: - ld hl, $8000 - ld bc, $2000 - xor a - jp FillMemory - - -StopAllSounds:: - ld a, BANK(Music2_UpdateMusic) - ld [wc0ef], a - ld [wc0f0], a - xor a - ld [wMusicHeaderPointer], a - ld [wc0ee], a - ld [wcfca], a - jp StopAllMusic +SoftReset:: + call StopAllSounds + call GBPalWhiteOut + ld c, $20 + call DelayFrames + ; fallthrough + +Init:: +; Program init. + +rLCDC_DEFAULT EQU %11100011 +; * LCD enabled +; * Window tile map at $9C00 +; * Window display enabled +; * BG and window tile data at $8800 +; * BG tile map at $9800 +; * 8x8 OBJ size +; * OBJ display enabled +; * BG display enabled + + di + + xor a + ld [rIF], a + ld [rIE], a + ld [$ff43], a + ld [$ff42], a + ld [rSB], a + ld [rSC], a + ld [$ff4b], a + ld [$ff4a], a + ld [$ff06], a + ld [$ff07], a + ld [$ff47], a + ld [$ff48], a + ld [$ff49], a + + ld a, rLCDC_ENABLE_MASK + ld [rLCDC], a + call DisableLCD + + ld sp, wStack + + ld hl, $c000 ; start of WRAM + ld bc, $2000 ; size of WRAM +.loop + ld [hl], 0 + inc hl + dec bc + ld a, b + or c + jr nz, .loop + + call ClearVram + + ld hl, $ff80 + ld bc, $ffff - $ff80 + call FillMemory + + call ClearSprites + + ld a, Bank(WriteDMACodeToHRAM) + ld [H_LOADEDROMBANK], a + ld [MBC1RomBank], a + call WriteDMACodeToHRAM + + xor a + ld [hTilesetType], a + ld [$ff41], a + ld [hSCX], a + ld [hSCY], a + ld [$ff0f], a + ld a, 1 << VBLANK + 1 << TIMER + 1 << SERIAL + ld [rIE], a + + ld a, 144 ; move the window off-screen + ld [hWY], a + ld [rWY], a + ld a, 7 + ld [rWX], a + + ld a, CONNECTION_NOT_ESTABLISHED + ld [hSerialConnectionStatus], a + + ld h, vBGMap0 / $100 + call ClearBgMap + ld h, vBGMap1 / $100 + call ClearBgMap + + ld a, rLCDC_DEFAULT + ld [rLCDC], a + ld a, 16 + ld [hSoftReset], a + call StopAllSounds + + ei + + predef LoadSGB + + ld a, BANK(SFX_1f_67) + ld [wc0ef], a + ld [wc0f0], a + ld a, $9c + ld [$ffbd], a + xor a + ld [$ffbc], a + dec a + ld [wUpdateSpritesEnabled], a + + predef PlayIntro + + call DisableLCD + call ClearVram + call GBPalNormal + call ClearSprites + ld a, rLCDC_DEFAULT + ld [rLCDC], a + + jp SetDefaultNamesBeforeTitlescreen + +ClearVram: + ld hl, $8000 + ld bc, $2000 + xor a + jp FillMemory + + +StopAllSounds:: + ld a, BANK(Music2_UpdateMusic) + ld [wc0ef], a + ld [wc0f0], a + xor a + ld [wMusicHeaderPointer], a + ld [wc0ee], a + ld [wcfca], a + jp StopAllMusic diff --git a/home/overworld.asm b/home/overworld.asm index 508e243a..b3008903 100644 --- a/home/overworld.asm +++ b/home/overworld.asm @@ -1,2293 +1,2293 @@ -EnterMap:: ; 01d7 (0:01d7) -; Load a new map. - ld a, $ff - ld [wJoyIgnore], a - call LoadMapData - callba ClearVariablesAfterLoadingMapData - ld hl, wd72c - bit 0, [hl] ; has the player already made 3 steps since the last battle? - jr z, .skipGivingThreeStepsOfNoRandomBattles - ld a, 3 ; minimum number of steps between battles - ld [wNumberOfNoRandomBattleStepsLeft], a -.skipGivingThreeStepsOfNoRandomBattles - ld hl, wd72e - bit 5, [hl] ; did a battle happen immediately before this? - res 5, [hl] ; unset the "battle just happened" flag - call z, ResetUsingStrengthOutOfBattleBit - call nz, MapEntryAfterBattle - ld hl, wd732 - ld a, [hl] - and 1 << 4 | 1 << 3 ; fly warp or dungeon warp - jr z, .didNotEnterUsingFlyWarpOrDungeonWarp - callba EnterMapAnim - call UpdateSprites - ld hl, wd732 - res 3, [hl] - ld hl, wd72e - res 4, [hl] - call Func_342a -.didNotEnterUsingFlyWarpOrDungeonWarp - callba CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road - ld hl, wd732 - bit 4, [hl] - res 4, [hl] - ld hl, wd72d - res 5, [hl] - call UpdateSprites - ld hl, wd126 - set 5, [hl] - set 6, [hl] - xor a - ld [wJoyIgnore], a - -OverworldLoop:: ; 0242 (0:0242) - call DelayFrame -OverworldLoopLessDelay:: ; 0245 (0:0245) - call DelayFrame - call Func_342a - call LoadGBPal - ld a,[wWalkCounter] - and a - jp nz,.moveAhead ; if the player sprite has not yet completed the walking animation - call JoypadOverworld ; get joypad state (which is possibly simulated) - callba SafariZoneCheck - ld a,[wSafariZoneGameOver] - and a - jp nz,WarpFound2 - ld hl,wd72d - bit 3,[hl] - res 3,[hl] - jp nz,WarpFound2 - ld a,[wd732] - and a,1 << 4 | 1 << 3 ; fly warp or dungeon warp - jp nz,HandleFlyWarpOrDungeonWarp - ld a,[W_CUROPPONENT] - and a - jp nz,.newBattle - ld a,[wd730] - bit 7,a ; are we simulating button presses? - jr z,.notSimulating - ld a,[hJoyHeld] - jr .checkIfStartIsPressed -.notSimulating - ld a,[hJoyPressed] -.checkIfStartIsPressed - bit 3,a ; start button - jr z,.startButtonNotPressed -; if START is pressed - xor a - ld [hSpriteIndexOrTextID],a ; start menu text ID - jp .displayDialogue -.startButtonNotPressed - bit 0,a ; A button - jp z,.checkIfDownButtonIsPressed -; if A is pressed - ld a,[wd730] - bit 2,a - jp nz,.noDirectionButtonsPressed - call IsPlayerCharacterBeingControlledByGame - jr nz,.checkForOpponent - call CheckForHiddenObjectOrBookshelfOrCardKeyDoor - ld a,[$ffeb] - and a - jp z,OverworldLoop ; jump if a hidden object or bookshelf was found, but not if a card key door was found - xor a - ld [wd436],a ; new yellow address - call IsSpriteOrSignInFrontOfPlayer - call Func_0ffe - ld a,[hSpriteIndexOrTextID] - and a - jp z,OverworldLoop -.displayDialogue - predef GetTileAndCoordsInFrontOfPlayer - call UpdateSprites - ld a,[wFlags_0xcd60] - bit 2,a - jr nz,.checkForOpponent - bit 0,a - jr nz,.checkForOpponent - aCoord 8, 9 - ld [wcf0e],a - call DisplayTextID ; display either the start menu or the NPC/sign text - ld a,[wcc47] - and a - jr z,.checkForOpponent - xor a - ld [wcc47],a - jp EnterMap -; predef LoadSAV -; ld a,[W_CURMAP] -; ld [wDestinationMap],a -; call SpecialWarpIn -; ld a,[W_CURMAP] -; call SwitchToMapRomBank ; switch to the ROM bank of the current map -; ld hl,W_CURMAPTILESET -; set 7,[hl] -.checkForOpponent - ld a,[W_CUROPPONENT] - and a - jp nz,.newBattle - jp OverworldLoop -.noDirectionButtonsPressed - call UpdateSprites ; 231c - ld hl,wFlags_0xcd60 - res 2,[hl] - xor a - ld [wd435], a - ld a, $1 - ld a,$01 - ld [wcc4b],a - ld a,[wd528] ; the direction that was pressed last time - and a - jr z, .overworldloop -; if a direction was pressed last time - ld [wd529],a ; save the last direction - xor a - ld [wd528],a ; zero the direction -.overworldloop - jp OverworldLoop -.checkIfDownButtonIsPressed - ld a,[hJoyHeld] ; current joypad state - bit 7,a ; down button - jr z,.checkIfUpButtonIsPressed - ld a,$01 - ld [wSpriteStateData1 + 3],a - ld a,$04 - jr .handleDirectionButtonPress -.checkIfUpButtonIsPressed - bit 6,a ; up button - jr z,.checkIfLeftButtonIsPressed - ld a,$ff - ld [wSpriteStateData1 + 3],a - ld a,$08 - jr .handleDirectionButtonPress -.checkIfLeftButtonIsPressed - bit 5,a ; left button - jr z,.checkIfRightButtonIsPressed - ld a,$ff - ld [wSpriteStateData1 + 5],a - ld a,$02 - jr .handleDirectionButtonPress -.checkIfRightButtonIsPressed - bit 4,a ; right button - jr z,.noDirectionButtonsPressed - ld a,$01 - ld [wSpriteStateData1 + 5],a -.handleDirectionButtonPress - ld [wd52a],a ; new direction - ld a,[wd730] - bit 7,a ; are we simulating button presses? - jr nz,.noDirectionChange ; ignore direction changes if we are - ld a,[wcc4b] - and a - jr z,.noDirectionChange - ld a,[wd52a] ; new direction - ld b,a - ld a,[wd529] ; old direction - cp b - jr z,.noDirectionChange - ld a,$8 - ld [wd434],a -; unlike in red/blue, yellow does not have the 180 degrees odd code - ld hl,wFlags_0xcd60 - set 2,[hl] - xor a - ld [wcc4b],a - ld a,[wd52a] - ld [wd528],a - call NewBattle - jp c,.battleOccurred - jp OverworldLoop -.noDirectionChange - ld a,[wd52a] ; current direction - ld [wd528],a ; save direction - call UpdateSprites - ld a,[wWalkBikeSurfState] - cp a,$02 ; surfing - jr z,.surfing -; not surfing - call CollisionCheckOnLand - jr nc,.noCollision -; collision occurred - push hl - ld hl,wd736 - bit 2,[hl] ; standing on warp flag - pop hl - jp z,OverworldLoop -; collision occurred while standing on a warp - push hl - call ExtraWarpCheck ; sets carry if there is a potential to warp - pop hl - jp c,CheckWarpsCollision - jp OverworldLoop -.surfing - call CollisionCheckOnWater - jp c,OverworldLoop -.noCollision - ld a,$08 - ld [wWalkCounter],a - callab Func_fcc08 - jr .moveAhead2 -.moveAhead - call IsSpinning - call UpdateSprites ; move sprites -.moveAhead2 - ld hl,wFlags_0xcd60 - res 2,[hl] - xor a - ld [wd435],a - call DoBikeSpeedup - call AdvancePlayerSprite - ld a,[wWalkCounter] - and a - jp nz,CheckMapConnections ; it seems like this check will never succeed (the other place where CheckMapConnections is run works) -; walking animation finished - call StepCountCheck - ld a,[wd790] - bit 7,a ; in the safari zone? - jr z,.notSafariZone - callba SafariZoneCheckSteps - ld a,[wSafariZoneGameOver] - and a - jp nz,WarpFound2 -.notSafariZone - ld a,[W_ISINBATTLE] - and a - jp nz,CheckWarpsNoCollision - predef ApplyOutOfBattlePoisonDamage ; also increment daycare mon exp - ld a,[wd12d] - and a - jp nz,HandleBlackOut ; if all pokemon fainted -.newBattle - call NewBattle - ld hl,wd736 - res 2,[hl] ; standing on warp flag - jp nc,CheckWarpsNoCollision ; check for warps if there was no battle -.battleOccurred - ld hl,wd72d - res 6,[hl] - ld hl,W_FLAGS_D733 - res 3,[hl] - ld hl,wd126 - set 5,[hl] - set 6,[hl] - xor a - ld [hJoyHeld],a - ld a,[W_CURMAP] - cp a,CINNABAR_GYM - jr nz,.notCinnabarGym - ld hl,wd79b - set 7,[hl] -.notCinnabarGym - ld hl,wd72e - set 5,[hl] - ld a,[W_CURMAP] - cp a,OAKS_LAB - jp z,.noFaintCheck ; no blacking out if the player lost to the rival in Oak's lab - callab AnyPartyAlive - ld a,d - and a - jr z,.allPokemonFainted -.noFaintCheck - ld c,$0a - call DelayFrames - jp EnterMap -;.allPokemonFainted -; ld a,$ff -; ld [W_ISINBATTLE],a -; call RunMapScript -; jp HandleBlackOut - -StepCountCheck:: ; 0457 (0:0457) - ld a,[wd730] - bit 7,a - jr nz,.doneStepCounting ; if button presses are being simulated, don't count steps -; step counting - ld hl,wStepCounter - dec [hl] - ld a,[wd72c] - bit 0,a - jr z,.doneStepCounting - ld hl,wNumberOfNoRandomBattleStepsLeft - dec [hl] - jr nz,.doneStepCounting - ld hl,wd72c - res 0,[hl] ; indicate that the player has stepped thrice since the last battle -.doneStepCounting - ret - -; function to determine if there will be a battle and execute it (either a trainer battle or wild battle) -; sets carry if a battle occurred and unsets carry if not -NewBattle:: ; 0480 (0:0480) - ld a,[wd72d] - bit 4,a - jr nz,.noBattle - call IsPlayerCharacterBeingControlledByGame - jr nz,.noBattle ; no battle if the player character is under the game's control - ld a,[wd72e] - bit 4,a - jr nz,.noBattle - ld b, BANK(InitBattle) - ld hl, InitBattle ; 3d:5ff2 - jp Bankswitch -.noBattle - and a - ret - -DoBikeSpeedup:: ; 049d (0:049d) - ld a,[wWalkBikeSurfState] - dec a ; riding a bike? - ret nz - ld a,[wd736] - bit 6,a - ret nz - ld a,[wNPCMovementScriptPointerTableNum] - and a - ret nz - ld a,[W_CURMAP] - cp ROUTE_17 ; cycling road - jr nz,.goFaster - ld a,[hJoyHeld] - and a,D_UP | D_LEFT | D_RIGHT - ret nz -.goFaster - call AdvancePlayerSprite - ret - -; check if the player has stepped onto a warp after having not collided -CheckWarpsNoCollision:: ; 04bd (0:04bd) - ld a,[wNumberOfWarps] - and a - jp z,CheckMapConnections - ld b,0 - ld a,[wNumberOfWarps] - ld c,a - ld a,[W_YCOORD] - ld d,a - ld a,[W_XCOORD] - ld e,a - ld hl,wWarpEntries -CheckWarpsNoCollisionLoop:: ; 04d5 (0:04d5) - ld a,[hli] ; check if the warp's Y position matches - cp d - jr nz,CheckWarpsNoCollisionRetry1 - ld a,[hli] ; check if the warp's X position matches - cp e - jr nz,CheckWarpsNoCollisionRetry2 -; if a match was found - push hl - push bc - ld hl,wd736 - set 2,[hl] ; standing on warp flag - callba IsPlayerStandingOnDoorTileOrWarpTile - pop bc - pop hl - jr c,WarpFound1 ; jump if standing on door or warp - push hl - push bc - call ExtraWarpCheck - pop bc - pop hl - jr nc,CheckWarpsNoCollisionRetry2 -; if the extra check passed - ld a,[W_FLAGS_D733] - bit 2,a - jr nz,WarpFound1 - push de - push bc - call Joypad - pop bc - pop de - ld a,[hJoyHeld] - and a,D_DOWN | D_UP | D_LEFT | D_RIGHT - jr z,CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp - jr WarpFound1 - -CheckWarpsNoCollisionRetry1:: ; 050f (0:050f) - inc hl -CheckWarpsNoCollisionRetry2:: ; 0510 (0:0510) - inc hl - inc hl -ContinueCheckWarpsNoCollisionLoop:: ; 0512 (0:0512) - inc b ; increment warp number - dec c ; decrement number of warps - jp nz,CheckWarpsNoCollisionLoop - jp CheckMapConnections - -; check if the player has stepped onto a warp after having collided -CheckWarpsCollision:: ; 051a (0:051a) - ld a,[wNumberOfWarps] - ld c,a - ld hl,wWarpEntries -.loop - ld a,[hli] ; Y coordinate of warp - ld b,a - ld a,[W_YCOORD] - cp b - jr nz,.retry1 - ld a,[hli] ; X coordinate of warp - ld b,a - ld a,[W_XCOORD] - cp b - jr nz,.retry2 - ld a,[hli] - ld [wDestinationWarpID],a - ld a,[hl] - ld [$ff8b],a ; save target map - jr WarpFound2 -.retry1 - inc hl -.retry2 - inc hl - inc hl - dec c - jr nz,.loop - jp OverworldLoop - -WarpFound1:: ; 0543 (0:0543) - ld a,[hli] - ld [wDestinationWarpID],a - ld a,[hli] - ld [$ff8b],a ; save target map - -WarpFound2:: ; 054a (0:054a) - ld a,[wNumberOfWarps] - sub c - ld [wd73b],a ; save ID of used warp - ld a,[W_CURMAP] - ld [wd73c],a - call CheckIfInOutsideMap - jr nz,.indoorMaps -; this is for handling "outside" maps that can't have the 0xFF destination map - ld a,[W_CURMAP] - ld [wLastMap],a - ld a,[W_CURMAPWIDTH] - ld [wd366],a - ld a,[$ff8b] ; destination map number - ld [W_CURMAP],a ; change current map to destination map - cp a,ROCK_TUNNEL_1 - jr nz,.notRockTunnel - ld a,$06 - ld [wMapPalOffset],a - call GBFadeOutToBlack -.notRockTunnel - callab Func_fc5fa ; 3f:45fa - call PlayMapChangeSound - jr .done -; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though -.indoorMaps - ld a,[$ff8b] ; destination map - cp a,$ff - jr z,.goBackOutside -; if not going back to the previous map - ld [W_CURMAP],a ; current map number - callba IsPlayerStandingOnWarpPadOrHole - ld a,[wcd5b] - dec a ; is the player on a warp pad? - jr nz,.notWarpPad -; if the player is on a warp pad - call LeaveMapAnim - ld hl,wd732 - set 3,[hl] - jr .skipMapChangeSound -.notWarpPad - call PlayMapChangeSound -.skipMapChangeSound - ld hl,wd736 - res 0,[hl] - res 1,[hl] - callab Func_fc65b ; 3f:465b - jr .done -.goBackOutside - callab Func_fc69a ; 3f:469a - ld a,[wLastMap] - ld [W_CURMAP],a - call PlayMapChangeSound - xor a - ld [wMapPalOffset],a -.done - ld hl,wd736 - set 0,[hl] ; have the player's sprite step out from the door (if there is one) - call IgnoreInputForHalfSecond - jp EnterMap - -; if no matching warp was found -CheckMapConnections:: ; 05db (0:05db) -.checkWestMap - ld a,[W_XCOORD] - cp a,$ff - jr nz,.checkEastMap - ld a,[W_MAPCONN3PTR] - ld [W_CURMAP],a - ld a,[wd38f] ; new X coordinate upon entering west map - ld [W_XCOORD],a - ld a,[W_YCOORD] - ld c,a - ld a,[wd38e] ; Y adjustment upon entering west map - add c - ld c,a - ld [W_YCOORD],a - ld a,[wd390] ; pointer to upper left corner of map without adjustment for Y position - ld l,a - ld a,[wd391] - ld h,a - srl c - jr z,.savePointer1 -.pointerAdjustmentLoop1 - ld a,[wd38d] ; width of connected map - add a,$06 - ld e,a - ld d,$00 - ld b,$00 - add hl,de - dec c - jr nz,.pointerAdjustmentLoop1 -.savePointer1 - ld a,l - ld [wCurrentTileBlockMapViewPointer],a ; pointer to upper left corner of current tile block map section - ld a,h - ld [wCurrentTileBlockMapViewPointer + 1],a - jp .loadNewMap -.checkEastMap - ld b,a - ld a,[wd525] ; map width - cp b - jr nz,.checkNorthMap - ld a,[W_MAPCONN4PTR] - ld [W_CURMAP],a - ld a,[wd39a] ; new X coordinate upon entering east map - ld [W_XCOORD],a - ld a,[W_YCOORD] - ld c,a - ld a,[wd399] ; Y adjustment upon entering east map - add c - ld c,a - ld [W_YCOORD],a - ld a,[wd39b] ; pointer to upper left corner of map without adjustment for Y position - ld l,a - ld a,[wd39c] - ld h,a - srl c - jr z,.savePointer2 -.pointerAdjustmentLoop2 - ld a,[wd398] - add a,$06 - ld e,a - ld d,$00 - ld b,$00 - add hl,de - dec c - jr nz,.pointerAdjustmentLoop2 -.savePointer2 - ld a,l - ld [wCurrentTileBlockMapViewPointer],a ; pointer to upper left corner of current tile block map section - ld a,h - ld [wCurrentTileBlockMapViewPointer + 1],a - jp .loadNewMap -.checkNorthMap - ld a,[W_YCOORD] - cp a,$ff - jr nz,.checkSouthMap - ld a,[W_MAPCONN1PTR] - ld [W_CURMAP],a - ld a,[wd378] ; new Y coordinate upon entering north map - ld [W_YCOORD],a - ld a,[W_XCOORD] - ld c,a - ld a,[wd379] ; X adjustment upon entering north map - add c - ld c,a - ld [W_XCOORD],a - ld a,[wd37a] ; pointer to upper left corner of map without adjustment for X position - ld l,a - ld a,[wd37b] - ld h,a - ld b,$00 - srl c - add hl,bc - ld a,l - ld [wCurrentTileBlockMapViewPointer],a ; pointer to upper left corner of current tile block map section - ld a,h - ld [wCurrentTileBlockMapViewPointer + 1],a - jp .loadNewMap -.checkSouthMap - ld b,a - ld a,[wd524] - cp b - jr nz,.didNotEnterConnectedMap - ld a,[W_MAPCONN2PTR] - ld [W_CURMAP],a - ld a,[wd383] ; new Y coordinate upon entering south map - ld [W_YCOORD],a - ld a,[W_XCOORD] - ld c,a - ld a,[wd384] ; X adjustment upon entering south map - add c - ld c,a - ld [W_XCOORD],a - ld a,[wd385] ; pointer to upper left corner of map without adjustment for X position - ld l,a - ld a,[wd386] - ld h,a - ld b,$00 - srl c - add hl,bc - ld a,l - ld [wCurrentTileBlockMapViewPointer],a ; pointer to upper left corner of current tile block map section - ld a,h - ld [wCurrentTileBlockMapViewPointer + 1],a -.loadNewMap ; 06ce (0:06ce) -; load the connected map that was entered - ld hl,[wd430] - set 4,[hl] - ld a,$2 - ld [wd431],a - call LoadMapHeader ; 0dab (0:0dab) - call Func_2312 ; music - ld b,$09 - call GoPAL_SET -; Since the sprite set shouldn't change, this will just update VRAM slots at -; $C2XE without loading any tile patterns. - call InitMapSprites - call LoadTileBlockMap - jp OverworldLoopLessDelay -.didNotEnterConnectedMap - jp OverworldLoop - -; function to play a sound when changing maps -PlayMapChangeSound:: ; 06ef (0:06ef) - ld a,[W_CURMAPTILESET] - cp FACILITY - jr z,.didNotGoThroughDoor - cp CEMETERY - jr z,.didNotGoThroughDoor - cp UNDERGROUND - jr nz,.didNotGoThroughDoor - aCoord 8, 8 ; upper left tile of the 4x4 square the player's sprite is standing on - cp a,$0b ; door tile in tileset 0 - jr nz,.didNotGoThroughDoor - ld a,(SFX_02_57 - SFX_Headers_02) / 3 - jr .playSound -.didNotGoThroughDoor - ld a,(SFX_02_5c - SFX_Headers_02) / 3 -.playSound - call PlaySound - ld a,[wMapPalOffset] - and a - ret nz - jp GBFadeOutToBlack - -CheckIfInOutsideMap:: ; 0712 (0:0712) -; If the player is in an outside map (a town or route), set the z flag - ld a, [W_CURMAPTILESET] - and a ; most towns/routes have tileset 0 (OVERWORLD) - ret z - cp PLATEAU ; Route 23 / Indigo Plateau - ret - -; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp -; the "sometimes" qualification is necessary because of CheckWarpsNoCollision's behavior -; depending on the map, either "function 1" or "function 2" is used for the check -; "function 1" passes when the player is at the edge of the map and is facing towards the outside of the map -; "function 2" passes when the the tile in front of the player is among a certain set -; sets carry if the check passes, otherwise clears carry -ExtraWarpCheck:: ; 071a (0:071a) - ld a, [W_CURMAP] - cp SS_ANNE_3 - jr z, .useFunction1 - cp ROCKET_HIDEOUT_1 - jr z, .useFunction2 - cp ROCKET_HIDEOUT_2 - jr z, .useFunction2 - cp ROCKET_HIDEOUT_4 - jr z, .useFunction2 - cp ROCK_TUNNEL_1 - jr z, .useFunction2 - ld a, [W_CURMAPTILESET] - and a ; outside tileset (OVERWORLD) - jr z, .useFunction2 - cp SHIP ; S.S. Anne tileset - jr z, .useFunction2 - cp SHIP_PORT ; Vermilion Port tileset - jr z, .useFunction2 - cp PLATEAU ; Indigo Plateau tileset - jr z, .useFunction2 -.useFunction1 - ld hl, IsPlayerFacingEdgeOfMap - jr .doBankswitch -.useFunction2 - ld hl, IsWarpTileInFrontOfPlayer -.doBankswitch - ld b, BANK(IsWarpTileInFrontOfPlayer) - jp Bankswitch - -MapEntryAfterBattle:: ; 0750 (0:0750) - callba IsPlayerStandingOnWarp ; for enabling warp testing after collisions - ld a,[wMapPalOffset] - and a - jp z,GBFadeInFromWhite - jp LoadGBPal - -HandleBlackOut:: ; 0762 (0:0762) -; For when all the player's pokemon faint. -; Does not print the "blacked out" message. - - call GBFadeOutToBlack - ld a, $08 - call StopMusic - ld hl, wd72e - res 5, [hl] - switchbank SpecialWarpIn ; also Bank(SpecialEnterMap) - callab ResetStatusAndHalveMoneyOnBlackout ; 3c:4274 - call SpecialWarpIn - call Func_2312 - jp SpecialEnterMap - -StopMusic:: ; 0788 (0:0788) - ld [wMusicHeaderPointer], a - call StopAllMusic -.wait - ld a, [wMusicHeaderPointer] - and a - jr nz, .wait - jp StopAllSounds - -HandleFlyWarpOrDungeonWarp:: ; 0794 (0:0794) - call UpdateSprites - call Delay3 - xor a - ld [wBattleResult], a - ld [wWalkBikeSurfState], a - ld [W_ISINBATTLE], a - ld [wMapPalOffset], a - ld hl, wd732 - set 2, [hl] ; fly warp or dungeon warp - res 5, [hl] ; forced to ride bike - call LeaveMapAnim - call LoadPlayerSpriteGraphics - callsb SpecialWarpIn - jp SpecialEnterMap - -LeaveMapAnim:: ; 07bc (0:07bc) - ld b, BANK(_LeaveMapAnim) - ld hl, _LeaveMapAnim - jp Bankswitch - -Func_07c4:: ; 07c4 (0:07c4) - ld a, [wWalkBikeSurfState] - and a - ret z - xor a - ld [wWalkBikeSurfState],a - ld hl,wd732 - bit 4,[hl] - ret z - call PlayDefaultMusic - ret - -LoadPlayerSpriteGraphics:: ; 07d7 (0:07d7) -; Load sprite graphics based on whether the player is standing, biking, or surfing. - - ; 0: standing - ; 1: biking - ; 2: surfing - - ld a, [wWalkBikeSurfState] - dec a - jr z, .ridingBike - - ld a, [hTilesetType] - and a - jr nz, .determineGraphics - jr .startWalking - -.ridingBike - ; If the bike can't be used, - ; start walking instead. - call IsBikeRidingAllowed - jr c, .determineGraphics - -.startWalking - xor a - ld [wWalkBikeSurfState], a - ld [wWalkBikeSurfStateCopy], a - jp LoadWalkingPlayerSpriteGraphics - -.determineGraphics - ld a, [wWalkBikeSurfState] - and a - jp z, LoadWalkingPlayerSpriteGraphics - dec a - jp z, LoadBikePlayerSpriteGraphics - dec a - jp z, LoadSurfingPlayerSpriteGraphics - jp LoadWalkingPlayerSpriteGraphics - -IsBikeRidingAllowed:: ; 0805 (0:0805) -; The bike can be used on Route 23 and Indigo Plateau, -; or maps with tilesets in BikeRidingTilesets. -; Return carry if biking is allowed. - - ld a, [W_CURMAP] - cp ROUTE_23 - jr z, .allowed - cp INDIGO_PLATEAU - jr z, .allowed - - ld a, [W_CURMAPTILESET] - ld b, a - ld hl, BikeRidingTilesets -.loop - ld a, [hli] - cp b - jr z, .allowed - inc a - jr nz, .loop - and a - ret - -.allowed - scf - ret - -INCLUDE "data/bike_riding_tilesets.asm" - -; load the tile pattern data of the current tileset into VRAM -LoadTilesetTilePatternData:: ; 0828 (0:0828) - ld a,[W_TILESETGFXPTR] - ld l,a - ld a,[W_TILESETGFXPTR + 1] - ld h,a - ld de,vTileset - ld bc,$600 - ld a,[W_TILESETBANK] - jp FarCopyData2 - -; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8 -; it can also load partial tile maps of connected maps into a border of length 3 around the current map -LoadTileBlockMap:: ; 083c (0:083c) -; fill C6E8-CBFB with the background tile - ld hl,wOverworldMap - ld bc,$0514 - ld a,[wd3ad] ; background tile number - call FillMemory -; load tile map of current map (made of tile block IDs) -; a 3-byte border at the edges of the map is kept so that there is space for map connections - ld hl,wOverworldMap - ld a,[W_CURMAPWIDTH] - ld [$ff8c],a - add a,$06 ; border (east and west) - ld [$ff8b],a ; map width + border - ld b,$00 - ld c,a -; make space for north border (next 3 lines) - add hl,bc - add hl,bc - add hl,bc - ld c,$03 - add hl,bc ; this puts us past the (west) border - ld a,[W_MAPDATAPTR] ; tile map pointer - ld e,a - ld a,[W_MAPDATAPTR + 1] - ld d,a ; de = tile map pointer - ld a,[W_CURMAPHEIGHT] - ld b,a -.rowLoop ; copy one row each iteration - push hl - ld a,[$ff8c] ; map width (without border) - ld c,a -.rowInnerLoop - ld a,[de] - inc de - ld [hli],a - dec c - jr nz,.rowInnerLoop -; add the map width plus the border to the base address of the current row to get the next row's address - pop hl - ld a,[$ff8b] ; map width + border - add l - ld l,a - jr nc,.noCarry - inc h -.noCarry - dec b - jr nz,.rowLoop -.northConnection - ld a,[W_MAPCONN1PTR] - cp a,$ff - jr z,.southConnection - call SwitchToMapRomBank - ld a,[wd372] - ld l,a - ld a,[wd373] - ld h,a - ld a,[wd374] - ld e,a - ld a,[wd375] - ld d,a - ld a,[wd376] - ld [$ff8b],a - ld a,[wd377] - ld [$ff8c],a - call LoadNorthSouthConnectionsTileMap -.southConnection - ld a,[W_MAPCONN2PTR] - cp a,$ff - jr z,.westConnection - call SwitchToMapRomBank - ld a,[wd37d] - ld l,a - ld a,[wd37e] - ld h,a - ld a,[wd37f] - ld e,a - ld a,[wd380] - ld d,a - ld a,[wd381] - ld [$ff8b],a - ld a,[wd382] - ld [$ff8c],a - call LoadNorthSouthConnectionsTileMap -.westConnection - ld a,[W_MAPCONN3PTR] - cp a,$ff - jr z,.eastConnection - call SwitchToMapRomBank - ld a,[wd388] - ld l,a - ld a,[wd389] - ld h,a - ld a,[wd38a] - ld e,a - ld a,[wd38b] - ld d,a - ld a,[wd38c] - ld b,a - ld a,[wd38d] - ld [$ff8b],a - call LoadEastWestConnectionsTileMap -.eastConnection - ld a,[W_MAPCONN4PTR] - cp a,$ff - jr z,.done - call SwitchToMapRomBank - ld a,[wd393] - ld l,a - ld a,[wd394] - ld h,a - ld a,[wd395] - ld e,a - ld a,[wd396] - ld d,a - ld a,[wd397] - ld b,a - ld a,[wd398] - ld [$ff8b],a - call LoadEastWestConnectionsTileMap -.done - ret - -LoadNorthSouthConnectionsTileMap:: ; 0919 (0:0919) - ld c,$03 -.loop - push de - push hl - ld a,[$ff8b] ; width of connection - ld b,a -.innerLoop - ld a,[hli] - ld [de],a - inc de - dec b - jr nz,.innerLoop - pop hl - pop de - ld a,[$ff8c] ; width of connected map - add l - ld l,a - jr nc,.noCarry1 - inc h -.noCarry1 - ld a,[W_CURMAPWIDTH] - add a,$06 - add e - ld e,a - jr nc,.noCarry2 - inc d -.noCarry2 - dec c - jr nz,.loop - ret - -LoadEastWestConnectionsTileMap:: ; 093d (0:093d) - push hl - push de - ld c,$03 -.innerLoop - ld a,[hli] - ld [de],a - inc de - dec c - jr nz,.innerLoop - pop de - pop hl - ld a,[$ff8b] ; width of connected map - add l - ld l,a - jr nc,.noCarry1 - inc h -.noCarry1 - ld a,[W_CURMAPWIDTH] - add a,$06 - add e - ld e,a - jr nc,.noCarry2 - inc d -.noCarry2 - dec b - jr nz,LoadEastWestConnectionsTileMap - ret - -; function to check if there is a sign or sprite in front of the player -; if so, carry is set. otherwise, carry is cleared -IsSpriteOrSignInFrontOfPlayer:: ; 095e (0:095e) - xor a - ld [hSpriteIndexOrTextID],a - ld a,[wd4b0] ; number of signs in the map - and a - jr z,.extendRangeOverCounter -; if there are signs - predef GetTileAndCoordsInFrontOfPlayer ; get the coordinates in front of the player in de - call SignLoop - ret c -.extendRangeOverCounter -; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC - predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player in c - ld hl,W_TILESETTALKINGOVERTILES ; list of tiles that extend talking range (counter tiles) - ld b,$03 - ld d,$20 ; talking range in pixels (long range) -.counterTilesLoop - ld a,[hli] - cp c - jr z,IsSpriteInFrontOfPlayer2 ; jumps if the tile in front of the player is a counter tile - dec b - jr nz,.counterTilesLoop - -; sets carry flag if a sprite is in front of the player, resets if not -IsSpriteInFrontOfPlayer:: ; 0983 (0:0983) - ld d,$10 ; talking range in pixels (normal range) -IsSpriteInFrontOfPlayer2:: ; 0985 (0:0985) - ld bc,$3c40 ; Y and X position of player sprite - ld a,[wSpriteStateData1 + 9] ; direction the player is facing -.checkIfPlayerFacingUp - cp a,$04 - jr nz,.checkIfPlayerFacingDown -; facing up - ld a,b - sub d - ld b,a - ld a,$08 - jr .doneCheckingDirection -.checkIfPlayerFacingDown - cp a,$00 - jr nz,.checkIfPlayerFacingRight -; facing down - ld a,b - add d - ld b,a - ld a,$04 - jr .doneCheckingDirection -.checkIfPlayerFacingRight - cp a,$0c - jr nz,.playerFacingLeft -; facing right - ld a,c - add d - ld c,a - ld a,$01 - jr .doneCheckingDirection -.playerFacingLeft -; facing left - ld a,c - sub d - ld c,a - ld a,$02 -.doneCheckingDirection - ld [wd52a],a - ld hl,wSpriteStateData1 + $10 -; yellow does not have the "if sprites are existant" check - ld e,$01 - ld d,$f -.spriteLoop - push hl - ld a,[hli] ; image (0 if no sprite) - and a - jr z,.nextSprite - inc l - ld a,[hli] ; sprite visibility - inc a - jr z,.nextSprite - inc l - ld a,[hli] ; Y location - cp b - jr nz,.nextSprite - inc l - ld a,[hl] ; X location - cp c - jr z,.foundSpriteInFrontOfPlayer -.nextSprite - pop hl - ld a,l - add a,$10 - ld l,a - inc e - dec d - jr nz,.spriteLoop - xor a - ret -.foundSpriteInFrontOfPlayer - pop hl - ld a,l - and a,$f0 - inc a - ld l,a - set 7,[hl] - ld a,e - ld [hSpriteIndexOrTextID],a - ld a,[hSpriteIndexOrTextID] ; possible useless read because a already has the value of the read address - cp a,$f - jr nz,.dontwritetowd436 - ld a,$FF - ld [wd436],a -.dontwritetowd436 - scf - ret - -SignLoop:: ; 09f2 (0:09f2) -; search if a player is facing a sign - ld hl,wd4b1 ; start of sign coordinates - ld a,[wd4b0] ; number of signs in the map - ld b,a - ld c,$00 -.signLoop - inc c - ld a,[hli] ; sign Y - cp d - jr z,.yCoordMatched - inc hl - jr .retry -.yCoordMatched - ld a,[hli] ; sign X - cp e - jr nz,.retry -.xCoordMatched -; found sign - push hl - push bc - ld hl,wd4d1 ; start of sign text ID's - ld b,$00 - dec c - add hl,bc - ld a,[hl] - ld [hSpriteIndexOrTextID],a ; store sign text ID - pop bc - pop hl - scf - ret -.retry - dec b - jr nz,.signLoop - xor a - ret - -; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing) -; sets the carry flag if there is a collision, and unsets it if there isn't a collision -CollisionCheckOnLand:: ; 0a1c (0:0a1c) - ld a,[wd736] - bit 6,a ; is the player jumping? - jr nz,.noCollision -; if not jumping a ledge - ld a,[wSimulatedJoypadStatesIndex] - and a - jr nz,.noCollision ; no collisions when the player's movements are being controlled by the game - ld a,[wd52a] ; the direction that the player is trying to go in - ld d,a - ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) - and d ; check if a sprite is in the direction the player is trying to go - nop ; ??? why is this in the code - jr nz,.collision - xor a - ld [hSpriteIndexOrTextID],a - call IsSpriteInFrontOfPlayer ; check for sprite collisions again? when does the above check fail to detect a sprite collision? - jr nc,.asm_0a5c - res 7,[hl] - ld a,[hSpriteIndexOrTextID] - and a ; was there a sprite collision? - jr z,.asm_0a5c -; if no sprite collision - cp $f - jr nz,.collision - call CheckForJumpingAndTilePairCollisions - jr nz,.collision - ld a,[hJoyHeld] - and $2 - jr nz,.asm_0a5c - ld hl,wd435 - ld a,[hl] - and a - jr z,.asm_0a5c - dec [hl] - jr nz,.collision -.asm_0a5c - ld hl,TilePairCollisionsLand - call CheckForJumpingAndTilePairCollisions - jr c,.collision - call CheckTilePassable - jr nc,.noCollision -.collision - ld a,[wc02a] - cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing - jr z,.setCarry - ld a,(SFX_02_5b - SFX_Headers_02) / 3 - call PlaySound ; play collision sound (if it's not already playing) -.setCarry - scf - ret -.noCollision - and a - ret - -; function that checks if the tile in front of the player is passable -; clears carry if it is, sets carry if not -CheckTilePassable:: ; 0a79 (0:0a79) - predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player - ld a,[wTileInFrontOfPlayer] ; tile in front of player - ld c,a - call IsTilePassable - ret - -; check if the player is going to jump down a small ledge -; and check for collisions that only occur between certain pairs of tiles -; Input: hl - address of directional collision data -; sets carry if there is a collision and unsets carry if not -CheckForJumpingAndTilePairCollisions:: ; 0a86 (0:0a86) - push hl - predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player - push de - push bc - callba HandleLedges ; check if the player is trying to jump a ledge - pop bc - pop de - pop hl - and a - ld a,[wd736] - bit 6,a ; is the player jumping? - ret nz -; if not jumping - -CheckForTilePairCollisions2:: ; 0aa0 (0:0aa0) - aCoord 8, 9 ; tile the player is on - ld [wcf0e],a - -CheckForTilePairCollisions:: ; 0aa6 (0:0aa6) - ld a,[wTileInFrontOfPlayer] - ld c,a -.tilePairCollisionLoop - ld a,[W_CURMAPTILESET] ; tileset number - ld b,a - ld a,[hli] - cp a,$ff - jr z,.noMatch - cp b - jr z,.tilesetMatches - inc hl -.retry - inc hl - jr .tilePairCollisionLoop -.tilesetMatches - ld a,[wcf0e] ; tile the player is on - ld b,a - ld a,[hl] - cp b - jr z,.currentTileMatchesFirstInPair - inc hl - ld a,[hl] - cp b - jr z,.currentTileMatchesSecondInPair - jr .retry -.currentTileMatchesFirstInPair - inc hl - ld a,[hl] - cp c - jr z,.foundMatch - jr .tilePairCollisionLoop -.currentTileMatchesSecondInPair - dec hl - ld a,[hli] - cp c - inc hl - jr nz,.tilePairCollisionLoop -.foundMatch - scf - ret -.noMatch - and a - ret - -; FORMAT: tileset number, tile 1, tile 2 -; terminated by 0xFF -; these entries indicate that the player may not cross between tile 1 and tile 2 -; it's mainly used to simulate differences in elevation - -TilePairCollisionsLand:: ; 0ada (0:0ada) - db CAVERN, $20, $05 - db CAVERN, $41, $05 - db FOREST, $30, $2E - db CAVERN, $2A, $05 - db CAVERN, $05, $21 - db FOREST, $52, $2E - db FOREST, $55, $2E - db FOREST, $56, $2E - db FOREST, $20, $2E - db FOREST, $5E, $2E - db FOREST, $5F, $2E - db $FF - -TilePairCollisionsWater:: ; 0afc (0:0afc) - db FOREST, $14, $2E - db FOREST, $48, $2E - db CAVERN, $14, $05 - db $FF - -; this builds a tile map from the tile block map based on the current X/Y coordinates of the player's character -LoadCurrentMapView:: ; 0b06 (0:0b06) - ld a,[H_LOADEDROMBANK] - push af - ld a,[W_TILESETBANK] ; tile data ROM bank - call BankswitchCommon ; switch to ROM bank that contains tile data - ld a,[wCurrentTileBlockMapViewPointer] ; address of upper left corner of current map view - ld e,a - ld a,[wCurrentTileBlockMapViewPointer + 1] - ld d,a - ld hl,wTileMapBackup - ld b,$05 -.rowLoop ; each loop iteration fills in one row of tile blocks - push hl - push de - ld c,$06 -.rowInnerLoop ; loop to draw each tile block of the current row - push bc - push de - push hl - ld a,[de] - ld c,a ; tile block number - call DrawTileBlock - pop hl - pop de - pop bc - inc hl - inc hl - inc hl - inc hl - inc de - dec c - jr nz,.rowInnerLoop -; update tile block map pointer to next row's address - pop de - ld a,[W_CURMAPWIDTH] - add a,$06 - add e - ld e,a - jr nc,.noCarry - inc d -.noCarry -; update tile map pointer to next row's address - pop hl - ld a,$60 - add l - ld l,a - jr nc,.noCarry2 - inc h -.noCarry2 - dec b - jr nz,.rowLoop - ld hl,wTileMapBackup - ld bc,$0000 -.adjustForYCoordWithinTileBlock - ld a,[W_YBLOCKCOORD] - and a - jr z,.adjustForXCoordWithinTileBlock - ld bc,$0030 - add hl,bc -.adjustForXCoordWithinTileBlock - ld a,[W_XBLOCKCOORD] - and a - jr z,.copyToVisibleAreaBuffer - ld bc,$0002 - add hl,bc -.copyToVisibleAreaBuffer - ld de,wTileMap ; base address for the tiles that are directly transfered to VRAM during V-blank - ld b,$12 -.rowLoop2 - ld c,$14 -.rowInnerLoop2 - ld a,[hli] - ld [de],a - inc de - dec c - jr nz,.rowInnerLoop2 - ld a,$04 - add l - ld l,a - jr nc,.noCarry3 - inc h -.noCarry3 - dec b - jr nz,.rowLoop2 - pop af - call BankswitchCommon ; restore previous ROM bank - ret - -AdvancePlayerSprite:: ; 0b7f (0:0b7f) - ld a,[wUpdateSpritesEnabled] - push af - ld a,$FF - ld [wUpdateSpritesEnabled],a - ld hl, _AdvancePlayerSprite ; 3c:410c - ld b, BANK(_AdvancePlayerSprite) - call Bankswitch - pop af - ld [wUpdateSpritesEnabled],a - ret - -; the following 6 functions are used to tell the V-blank handler to redraw -; the portion of the map that was newly exposed due to the player's movement - -ScheduleNorthRowRedraw:: ; 0b95 (0:0b95) - hlCoord 0, 0 - call CopyToScreenEdgeTiles - ld a,[wMapViewVRAMPointer] - ld [H_SCREENEDGEREDRAWADDR],a - ld a,[wMapViewVRAMPointer + 1] - ld [H_SCREENEDGEREDRAWADDR + 1],a - ld a,REDRAWROW - ld [H_SCREENEDGEREDRAW],a - ret - -CopyToScreenEdgeTiles:: ; 0baa (0:0baa) - ld de,wScreenEdgeTiles - ld c,2 * 20 -.loop - ld a,[hli] - ld [de],a - inc de - dec c - jr nz,.loop - ret - -ScheduleSouthRowRedraw:: ; 0bb6 (0:0bb6) - hlCoord 0, 16 - call CopyToScreenEdgeTiles - ld a,[wMapViewVRAMPointer] - ld l,a - ld a,[wMapViewVRAMPointer + 1] - ld h,a - ld bc,$0200 - add hl,bc - ld a,h - and a,$03 - or a,$98 - ld [H_SCREENEDGEREDRAWADDR + 1],a - ld a,l - ld [H_SCREENEDGEREDRAWADDR],a - ld a,REDRAWROW - ld [H_SCREENEDGEREDRAW],a - ret - -ScheduleEastColumnRedraw:: ; 0bd6 (0:0bd7) - hlCoord 18, 0 - call ScheduleColumnRedrawHelper - ld a,[wMapViewVRAMPointer] - ld c,a - and a,$e0 - ld b,a - ld a,c - add a,18 - and a,$1f - or b - ld [H_SCREENEDGEREDRAWADDR],a - ld a,[wMapViewVRAMPointer + 1] - ld [H_SCREENEDGEREDRAWADDR + 1],a - ld a,REDRAWCOL - ld [H_SCREENEDGEREDRAW],a - ret - -ScheduleColumnRedrawHelper:: ; 0bf6 (0:0bf6) - ld de,wScreenEdgeTiles - ld c,$12 -.loop - ld a,[hli] - ld [de],a - inc de - ld a,[hl] - ld [de],a - inc de - ld a,19 - add l - ld l,a - jr nc,.noCarry - inc h -.noCarry - dec c - jr nz,.loop - ret - -ScheduleWestColumnRedraw:: ; 0c0c (0:0c0c) - hlCoord 0, 0 - call ScheduleColumnRedrawHelper - ld a,[wMapViewVRAMPointer] - ld [H_SCREENEDGEREDRAWADDR],a - ld a,[wMapViewVRAMPointer + 1] - ld [H_SCREENEDGEREDRAWADDR + 1],a - ld a,REDRAWCOL - ld [H_SCREENEDGEREDRAW],a - ret - -; function to write the tiles that make up a tile block to memory -; Input: c = tile block ID, hl = destination address -DrawTileBlock:: ; 0c21 (0:0c21) - push hl - ld a,[W_TILESETBLOCKSPTR] ; pointer to tiles - ld l,a - ld a,[W_TILESETBLOCKSPTR + 1] - ld h,a - ld a,c - swap a - ld b,a - and a,$f0 - ld c,a - ld a,b - and a,$0f - ld b,a ; bc = tile block ID * 0x10 - add hl,bc - ld d,h - ld e,l ; de = address of the tile block's tiles - pop hl - ld c,$04 ; 4 loop iterations -.loop ; each loop iteration, write 4 tile numbers - push bc - ld a,[de] - ld [hli],a - inc de - ld a,[de] - ld [hli],a - inc de - ld a,[de] - ld [hli],a - inc de - ld a,[de] - ld [hl],a - inc de - ld bc,$0015 - add hl,bc - pop bc - dec c - jr nz,.loop - ret - -; function to update joypad state and simulate button presses -JoypadOverworld:: ; 0c51 (0:0c51) - xor a - ld [wSpriteStateData1 + 3],a - ld [wSpriteStateData1 + 5],a - call RunMapScript - call Joypad - call ForceBikeDown - call AreInputsSimulated - ret - -ForceBikeDown:: ; 0c65 (0:0c65) - ld a,[W_FLAGS_D733] - bit 3,a ; check if a trainer wants a challenge - ret nz - ld a,[W_CURMAP] - cp a,ROUTE_17 ; Cycling Road - ret nz - ld a,[hJoyHeld] - and a,D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON - jr nz,.notForcedDownwards - ld a,D_DOWN - ld [hJoyHeld],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press - ret - -AreInputsSimulated:: ; 0c7b (0:0c7b) - ld a,[wd730] - bit 7,a - ret z -; if simulating button presses - ld a,[hJoyHeld] - ld b,a - ld a,[wOverrideSimulatedJoypadStatesMask] ; bit mask for button presses that override simulated ones - and b - ret nz ; return if the simulated button presses are overridden - call GetSimulatedInput - jr nc,.doneSimulating - ld [hJoyHeld],a ; store simulated button press in joypad state - and a - ret nz - ld [hJoyPressed],a - ld [hJoyReleased],a - ret - -; if done simulating button presses -.doneSimulating - xor a - ld [wWastedByteCD3A],a - ld [wSimulatedJoypadStatesIndex],a - ld [wSimulatedJoypadStatesEnd],a - ld [wJoyIgnore],a - ld [hJoyHeld],a - ld hl,wd736 - ld a,[hl] - and a,$f8 - ld [hl],a - ld hl,wd730 - res 7,[hl] - ret - -GetSimulatedInput:: ; 0cb3 (0:0cb3) - ld hl,wSimulatedJoypadStatesIndex - dec [hl] - ld a,[hl] - cp a,$ff - jr z,.endofsimulatedinputs ; if the end of the simulated button presses has been reached - push de - ld e,a - ld d,$0 - ld hl,wSimulatedJoypadStatesEnd - add hl,de - ld a,[hl] - pop de - scf - ret -.endofsimulatedinputs - and a - ret - - -; function to check the tile ahead to determine if the character should get on land or keep surfing -; sets carry if there is a collision and clears carry otherwise -; It seems that this function has a bug in it, but due to luck, it doesn't -; show up. After detecting a sprite collision, it jumps to the code that -; checks if the next tile is passable instead of just directly jumping to the -; "collision detected" code. However, it doesn't store the next tile in c, -; so the old value of c is used. 2429 is always called before this function, -; and 2429 always sets c to 0xF0. There is no 0xF0 background tile, so it -; is considered impassable and it is detected as a collision. -CollisionCheckOnWater:: ; 0cca (0:0cca) - ld a,[wd730] - bit 7,a - jp nz,.noCollision ; return and clear carry if button presses are being simulated - ld a,[wd52a] ; the direction that the player is trying to go in - ld d,a - ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) - and d ; check if a sprite is in the direction the player is trying to go - jr nz,.checkIfNextTileIsPassable ; bug? - ld hl,TilePairCollisionsWater - call CheckForJumpingAndTilePairCollisions - jr c,.collision - predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player (puts it in c and [wTileInFrontOfPlayer]) - callab IsNextTileShoreOrWater ; 3:6808 - jr c,.noCollsion - ld a,[wTileInFrontOfPlayer] ; tile in front of player - ld c,a - call IsTilePassable - jr nc,.stopSurfing -.collision - ld a,[wc02a] - cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing - jr z,.setCarry - ld a,(SFX_02_5b - SFX_Headers_02) / 3 - call PlaySound ; play collision sound (if it's not already playing) -.setCarry - scf - jr .done -.checkIfVermilionDockTileset - ld a, [W_CURMAPTILESET] ; tileset - cp SHIP_PORT ; Vermilion Dock tileset - jr nz, .noCollision ; keep surfing if it's not the boarding platform tile - jr .stopSurfing ; if it is the boarding platform tile, stop surfing -.stopSurfing ; based game freak - ld a,$3 - ld [wd431],a - ld hl,wd430 - set 5,[hl] - xor a - ld [wWalkBikeSurfState],a - call LoadPlayerSpriteGraphics - call PlayDefaultMusic - jr .noCollision -.noCollision ; ...and they do the same mistake twice - and a -.done - ret - -; function to run the current map's script -RunMapScript:: ; 0d2c (0:0d2c) - push hl - push de - push bc - callba TryPushingBoulder - ld a,[wFlags_0xcd60] - bit 1,a ; play boulder dust animation - jr z,.afterBoulderEffect - callba DoBoulderDustAnimation -.afterBoulderEffect - pop bc - pop de - pop hl - call RunNPCMovementScript - ld a,[W_CURMAP] ; current map number - call SwitchToMapRomBank ; change to the ROM bank the map's data is in - ld hl,W_MAPSCRIPTPTR - ld a,[hli] - ld h,[hl] - ld l,a - ld de,.return - push de - jp [hl] ; jump to script -.return - ret - -Func_0d5e:: ; 0d5e (0:0d5e) -; new sprite copy stuff - xor a - ld [wd473],a - ld b,BANK(RedSprite) - ld de,RedSprite ; $4180 - jr LoadPlayerSpriteGraphicsCommon - -Func_0d69:: ; 0d69 (0:0d69) - ld a,[wd473] - and a - jr z,.asm_0d75 - dec a - jr z,.asm_0d83 - dec a - jr z,.asm_0d7c -.asm_0d75 - ld a,[wd472] - bit 6,a - jr z,LoadSurfingPlayerSpriteGraphics -.asm_0d7c - ld b,BANK(Pointer_fedef) - ld de,Pointer_fedef ; 3f:6def - jr LoadPlayerSpriteGraphicsCommon - -LoadSurfingPlayerSpriteGraphics:: ; 0d83 (0:0d83) - ld b,BANK(RedSprite) ; not sure, but probably same bank (5) - ld de,SeelSprite - jr LoadPlayerSpriteGraphicsCommon - -LoadBikePlayerSpriteGraphics:: ; 0d8a (0:0d8a) - ld de,RedCyclingSprite -LoadPlayerSpriteGraphicsCommon:: ; 0d8f (0:0d8f) - ld hl,vNPCSprites - push de - push hl - ld c, $c - call CopyVideoData - pop hl - pop de - ld a,$c0 - add e - ld e,a - jr nc,.noCarry - inc d -.noCarry - set 3,h - ld c,$c - jp CopyVideoData - -; function to load data from the map header -LoadMapHeader:: ; 0dab (0:0dab) - callba MarkTownVisitedAndLoadMissableObjects - jr .asm_0dbd - callba Func_f0a55 ; 3c:4a55 -.asm_0dbd - ld a,[W_CURMAPTILESET] - ld [wd119],a - ld a,[W_CURMAP] - call SwitchToMapRomBank - ld a,[W_CURMAPTILESET] - ld b,a - res 7,a - ld [W_CURMAPTILESET],a - ld [$ff8b],a - bit 7,b - ret nz - call GetMapHeaderPointer -; copy the first 10 bytes (the fixed area) of the map data to D367-D370 - ld de,W_CURMAPTILESET - ld c,$0a -.copyFixedHeaderLoop - ld a,[hli] - ld [de],a - inc de - dec c - jr nz,.copyFixedHeaderLoop -; initialize all the connected maps to disabled at first, before loading the actual values - ld a,$ff - ld [W_MAPCONN1PTR],a - ld [W_MAPCONN2PTR],a - ld [W_MAPCONN3PTR],a - ld [W_MAPCONN4PTR],a -; copy connection data (if any) to WRAM - ld a,[W_MAPCONNECTIONS] - ld b,a -.checkNorth - bit 3,b - jr z,.checkSouth - ld de,W_MAPCONN1PTR - call CopyMapConnectionHeader -.checkSouth - bit 2,b - jr z,.checkWest - ld de,W_MAPCONN2PTR - call CopyMapConnectionHeader -.checkWest - bit 1,b - jr z,.checkEast - ld de,W_MAPCONN3PTR - call CopyMapConnectionHeader -.checkEast - bit 0,b - jr z,.getObjectDataPointer - ld de,W_MAPCONN4PTR - call CopyMapConnectionHeader -.getObjectDataPointer - ld a,[hli] - ld [wd3a9],a - ld a,[hli] - ld [wd3aa],a - push hl - ld a,[wd3a9] - ld l,a - ld a,[wd3aa] - ld h,a ; hl = base of object data - ld de,wd3ad ; background tile ID - ld a,[hli] - ld [de],a ; save background tile ID -.loadWarpData - ld a,[hli] - ld [wNumberOfWarps],a - and a - jr z,.loadSignData - ld c,a - ld de,wWarpEntries -.warpLoop ; one warp per loop iteration - ld b,$04 -.warpInnerLoop - ld a,[hli] - ld [de],a - inc de - dec b - jr nz,.warpInnerLoop - dec c - jr nz,.warpLoop -.loadSignData - ld a,[hli] ; number of signs - ld [wd4b0],a ; save the number of signs - and a ; are there any signs? - jr z,.loadSpriteData ; if not, skip this - call CopySignData ; 0eb3 (0:0eb3) -.loadSpriteData - ld a,[wd72e] - bit 5,a ; did a battle happen immediately before this? - jp nz,.finishUp ; if so, skip this because battles don't destroy this data - call InitSprites -.finishUp - predef LoadTilesetHeader - ld a,[wd72e] - bit 5,a ; did a battle happen immediately before this? - jr nz,.asm_0e73 - callab Func_fc4fa ; 3f:44fa - callab LoadWildData - pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose) - ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks - add a ; double it - ld [wd524],a ; store map height in 2x2 tile blocks - ld a,[W_CURMAPWIDTH] ; map width in 4x4 tile blocks - add a ; double it - ld [wd525],a ; map width in 2x2 tile blocks - ld a,[W_CURMAP] - ld c,a - ld b,$00 - ld a,[H_LOADEDROMBANK] - push af - switchbank MapSongBanks - ld hl, MapSongBanks ; 3f:4000 - add hl,bc - add hl,bc - ld a,[hli] - ld [wd35b],a ; music 1 - ld a,[hl] - ld [wd35c],a ; music 2 - pop af - call BankswitchCommon - ret - -; function to copy map connection data from ROM to WRAM -; Input: hl = source, de = destination -CopyMapConnectionHeader:: ; 1238 (0:1238) - ld c,$0b -.loop - ld a,[hli] - ld [de],a - inc de - dec c - jr nz,.loop - ret - -CopySignData:: ; 0eb3 (0:0eb3) - ld de,wd4b1 ; start of sign coords - ld bc,wd4d1 ; start of sign text ids - ld a,[wd4b0] ; number of signs -.signcopyloop - push af - ld a,[hli] - ld [de],a ; copy y coord - inc de - ld a,[hli] - ld [de],a ; copy x coord - inc de - ld a,[hli] - ld [bc],a ; copy sign text id - inc bc - pop af - dec a - jr nz,.signcopyloop - ret - -; function to load map data -LoadMapData:: ; 1241 (0:1241) - ld a,[H_LOADEDROMBANK] - push af - call DisableLCD - call ResetMapVariables - call LoadTextBoxTilePatterns - call LoadMapHeader - call InitMapSprites ; load tile pattern data for sprites - call LoadScreenRelatedData - call CopyMapViewToVRAM - ld a,$01 - ld [wUpdateSpritesEnabled],a - call EnableLCD - ld b,$09 - call GoPAL_SET - call LoadPlayerSpriteGraphics - ld a,[wd732] - and a,1 << 4 | 1 << 3 ; fly warp or dungeon warp - jr nz,.restoreRomBank - ld a,[W_FLAGS_D733] - bit 1,a - jr nz,.restoreRomBank - call Func_235f ; music related - call Func_2312 ; music related -.restoreRomBank - pop af - ld [H_LOADEDROMBANK],a - ld [$2000],a - ret - -LoadScreenRelatedData:: ; 0f0c (0:0f0c) - call LoadTileBlockMap - call LoadTilesetTilePatternData - call LoadCurrentMapView - ret - -Func_0f16:: ; 0f16 (0:0f16) - ld a,[H_LOADEDROMBANK] - push af - call DisableLCD - call ResetMapVariables - ld a,[W_CURMAP] - call SwitchToMapRomBank - call LoadScreenRelatedData - call CopyMapViewToVRAM - ld de,vBGMap1 - call CopyMapViewToVRAM2 - call EnableLCD - call ReloadMapSpriteTilePatterns - pop af - call BankswitchCommon - jr .asm_0f4d -Func_0f3d:: ; 0f3d (0:0f3d) - ld a,[H_LOADEDROMBANK] - push af - ld a,[W_CURMAP] - call SwitchToMapRomBank - call LoadTileBlockMap - pop af - call BankswitchCommon -.asm_0f4d - ld hl, Func_f02da - ld b,BANK(Func_f02da) ; 3c:42da - jp Bankswitch - ret ; useless? - -ResetMapVariables:: ; 0f56 (0:0f56) - ld a,$98 - ld [wMapViewVRAMPointer + 1],a - xor a - ld [wMapViewVRAMPointer],a - ld [hSCY],a - ld [hSCX],a - ld [wWalkCounter],a - ld [wd119],a - ld [W_SPRITESETID],a - ld [wWalkBikeSurfStateCopy],a - ret - -CopyMapViewToVRAM:: ; 0f70 (0:0f70) -; copy current map view to VRAM - ld de,vBGMap0 -CopyMapViewToVRAM2: ; 0f73 (0:0f73) - ld hl,wTileMap - ld b,18 -.vramCopyLoop - ld c,20 -.vramCopyInnerLoop - ld a,[hli] - ld [de],a - inc e - dec c - jr nz,.vramCopyInnerLoop - ld a,32 - 20 ; total vram map width in tiles - screen width in tiles - add e - ld e,a - jr nc,.noCarry - inc d -.noCarry - dec b - jr nz,.vramCopyLoop - ret - -; function to switch to the ROM bank that a map is stored in -; Input: a = map number -SwitchToMapRomBank:: ; 0f8b (0:0f8b) - push hl - push bc - ld c,a - ld b,$00 - ld a,BANK(MapHeaderBanks) - call BankswitchHome ; switch to ROM bank 3F - ld hl,MapHeaderBanks - add hl,bc - ld a,[hl] - ld [$ffe8],a ; save map ROM bank - call BankswitchCommon - pop bc - pop hl - ret - -GetMapHeaderPointer:: ; 0fa7 (0:0fa7) - ld a,[H_LOADEDROMBANK] - push af - switchbank MapHeaderPointers ; 3f:41f2 - push de - ld a,[W_CURMAP] - ld e,a - ld d,$0 - ld hl,MapHeaderPointers - add hl,de - add hl,de - ld a,[hli] - ld h,[hl] - ld l,a - pop de - pop af - jp BankswitchCommon - -IgnoreInputForHalfSecond: ; 0fc3 (0:0fc3) - ld a, 30 - ld [wIgnoreInputCounter], a - ld hl, wd730 - ld a, [hl] - or $26 - ld [hl], a ; set ignore input bit - ret - -ResetUsingStrengthOutOfBattleBit: ; 0fd0 (0:0fd0) - ld hl, wd728 - res 0, [hl] - ret - -ForceBikeOrSurf:: ; 0fd6 (0:0fd6) - ld b, BANK(RedSprite) - ld hl, LoadPlayerSpriteGraphics - call Bankswitch - jp PlayDefaultMusic ; update map/player state? - -; Handle the player jumping down -; a ledge in the overworld. -HandleMidJump:: ; 0fe1 (0:0fe1) - ld a,[wd736] - bit 7,a ; jumping down a ledge? - ret z - ld b, BANK(_HandleMidJump) - ld hl, _HandleMidJump - jp Bankswitch - -IsSpinning:: ; 0ff0 (0:0ff0) - ld a,[wd736] - bit 7,a - ret z ; no spinning - ld b, BANK(LoadSpinnerArrowTiles); spin while moving - ld hl,LoadSpinnerArrowTiles ; 11:5077 - jp Bankswitch - -Func_0ffe:: ; 0ffe (0:0ffe) - ld hl, Func_fcf0c ; 3f:4f0c - ld b, BANK(Func_fcf0c) - jp Bankswitch - -InitSprites:: ; 1006 (0:1006) - ld a,[hli] - ld [W_NUMSPRITES],a ; save the number of sprites - push hl - push hl - push de - push bc - call ZeroSpriteStateData - call DisableRegularSprites - ld hl,W_MAPSPRITEDATA - ld bc,$20 - xor a - call FillMemory - pop bc - pop de - pop hl - ld a,[W_NUMSPRITES] - and a ; are sprites existant? - ret z ; don't copy sprite data if not - ld b,a - ld c,$0 - ld de,wSpriteStateData1 + $10 -; copy sprite stuff? -.loadSpriteLoop - ld a,[hli] - ld [de],a ; store picture ID at C1X0 - inc d - ld a,$04 - add e - ld e,a - ld a,[hli] - ld [de],a ; store Y position at C2X4 - inc e - ld a,[hli] - ld [de],a ; store X position at C2X5 - inc e - ld a,[hli] - ld [de],a ; store movement byte 1 at C2X6 - ld a,[hli] - ld [$ff8d],a ; save movement byte 2 - ld a,[hli] - ld [$ff8e],a ; save text ID and flags byte - push bc - call LoadSprite - pop bc - dec d - ld a,e - add a,$a - ld e,a - inc c - inc c - dec b - jr nz,.loadSpriteLoop - ret - -ZeroSpriteStateData:: ; 1050 (0:1050) -; zero C110-C1EF and C210-C2EF -; C1F0-C1FF and C2F0-C2FF is probably used for Pikachu - ld hl,wSpriteStateData1 + $10 - ld de,wSpriteStateData2 + $10 - xor a - ld b,$e0 -.loop - ld [hli],a - ld [de],a - inc e - dec b - jr nz,.loop - ret - -DisableRegularSprites:: ; 1060 (0:1060) -; initialize all C100-C1FF sprite entries to disabled (other than player's and pikachu) - ld hl,wSpriteStateData1 + $12 - ld de,$10 - ld c,$e -.loop - ld [hl],$ff - add hl,de - dec c - jr nz,.loop - ret - -LoadSprite:: ; 106f (0:106f) - push hl - ld b,$0 - ld hl,W_MAPSPRITEDATA - add hl,bc - ld a,[$ff8d] - ld [hli],a ; store movement byte 2 in byte 0 of sprite entry - ld a,[$ff8e] - ld [hl],a ; this appears pointless, since the value is overwritten immediately after - ld a,[$ff8e] - ld [$ff8d],a - and a,$3f - ld [hl],a ; store text ID in byte 1 of sprite entry - pop hl - ld a,[$ff8d] - bit 6,a - jr nz,.trainerSprite - bit 7,a - jr nz,.itemBallSprite -; for regular sprites - push hl - ld hl,W_MAPSPRITEEXTRADATA - add hl,bc -; zero both bytes, since regular sprites don't use this extra space - xor a - ld [hli],a - ld [hl],a - pop hl - ret - -.trainerSprite - ld a,[hli] - ld [$ff8d],a ; save trainer class - ld a,[hli] - ld [$ff8e],a ; save trainer number (within class) - push hl - ld hl,W_MAPSPRITEEXTRADATA - add hl,bc - ld a,[$ff8d] - ld [hli],a ; store trainer class in byte 0 of the entry - ld a,[$ff8e] - ld [hl],a ; store trainer number in byte 1 of the entry - pop hl - ret - -.itemBallSprite - ld a,[hli] - ld [$ff8d],a ; save item number - push hl - ld hl,W_MAPSPRITEEXTRADATA - add hl,bc - ld a,[$ff8d] - ld [hli],a ; store item number in byte 0 of the entry - xor a - ld [hl],a ; zero byte 1, since it is not used - pop hl +EnterMap:: ; 01d7 (0:01d7) +; Load a new map. + ld a, $ff + ld [wJoyIgnore], a + call LoadMapData + callba ClearVariablesAfterLoadingMapData + ld hl, wd72c + bit 0, [hl] ; has the player already made 3 steps since the last battle? + jr z, .skipGivingThreeStepsOfNoRandomBattles + ld a, 3 ; minimum number of steps between battles + ld [wNumberOfNoRandomBattleStepsLeft], a +.skipGivingThreeStepsOfNoRandomBattles + ld hl, wd72e + bit 5, [hl] ; did a battle happen immediately before this? + res 5, [hl] ; unset the "battle just happened" flag + call z, ResetUsingStrengthOutOfBattleBit + call nz, MapEntryAfterBattle + ld hl, wd732 + ld a, [hl] + and 1 << 4 | 1 << 3 ; fly warp or dungeon warp + jr z, .didNotEnterUsingFlyWarpOrDungeonWarp + callba EnterMapAnim + call UpdateSprites + ld hl, wd732 + res 3, [hl] + ld hl, wd72e + res 4, [hl] + call Func_342a +.didNotEnterUsingFlyWarpOrDungeonWarp + callba CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road + ld hl, wd732 + bit 4, [hl] + res 4, [hl] + ld hl, wd72d + res 5, [hl] + call UpdateSprites + ld hl, wd126 + set 5, [hl] + set 6, [hl] + xor a + ld [wJoyIgnore], a + +OverworldLoop:: ; 0242 (0:0242) + call DelayFrame +OverworldLoopLessDelay:: ; 0245 (0:0245) + call DelayFrame + call Func_342a + call LoadGBPal + ld a,[wWalkCounter] + and a + jp nz,.moveAhead ; if the player sprite has not yet completed the walking animation + call JoypadOverworld ; get joypad state (which is possibly simulated) + callba SafariZoneCheck + ld a,[wSafariZoneGameOver] + and a + jp nz,WarpFound2 + ld hl,wd72d + bit 3,[hl] + res 3,[hl] + jp nz,WarpFound2 + ld a,[wd732] + and a,1 << 4 | 1 << 3 ; fly warp or dungeon warp + jp nz,HandleFlyWarpOrDungeonWarp + ld a,[W_CUROPPONENT] + and a + jp nz,.newBattle + ld a,[wd730] + bit 7,a ; are we simulating button presses? + jr z,.notSimulating + ld a,[hJoyHeld] + jr .checkIfStartIsPressed +.notSimulating + ld a,[hJoyPressed] +.checkIfStartIsPressed + bit 3,a ; start button + jr z,.startButtonNotPressed +; if START is pressed + xor a + ld [hSpriteIndexOrTextID],a ; start menu text ID + jp .displayDialogue +.startButtonNotPressed + bit 0,a ; A button + jp z,.checkIfDownButtonIsPressed +; if A is pressed + ld a,[wd730] + bit 2,a + jp nz,.noDirectionButtonsPressed + call IsPlayerCharacterBeingControlledByGame + jr nz,.checkForOpponent + call CheckForHiddenObjectOrBookshelfOrCardKeyDoor + ld a,[$ffeb] + and a + jp z,OverworldLoop ; jump if a hidden object or bookshelf was found, but not if a card key door was found + xor a + ld [wd436],a ; new yellow address + call IsSpriteOrSignInFrontOfPlayer + call Func_0ffe + ld a,[hSpriteIndexOrTextID] + and a + jp z,OverworldLoop +.displayDialogue + predef GetTileAndCoordsInFrontOfPlayer + call UpdateSprites + ld a,[wFlags_0xcd60] + bit 2,a + jr nz,.checkForOpponent + bit 0,a + jr nz,.checkForOpponent + aCoord 8, 9 + ld [wcf0e],a + call DisplayTextID ; display either the start menu or the NPC/sign text + ld a,[wcc47] + and a + jr z,.checkForOpponent + xor a + ld [wcc47],a + jp EnterMap +; predef LoadSAV +; ld a,[W_CURMAP] +; ld [wDestinationMap],a +; call SpecialWarpIn +; ld a,[W_CURMAP] +; call SwitchToMapRomBank ; switch to the ROM bank of the current map +; ld hl,W_CURMAPTILESET +; set 7,[hl] +.checkForOpponent + ld a,[W_CUROPPONENT] + and a + jp nz,.newBattle + jp OverworldLoop +.noDirectionButtonsPressed + call UpdateSprites ; 231c + ld hl,wFlags_0xcd60 + res 2,[hl] + xor a + ld [wd435], a + ld a, $1 + ld a,$01 + ld [wcc4b],a + ld a,[wd528] ; the direction that was pressed last time + and a + jr z, .overworldloop +; if a direction was pressed last time + ld [wd529],a ; save the last direction + xor a + ld [wd528],a ; zero the direction +.overworldloop + jp OverworldLoop +.checkIfDownButtonIsPressed + ld a,[hJoyHeld] ; current joypad state + bit 7,a ; down button + jr z,.checkIfUpButtonIsPressed + ld a,$01 + ld [wSpriteStateData1 + 3],a + ld a,$04 + jr .handleDirectionButtonPress +.checkIfUpButtonIsPressed + bit 6,a ; up button + jr z,.checkIfLeftButtonIsPressed + ld a,$ff + ld [wSpriteStateData1 + 3],a + ld a,$08 + jr .handleDirectionButtonPress +.checkIfLeftButtonIsPressed + bit 5,a ; left button + jr z,.checkIfRightButtonIsPressed + ld a,$ff + ld [wSpriteStateData1 + 5],a + ld a,$02 + jr .handleDirectionButtonPress +.checkIfRightButtonIsPressed + bit 4,a ; right button + jr z,.noDirectionButtonsPressed + ld a,$01 + ld [wSpriteStateData1 + 5],a +.handleDirectionButtonPress + ld [wd52a],a ; new direction + ld a,[wd730] + bit 7,a ; are we simulating button presses? + jr nz,.noDirectionChange ; ignore direction changes if we are + ld a,[wcc4b] + and a + jr z,.noDirectionChange + ld a,[wd52a] ; new direction + ld b,a + ld a,[wd529] ; old direction + cp b + jr z,.noDirectionChange + ld a,$8 + ld [wd434],a +; unlike in red/blue, yellow does not have the 180 degrees odd code + ld hl,wFlags_0xcd60 + set 2,[hl] + xor a + ld [wcc4b],a + ld a,[wd52a] + ld [wd528],a + call NewBattle + jp c,.battleOccurred + jp OverworldLoop +.noDirectionChange + ld a,[wd52a] ; current direction + ld [wd528],a ; save direction + call UpdateSprites + ld a,[wWalkBikeSurfState] + cp a,$02 ; surfing + jr z,.surfing +; not surfing + call CollisionCheckOnLand + jr nc,.noCollision +; collision occurred + push hl + ld hl,wd736 + bit 2,[hl] ; standing on warp flag + pop hl + jp z,OverworldLoop +; collision occurred while standing on a warp + push hl + call ExtraWarpCheck ; sets carry if there is a potential to warp + pop hl + jp c,CheckWarpsCollision + jp OverworldLoop +.surfing + call CollisionCheckOnWater + jp c,OverworldLoop +.noCollision + ld a,$08 + ld [wWalkCounter],a + callab Func_fcc08 + jr .moveAhead2 +.moveAhead + call IsSpinning + call UpdateSprites ; move sprites +.moveAhead2 + ld hl,wFlags_0xcd60 + res 2,[hl] + xor a + ld [wd435],a + call DoBikeSpeedup + call AdvancePlayerSprite + ld a,[wWalkCounter] + and a + jp nz,CheckMapConnections ; it seems like this check will never succeed (the other place where CheckMapConnections is run works) +; walking animation finished + call StepCountCheck + ld a,[wd790] + bit 7,a ; in the safari zone? + jr z,.notSafariZone + callba SafariZoneCheckSteps + ld a,[wSafariZoneGameOver] + and a + jp nz,WarpFound2 +.notSafariZone + ld a,[W_ISINBATTLE] + and a + jp nz,CheckWarpsNoCollision + predef ApplyOutOfBattlePoisonDamage ; also increment daycare mon exp + ld a,[wd12d] + and a + jp nz,HandleBlackOut ; if all pokemon fainted +.newBattle + call NewBattle + ld hl,wd736 + res 2,[hl] ; standing on warp flag + jp nc,CheckWarpsNoCollision ; check for warps if there was no battle +.battleOccurred + ld hl,wd72d + res 6,[hl] + ld hl,W_FLAGS_D733 + res 3,[hl] + ld hl,wd126 + set 5,[hl] + set 6,[hl] + xor a + ld [hJoyHeld],a + ld a,[W_CURMAP] + cp a,CINNABAR_GYM + jr nz,.notCinnabarGym + ld hl,wd79b + set 7,[hl] +.notCinnabarGym + ld hl,wd72e + set 5,[hl] + ld a,[W_CURMAP] + cp a,OAKS_LAB + jp z,.noFaintCheck ; no blacking out if the player lost to the rival in Oak's lab + callab AnyPartyAlive + ld a,d + and a + jr z,.allPokemonFainted +.noFaintCheck + ld c,$0a + call DelayFrames + jp EnterMap +;.allPokemonFainted +; ld a,$ff +; ld [W_ISINBATTLE],a +; call RunMapScript +; jp HandleBlackOut + +StepCountCheck:: ; 0457 (0:0457) + ld a,[wd730] + bit 7,a + jr nz,.doneStepCounting ; if button presses are being simulated, don't count steps +; step counting + ld hl,wStepCounter + dec [hl] + ld a,[wd72c] + bit 0,a + jr z,.doneStepCounting + ld hl,wNumberOfNoRandomBattleStepsLeft + dec [hl] + jr nz,.doneStepCounting + ld hl,wd72c + res 0,[hl] ; indicate that the player has stepped thrice since the last battle +.doneStepCounting + ret + +; function to determine if there will be a battle and execute it (either a trainer battle or wild battle) +; sets carry if a battle occurred and unsets carry if not +NewBattle:: ; 0480 (0:0480) + ld a,[wd72d] + bit 4,a + jr nz,.noBattle + call IsPlayerCharacterBeingControlledByGame + jr nz,.noBattle ; no battle if the player character is under the game's control + ld a,[wd72e] + bit 4,a + jr nz,.noBattle + ld b, BANK(InitBattle) + ld hl, InitBattle ; 3d:5ff2 + jp Bankswitch +.noBattle + and a + ret + +DoBikeSpeedup:: ; 049d (0:049d) + ld a,[wWalkBikeSurfState] + dec a ; riding a bike? + ret nz + ld a,[wd736] + bit 6,a + ret nz + ld a,[wNPCMovementScriptPointerTableNum] + and a + ret nz + ld a,[W_CURMAP] + cp ROUTE_17 ; cycling road + jr nz,.goFaster + ld a,[hJoyHeld] + and a,D_UP | D_LEFT | D_RIGHT + ret nz +.goFaster + call AdvancePlayerSprite + ret + +; check if the player has stepped onto a warp after having not collided +CheckWarpsNoCollision:: ; 04bd (0:04bd) + ld a,[wNumberOfWarps] + and a + jp z,CheckMapConnections + ld b,0 + ld a,[wNumberOfWarps] + ld c,a + ld a,[W_YCOORD] + ld d,a + ld a,[W_XCOORD] + ld e,a + ld hl,wWarpEntries +CheckWarpsNoCollisionLoop:: ; 04d5 (0:04d5) + ld a,[hli] ; check if the warp's Y position matches + cp d + jr nz,CheckWarpsNoCollisionRetry1 + ld a,[hli] ; check if the warp's X position matches + cp e + jr nz,CheckWarpsNoCollisionRetry2 +; if a match was found + push hl + push bc + ld hl,wd736 + set 2,[hl] ; standing on warp flag + callba IsPlayerStandingOnDoorTileOrWarpTile + pop bc + pop hl + jr c,WarpFound1 ; jump if standing on door or warp + push hl + push bc + call ExtraWarpCheck + pop bc + pop hl + jr nc,CheckWarpsNoCollisionRetry2 +; if the extra check passed + ld a,[W_FLAGS_D733] + bit 2,a + jr nz,WarpFound1 + push de + push bc + call Joypad + pop bc + pop de + ld a,[hJoyHeld] + and a,D_DOWN | D_UP | D_LEFT | D_RIGHT + jr z,CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp + jr WarpFound1 + +CheckWarpsNoCollisionRetry1:: ; 050f (0:050f) + inc hl +CheckWarpsNoCollisionRetry2:: ; 0510 (0:0510) + inc hl + inc hl +ContinueCheckWarpsNoCollisionLoop:: ; 0512 (0:0512) + inc b ; increment warp number + dec c ; decrement number of warps + jp nz,CheckWarpsNoCollisionLoop + jp CheckMapConnections + +; check if the player has stepped onto a warp after having collided +CheckWarpsCollision:: ; 051a (0:051a) + ld a,[wNumberOfWarps] + ld c,a + ld hl,wWarpEntries +.loop + ld a,[hli] ; Y coordinate of warp + ld b,a + ld a,[W_YCOORD] + cp b + jr nz,.retry1 + ld a,[hli] ; X coordinate of warp + ld b,a + ld a,[W_XCOORD] + cp b + jr nz,.retry2 + ld a,[hli] + ld [wDestinationWarpID],a + ld a,[hl] + ld [$ff8b],a ; save target map + jr WarpFound2 +.retry1 + inc hl +.retry2 + inc hl + inc hl + dec c + jr nz,.loop + jp OverworldLoop + +WarpFound1:: ; 0543 (0:0543) + ld a,[hli] + ld [wDestinationWarpID],a + ld a,[hli] + ld [$ff8b],a ; save target map + +WarpFound2:: ; 054a (0:054a) + ld a,[wNumberOfWarps] + sub c + ld [wd73b],a ; save ID of used warp + ld a,[W_CURMAP] + ld [wd73c],a + call CheckIfInOutsideMap + jr nz,.indoorMaps +; this is for handling "outside" maps that can't have the 0xFF destination map + ld a,[W_CURMAP] + ld [wLastMap],a + ld a,[W_CURMAPWIDTH] + ld [wd366],a + ld a,[$ff8b] ; destination map number + ld [W_CURMAP],a ; change current map to destination map + cp a,ROCK_TUNNEL_1 + jr nz,.notRockTunnel + ld a,$06 + ld [wMapPalOffset],a + call GBFadeOutToBlack +.notRockTunnel + callab Func_fc5fa ; 3f:45fa + call PlayMapChangeSound + jr .done +; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though +.indoorMaps + ld a,[$ff8b] ; destination map + cp a,$ff + jr z,.goBackOutside +; if not going back to the previous map + ld [W_CURMAP],a ; current map number + callba IsPlayerStandingOnWarpPadOrHole + ld a,[wcd5b] + dec a ; is the player on a warp pad? + jr nz,.notWarpPad +; if the player is on a warp pad + call LeaveMapAnim + ld hl,wd732 + set 3,[hl] + jr .skipMapChangeSound +.notWarpPad + call PlayMapChangeSound +.skipMapChangeSound + ld hl,wd736 + res 0,[hl] + res 1,[hl] + callab Func_fc65b ; 3f:465b + jr .done +.goBackOutside + callab Func_fc69a ; 3f:469a + ld a,[wLastMap] + ld [W_CURMAP],a + call PlayMapChangeSound + xor a + ld [wMapPalOffset],a +.done + ld hl,wd736 + set 0,[hl] ; have the player's sprite step out from the door (if there is one) + call IgnoreInputForHalfSecond + jp EnterMap + +; if no matching warp was found +CheckMapConnections:: ; 05db (0:05db) +.checkWestMap + ld a,[W_XCOORD] + cp a,$ff + jr nz,.checkEastMap + ld a,[W_MAPCONN3PTR] + ld [W_CURMAP],a + ld a,[wd38f] ; new X coordinate upon entering west map + ld [W_XCOORD],a + ld a,[W_YCOORD] + ld c,a + ld a,[wd38e] ; Y adjustment upon entering west map + add c + ld c,a + ld [W_YCOORD],a + ld a,[wd390] ; pointer to upper left corner of map without adjustment for Y position + ld l,a + ld a,[wd391] + ld h,a + srl c + jr z,.savePointer1 +.pointerAdjustmentLoop1 + ld a,[wd38d] ; width of connected map + add a,$06 + ld e,a + ld d,$00 + ld b,$00 + add hl,de + dec c + jr nz,.pointerAdjustmentLoop1 +.savePointer1 + ld a,l + ld [wCurrentTileBlockMapViewPointer],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wCurrentTileBlockMapViewPointer + 1],a + jp .loadNewMap +.checkEastMap + ld b,a + ld a,[wd525] ; map width + cp b + jr nz,.checkNorthMap + ld a,[W_MAPCONN4PTR] + ld [W_CURMAP],a + ld a,[wd39a] ; new X coordinate upon entering east map + ld [W_XCOORD],a + ld a,[W_YCOORD] + ld c,a + ld a,[wd399] ; Y adjustment upon entering east map + add c + ld c,a + ld [W_YCOORD],a + ld a,[wd39b] ; pointer to upper left corner of map without adjustment for Y position + ld l,a + ld a,[wd39c] + ld h,a + srl c + jr z,.savePointer2 +.pointerAdjustmentLoop2 + ld a,[wd398] + add a,$06 + ld e,a + ld d,$00 + ld b,$00 + add hl,de + dec c + jr nz,.pointerAdjustmentLoop2 +.savePointer2 + ld a,l + ld [wCurrentTileBlockMapViewPointer],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wCurrentTileBlockMapViewPointer + 1],a + jp .loadNewMap +.checkNorthMap + ld a,[W_YCOORD] + cp a,$ff + jr nz,.checkSouthMap + ld a,[W_MAPCONN1PTR] + ld [W_CURMAP],a + ld a,[wd378] ; new Y coordinate upon entering north map + ld [W_YCOORD],a + ld a,[W_XCOORD] + ld c,a + ld a,[wd379] ; X adjustment upon entering north map + add c + ld c,a + ld [W_XCOORD],a + ld a,[wd37a] ; pointer to upper left corner of map without adjustment for X position + ld l,a + ld a,[wd37b] + ld h,a + ld b,$00 + srl c + add hl,bc + ld a,l + ld [wCurrentTileBlockMapViewPointer],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wCurrentTileBlockMapViewPointer + 1],a + jp .loadNewMap +.checkSouthMap + ld b,a + ld a,[wd524] + cp b + jr nz,.didNotEnterConnectedMap + ld a,[W_MAPCONN2PTR] + ld [W_CURMAP],a + ld a,[wd383] ; new Y coordinate upon entering south map + ld [W_YCOORD],a + ld a,[W_XCOORD] + ld c,a + ld a,[wd384] ; X adjustment upon entering south map + add c + ld c,a + ld [W_XCOORD],a + ld a,[wd385] ; pointer to upper left corner of map without adjustment for X position + ld l,a + ld a,[wd386] + ld h,a + ld b,$00 + srl c + add hl,bc + ld a,l + ld [wCurrentTileBlockMapViewPointer],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wCurrentTileBlockMapViewPointer + 1],a +.loadNewMap ; 06ce (0:06ce) +; load the connected map that was entered + ld hl,[wd430] + set 4,[hl] + ld a,$2 + ld [wd431],a + call LoadMapHeader ; 0dab (0:0dab) + call Func_2312 ; music + ld b,$09 + call GoPAL_SET +; Since the sprite set shouldn't change, this will just update VRAM slots at +; $C2XE without loading any tile patterns. + call InitMapSprites + call LoadTileBlockMap + jp OverworldLoopLessDelay +.didNotEnterConnectedMap + jp OverworldLoop + +; function to play a sound when changing maps +PlayMapChangeSound:: ; 06ef (0:06ef) + ld a,[W_CURMAPTILESET] + cp FACILITY + jr z,.didNotGoThroughDoor + cp CEMETERY + jr z,.didNotGoThroughDoor + cp UNDERGROUND + jr nz,.didNotGoThroughDoor + aCoord 8, 8 ; upper left tile of the 4x4 square the player's sprite is standing on + cp a,$0b ; door tile in tileset 0 + jr nz,.didNotGoThroughDoor + ld a,(SFX_02_57 - SFX_Headers_02) / 3 + jr .playSound +.didNotGoThroughDoor + ld a,(SFX_02_5c - SFX_Headers_02) / 3 +.playSound + call PlaySound + ld a,[wMapPalOffset] + and a + ret nz + jp GBFadeOutToBlack + +CheckIfInOutsideMap:: ; 0712 (0:0712) +; If the player is in an outside map (a town or route), set the z flag + ld a, [W_CURMAPTILESET] + and a ; most towns/routes have tileset 0 (OVERWORLD) + ret z + cp PLATEAU ; Route 23 / Indigo Plateau + ret + +; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp +; the "sometimes" qualification is necessary because of CheckWarpsNoCollision's behavior +; depending on the map, either "function 1" or "function 2" is used for the check +; "function 1" passes when the player is at the edge of the map and is facing towards the outside of the map +; "function 2" passes when the the tile in front of the player is among a certain set +; sets carry if the check passes, otherwise clears carry +ExtraWarpCheck:: ; 071a (0:071a) + ld a, [W_CURMAP] + cp SS_ANNE_3 + jr z, .useFunction1 + cp ROCKET_HIDEOUT_1 + jr z, .useFunction2 + cp ROCKET_HIDEOUT_2 + jr z, .useFunction2 + cp ROCKET_HIDEOUT_4 + jr z, .useFunction2 + cp ROCK_TUNNEL_1 + jr z, .useFunction2 + ld a, [W_CURMAPTILESET] + and a ; outside tileset (OVERWORLD) + jr z, .useFunction2 + cp SHIP ; S.S. Anne tileset + jr z, .useFunction2 + cp SHIP_PORT ; Vermilion Port tileset + jr z, .useFunction2 + cp PLATEAU ; Indigo Plateau tileset + jr z, .useFunction2 +.useFunction1 + ld hl, IsPlayerFacingEdgeOfMap + jr .doBankswitch +.useFunction2 + ld hl, IsWarpTileInFrontOfPlayer +.doBankswitch + ld b, BANK(IsWarpTileInFrontOfPlayer) + jp Bankswitch + +MapEntryAfterBattle:: ; 0750 (0:0750) + callba IsPlayerStandingOnWarp ; for enabling warp testing after collisions + ld a,[wMapPalOffset] + and a + jp z,GBFadeInFromWhite + jp LoadGBPal + +HandleBlackOut:: ; 0762 (0:0762) +; For when all the player's pokemon faint. +; Does not print the "blacked out" message. + + call GBFadeOutToBlack + ld a, $08 + call StopMusic + ld hl, wd72e + res 5, [hl] + switchbank SpecialWarpIn ; also Bank(SpecialEnterMap) + callab ResetStatusAndHalveMoneyOnBlackout ; 3c:4274 + call SpecialWarpIn + call Func_2312 + jp SpecialEnterMap + +StopMusic:: ; 0788 (0:0788) + ld [wMusicHeaderPointer], a + call StopAllMusic +.wait + ld a, [wMusicHeaderPointer] + and a + jr nz, .wait + jp StopAllSounds + +HandleFlyWarpOrDungeonWarp:: ; 0794 (0:0794) + call UpdateSprites + call Delay3 + xor a + ld [wBattleResult], a + ld [wWalkBikeSurfState], a + ld [W_ISINBATTLE], a + ld [wMapPalOffset], a + ld hl, wd732 + set 2, [hl] ; fly warp or dungeon warp + res 5, [hl] ; forced to ride bike + call LeaveMapAnim + call LoadPlayerSpriteGraphics + callsb SpecialWarpIn + jp SpecialEnterMap + +LeaveMapAnim:: ; 07bc (0:07bc) + ld b, BANK(_LeaveMapAnim) + ld hl, _LeaveMapAnim + jp Bankswitch + +Func_07c4:: ; 07c4 (0:07c4) + ld a, [wWalkBikeSurfState] + and a + ret z + xor a + ld [wWalkBikeSurfState],a + ld hl,wd732 + bit 4,[hl] + ret z + call PlayDefaultMusic + ret + +LoadPlayerSpriteGraphics:: ; 07d7 (0:07d7) +; Load sprite graphics based on whether the player is standing, biking, or surfing. + + ; 0: standing + ; 1: biking + ; 2: surfing + + ld a, [wWalkBikeSurfState] + dec a + jr z, .ridingBike + + ld a, [hTilesetType] + and a + jr nz, .determineGraphics + jr .startWalking + +.ridingBike + ; If the bike can't be used, + ; start walking instead. + call IsBikeRidingAllowed + jr c, .determineGraphics + +.startWalking + xor a + ld [wWalkBikeSurfState], a + ld [wWalkBikeSurfStateCopy], a + jp LoadWalkingPlayerSpriteGraphics + +.determineGraphics + ld a, [wWalkBikeSurfState] + and a + jp z, LoadWalkingPlayerSpriteGraphics + dec a + jp z, LoadBikePlayerSpriteGraphics + dec a + jp z, LoadSurfingPlayerSpriteGraphics + jp LoadWalkingPlayerSpriteGraphics + +IsBikeRidingAllowed:: ; 0805 (0:0805) +; The bike can be used on Route 23 and Indigo Plateau, +; or maps with tilesets in BikeRidingTilesets. +; Return carry if biking is allowed. + + ld a, [W_CURMAP] + cp ROUTE_23 + jr z, .allowed + cp INDIGO_PLATEAU + jr z, .allowed + + ld a, [W_CURMAPTILESET] + ld b, a + ld hl, BikeRidingTilesets +.loop + ld a, [hli] + cp b + jr z, .allowed + inc a + jr nz, .loop + and a + ret + +.allowed + scf + ret + +INCLUDE "data/bike_riding_tilesets.asm" + +; load the tile pattern data of the current tileset into VRAM +LoadTilesetTilePatternData:: ; 0828 (0:0828) + ld a,[W_TILESETGFXPTR] + ld l,a + ld a,[W_TILESETGFXPTR + 1] + ld h,a + ld de,vTileset + ld bc,$600 + ld a,[W_TILESETBANK] + jp FarCopyData2 + +; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8 +; it can also load partial tile maps of connected maps into a border of length 3 around the current map +LoadTileBlockMap:: ; 083c (0:083c) +; fill C6E8-CBFB with the background tile + ld hl,wOverworldMap + ld bc,$0514 + ld a,[wd3ad] ; background tile number + call FillMemory +; load tile map of current map (made of tile block IDs) +; a 3-byte border at the edges of the map is kept so that there is space for map connections + ld hl,wOverworldMap + ld a,[W_CURMAPWIDTH] + ld [$ff8c],a + add a,$06 ; border (east and west) + ld [$ff8b],a ; map width + border + ld b,$00 + ld c,a +; make space for north border (next 3 lines) + add hl,bc + add hl,bc + add hl,bc + ld c,$03 + add hl,bc ; this puts us past the (west) border + ld a,[W_MAPDATAPTR] ; tile map pointer + ld e,a + ld a,[W_MAPDATAPTR + 1] + ld d,a ; de = tile map pointer + ld a,[W_CURMAPHEIGHT] + ld b,a +.rowLoop ; copy one row each iteration + push hl + ld a,[$ff8c] ; map width (without border) + ld c,a +.rowInnerLoop + ld a,[de] + inc de + ld [hli],a + dec c + jr nz,.rowInnerLoop +; add the map width plus the border to the base address of the current row to get the next row's address + pop hl + ld a,[$ff8b] ; map width + border + add l + ld l,a + jr nc,.noCarry + inc h +.noCarry + dec b + jr nz,.rowLoop +.northConnection + ld a,[W_MAPCONN1PTR] + cp a,$ff + jr z,.southConnection + call SwitchToMapRomBank + ld a,[wd372] + ld l,a + ld a,[wd373] + ld h,a + ld a,[wd374] + ld e,a + ld a,[wd375] + ld d,a + ld a,[wd376] + ld [$ff8b],a + ld a,[wd377] + ld [$ff8c],a + call LoadNorthSouthConnectionsTileMap +.southConnection + ld a,[W_MAPCONN2PTR] + cp a,$ff + jr z,.westConnection + call SwitchToMapRomBank + ld a,[wd37d] + ld l,a + ld a,[wd37e] + ld h,a + ld a,[wd37f] + ld e,a + ld a,[wd380] + ld d,a + ld a,[wd381] + ld [$ff8b],a + ld a,[wd382] + ld [$ff8c],a + call LoadNorthSouthConnectionsTileMap +.westConnection + ld a,[W_MAPCONN3PTR] + cp a,$ff + jr z,.eastConnection + call SwitchToMapRomBank + ld a,[wd388] + ld l,a + ld a,[wd389] + ld h,a + ld a,[wd38a] + ld e,a + ld a,[wd38b] + ld d,a + ld a,[wd38c] + ld b,a + ld a,[wd38d] + ld [$ff8b],a + call LoadEastWestConnectionsTileMap +.eastConnection + ld a,[W_MAPCONN4PTR] + cp a,$ff + jr z,.done + call SwitchToMapRomBank + ld a,[wd393] + ld l,a + ld a,[wd394] + ld h,a + ld a,[wd395] + ld e,a + ld a,[wd396] + ld d,a + ld a,[wd397] + ld b,a + ld a,[wd398] + ld [$ff8b],a + call LoadEastWestConnectionsTileMap +.done + ret + +LoadNorthSouthConnectionsTileMap:: ; 0919 (0:0919) + ld c,$03 +.loop + push de + push hl + ld a,[$ff8b] ; width of connection + ld b,a +.innerLoop + ld a,[hli] + ld [de],a + inc de + dec b + jr nz,.innerLoop + pop hl + pop de + ld a,[$ff8c] ; width of connected map + add l + ld l,a + jr nc,.noCarry1 + inc h +.noCarry1 + ld a,[W_CURMAPWIDTH] + add a,$06 + add e + ld e,a + jr nc,.noCarry2 + inc d +.noCarry2 + dec c + jr nz,.loop + ret + +LoadEastWestConnectionsTileMap:: ; 093d (0:093d) + push hl + push de + ld c,$03 +.innerLoop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.innerLoop + pop de + pop hl + ld a,[$ff8b] ; width of connected map + add l + ld l,a + jr nc,.noCarry1 + inc h +.noCarry1 + ld a,[W_CURMAPWIDTH] + add a,$06 + add e + ld e,a + jr nc,.noCarry2 + inc d +.noCarry2 + dec b + jr nz,LoadEastWestConnectionsTileMap + ret + +; function to check if there is a sign or sprite in front of the player +; if so, carry is set. otherwise, carry is cleared +IsSpriteOrSignInFrontOfPlayer:: ; 095e (0:095e) + xor a + ld [hSpriteIndexOrTextID],a + ld a,[wd4b0] ; number of signs in the map + and a + jr z,.extendRangeOverCounter +; if there are signs + predef GetTileAndCoordsInFrontOfPlayer ; get the coordinates in front of the player in de + call SignLoop + ret c +.extendRangeOverCounter +; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC + predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player in c + ld hl,W_TILESETTALKINGOVERTILES ; list of tiles that extend talking range (counter tiles) + ld b,$03 + ld d,$20 ; talking range in pixels (long range) +.counterTilesLoop + ld a,[hli] + cp c + jr z,IsSpriteInFrontOfPlayer2 ; jumps if the tile in front of the player is a counter tile + dec b + jr nz,.counterTilesLoop + +; sets carry flag if a sprite is in front of the player, resets if not +IsSpriteInFrontOfPlayer:: ; 0983 (0:0983) + ld d,$10 ; talking range in pixels (normal range) +IsSpriteInFrontOfPlayer2:: ; 0985 (0:0985) + ld bc,$3c40 ; Y and X position of player sprite + ld a,[wSpriteStateData1 + 9] ; direction the player is facing +.checkIfPlayerFacingUp + cp a,$04 + jr nz,.checkIfPlayerFacingDown +; facing up + ld a,b + sub d + ld b,a + ld a,$08 + jr .doneCheckingDirection +.checkIfPlayerFacingDown + cp a,$00 + jr nz,.checkIfPlayerFacingRight +; facing down + ld a,b + add d + ld b,a + ld a,$04 + jr .doneCheckingDirection +.checkIfPlayerFacingRight + cp a,$0c + jr nz,.playerFacingLeft +; facing right + ld a,c + add d + ld c,a + ld a,$01 + jr .doneCheckingDirection +.playerFacingLeft +; facing left + ld a,c + sub d + ld c,a + ld a,$02 +.doneCheckingDirection + ld [wd52a],a + ld hl,wSpriteStateData1 + $10 +; yellow does not have the "if sprites are existant" check + ld e,$01 + ld d,$f +.spriteLoop + push hl + ld a,[hli] ; image (0 if no sprite) + and a + jr z,.nextSprite + inc l + ld a,[hli] ; sprite visibility + inc a + jr z,.nextSprite + inc l + ld a,[hli] ; Y location + cp b + jr nz,.nextSprite + inc l + ld a,[hl] ; X location + cp c + jr z,.foundSpriteInFrontOfPlayer +.nextSprite + pop hl + ld a,l + add a,$10 + ld l,a + inc e + dec d + jr nz,.spriteLoop + xor a + ret +.foundSpriteInFrontOfPlayer + pop hl + ld a,l + and a,$f0 + inc a + ld l,a + set 7,[hl] + ld a,e + ld [hSpriteIndexOrTextID],a + ld a,[hSpriteIndexOrTextID] ; possible useless read because a already has the value of the read address + cp a,$f + jr nz,.dontwritetowd436 + ld a,$FF + ld [wd436],a +.dontwritetowd436 + scf + ret + +SignLoop:: ; 09f2 (0:09f2) +; search if a player is facing a sign + ld hl,wd4b1 ; start of sign coordinates + ld a,[wd4b0] ; number of signs in the map + ld b,a + ld c,$00 +.signLoop + inc c + ld a,[hli] ; sign Y + cp d + jr z,.yCoordMatched + inc hl + jr .retry +.yCoordMatched + ld a,[hli] ; sign X + cp e + jr nz,.retry +.xCoordMatched +; found sign + push hl + push bc + ld hl,wd4d1 ; start of sign text ID's + ld b,$00 + dec c + add hl,bc + ld a,[hl] + ld [hSpriteIndexOrTextID],a ; store sign text ID + pop bc + pop hl + scf + ret +.retry + dec b + jr nz,.signLoop + xor a + ret + +; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing) +; sets the carry flag if there is a collision, and unsets it if there isn't a collision +CollisionCheckOnLand:: ; 0a1c (0:0a1c) + ld a,[wd736] + bit 6,a ; is the player jumping? + jr nz,.noCollision +; if not jumping a ledge + ld a,[wSimulatedJoypadStatesIndex] + and a + jr nz,.noCollision ; no collisions when the player's movements are being controlled by the game + ld a,[wd52a] ; the direction that the player is trying to go in + ld d,a + ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) + and d ; check if a sprite is in the direction the player is trying to go + nop ; ??? why is this in the code + jr nz,.collision + xor a + ld [hSpriteIndexOrTextID],a + call IsSpriteInFrontOfPlayer ; check for sprite collisions again? when does the above check fail to detect a sprite collision? + jr nc,.asm_0a5c + res 7,[hl] + ld a,[hSpriteIndexOrTextID] + and a ; was there a sprite collision? + jr z,.asm_0a5c +; if no sprite collision + cp $f + jr nz,.collision + call CheckForJumpingAndTilePairCollisions + jr nz,.collision + ld a,[hJoyHeld] + and $2 + jr nz,.asm_0a5c + ld hl,wd435 + ld a,[hl] + and a + jr z,.asm_0a5c + dec [hl] + jr nz,.collision +.asm_0a5c + ld hl,TilePairCollisionsLand + call CheckForJumpingAndTilePairCollisions + jr c,.collision + call CheckTilePassable + jr nc,.noCollision +.collision + ld a,[wc02a] + cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing + jr z,.setCarry + ld a,(SFX_02_5b - SFX_Headers_02) / 3 + call PlaySound ; play collision sound (if it's not already playing) +.setCarry + scf + ret +.noCollision + and a + ret + +; function that checks if the tile in front of the player is passable +; clears carry if it is, sets carry if not +CheckTilePassable:: ; 0a79 (0:0a79) + predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player + ld a,[wTileInFrontOfPlayer] ; tile in front of player + ld c,a + call IsTilePassable + ret + +; check if the player is going to jump down a small ledge +; and check for collisions that only occur between certain pairs of tiles +; Input: hl - address of directional collision data +; sets carry if there is a collision and unsets carry if not +CheckForJumpingAndTilePairCollisions:: ; 0a86 (0:0a86) + push hl + predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player + push de + push bc + callba HandleLedges ; check if the player is trying to jump a ledge + pop bc + pop de + pop hl + and a + ld a,[wd736] + bit 6,a ; is the player jumping? + ret nz +; if not jumping + +CheckForTilePairCollisions2:: ; 0aa0 (0:0aa0) + aCoord 8, 9 ; tile the player is on + ld [wcf0e],a + +CheckForTilePairCollisions:: ; 0aa6 (0:0aa6) + ld a,[wTileInFrontOfPlayer] + ld c,a +.tilePairCollisionLoop + ld a,[W_CURMAPTILESET] ; tileset number + ld b,a + ld a,[hli] + cp a,$ff + jr z,.noMatch + cp b + jr z,.tilesetMatches + inc hl +.retry + inc hl + jr .tilePairCollisionLoop +.tilesetMatches + ld a,[wcf0e] ; tile the player is on + ld b,a + ld a,[hl] + cp b + jr z,.currentTileMatchesFirstInPair + inc hl + ld a,[hl] + cp b + jr z,.currentTileMatchesSecondInPair + jr .retry +.currentTileMatchesFirstInPair + inc hl + ld a,[hl] + cp c + jr z,.foundMatch + jr .tilePairCollisionLoop +.currentTileMatchesSecondInPair + dec hl + ld a,[hli] + cp c + inc hl + jr nz,.tilePairCollisionLoop +.foundMatch + scf + ret +.noMatch + and a + ret + +; FORMAT: tileset number, tile 1, tile 2 +; terminated by 0xFF +; these entries indicate that the player may not cross between tile 1 and tile 2 +; it's mainly used to simulate differences in elevation + +TilePairCollisionsLand:: ; 0ada (0:0ada) + db CAVERN, $20, $05 + db CAVERN, $41, $05 + db FOREST, $30, $2E + db CAVERN, $2A, $05 + db CAVERN, $05, $21 + db FOREST, $52, $2E + db FOREST, $55, $2E + db FOREST, $56, $2E + db FOREST, $20, $2E + db FOREST, $5E, $2E + db FOREST, $5F, $2E + db $FF + +TilePairCollisionsWater:: ; 0afc (0:0afc) + db FOREST, $14, $2E + db FOREST, $48, $2E + db CAVERN, $14, $05 + db $FF + +; this builds a tile map from the tile block map based on the current X/Y coordinates of the player's character +LoadCurrentMapView:: ; 0b06 (0:0b06) + ld a,[H_LOADEDROMBANK] + push af + ld a,[W_TILESETBANK] ; tile data ROM bank + call BankswitchCommon ; switch to ROM bank that contains tile data + ld a,[wCurrentTileBlockMapViewPointer] ; address of upper left corner of current map view + ld e,a + ld a,[wCurrentTileBlockMapViewPointer + 1] + ld d,a + ld hl,wTileMapBackup + ld b,$05 +.rowLoop ; each loop iteration fills in one row of tile blocks + push hl + push de + ld c,$06 +.rowInnerLoop ; loop to draw each tile block of the current row + push bc + push de + push hl + ld a,[de] + ld c,a ; tile block number + call DrawTileBlock + pop hl + pop de + pop bc + inc hl + inc hl + inc hl + inc hl + inc de + dec c + jr nz,.rowInnerLoop +; update tile block map pointer to next row's address + pop de + ld a,[W_CURMAPWIDTH] + add a,$06 + add e + ld e,a + jr nc,.noCarry + inc d +.noCarry +; update tile map pointer to next row's address + pop hl + ld a,$60 + add l + ld l,a + jr nc,.noCarry2 + inc h +.noCarry2 + dec b + jr nz,.rowLoop + ld hl,wTileMapBackup + ld bc,$0000 +.adjustForYCoordWithinTileBlock + ld a,[W_YBLOCKCOORD] + and a + jr z,.adjustForXCoordWithinTileBlock + ld bc,$0030 + add hl,bc +.adjustForXCoordWithinTileBlock + ld a,[W_XBLOCKCOORD] + and a + jr z,.copyToVisibleAreaBuffer + ld bc,$0002 + add hl,bc +.copyToVisibleAreaBuffer + ld de,wTileMap ; base address for the tiles that are directly transfered to VRAM during V-blank + ld b,$12 +.rowLoop2 + ld c,$14 +.rowInnerLoop2 + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.rowInnerLoop2 + ld a,$04 + add l + ld l,a + jr nc,.noCarry3 + inc h +.noCarry3 + dec b + jr nz,.rowLoop2 + pop af + call BankswitchCommon ; restore previous ROM bank + ret + +AdvancePlayerSprite:: ; 0b7f (0:0b7f) + ld a,[wUpdateSpritesEnabled] + push af + ld a,$FF + ld [wUpdateSpritesEnabled],a + ld hl, _AdvancePlayerSprite ; 3c:410c + ld b, BANK(_AdvancePlayerSprite) + call Bankswitch + pop af + ld [wUpdateSpritesEnabled],a + ret + +; the following 6 functions are used to tell the V-blank handler to redraw +; the portion of the map that was newly exposed due to the player's movement + +ScheduleNorthRowRedraw:: ; 0b95 (0:0b95) + hlCoord 0, 0 + call CopyToScreenEdgeTiles + ld a,[wMapViewVRAMPointer] + ld [H_SCREENEDGEREDRAWADDR],a + ld a,[wMapViewVRAMPointer + 1] + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,REDRAWROW + ld [H_SCREENEDGEREDRAW],a + ret + +CopyToScreenEdgeTiles:: ; 0baa (0:0baa) + ld de,wScreenEdgeTiles + ld c,2 * 20 +.loop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.loop + ret + +ScheduleSouthRowRedraw:: ; 0bb6 (0:0bb6) + hlCoord 0, 16 + call CopyToScreenEdgeTiles + ld a,[wMapViewVRAMPointer] + ld l,a + ld a,[wMapViewVRAMPointer + 1] + ld h,a + ld bc,$0200 + add hl,bc + ld a,h + and a,$03 + or a,$98 + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,l + ld [H_SCREENEDGEREDRAWADDR],a + ld a,REDRAWROW + ld [H_SCREENEDGEREDRAW],a + ret + +ScheduleEastColumnRedraw:: ; 0bd6 (0:0bd7) + hlCoord 18, 0 + call ScheduleColumnRedrawHelper + ld a,[wMapViewVRAMPointer] + ld c,a + and a,$e0 + ld b,a + ld a,c + add a,18 + and a,$1f + or b + ld [H_SCREENEDGEREDRAWADDR],a + ld a,[wMapViewVRAMPointer + 1] + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,REDRAWCOL + ld [H_SCREENEDGEREDRAW],a + ret + +ScheduleColumnRedrawHelper:: ; 0bf6 (0:0bf6) + ld de,wScreenEdgeTiles + ld c,$12 +.loop + ld a,[hli] + ld [de],a + inc de + ld a,[hl] + ld [de],a + inc de + ld a,19 + add l + ld l,a + jr nc,.noCarry + inc h +.noCarry + dec c + jr nz,.loop + ret + +ScheduleWestColumnRedraw:: ; 0c0c (0:0c0c) + hlCoord 0, 0 + call ScheduleColumnRedrawHelper + ld a,[wMapViewVRAMPointer] + ld [H_SCREENEDGEREDRAWADDR],a + ld a,[wMapViewVRAMPointer + 1] + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,REDRAWCOL + ld [H_SCREENEDGEREDRAW],a + ret + +; function to write the tiles that make up a tile block to memory +; Input: c = tile block ID, hl = destination address +DrawTileBlock:: ; 0c21 (0:0c21) + push hl + ld a,[W_TILESETBLOCKSPTR] ; pointer to tiles + ld l,a + ld a,[W_TILESETBLOCKSPTR + 1] + ld h,a + ld a,c + swap a + ld b,a + and a,$f0 + ld c,a + ld a,b + and a,$0f + ld b,a ; bc = tile block ID * 0x10 + add hl,bc + ld d,h + ld e,l ; de = address of the tile block's tiles + pop hl + ld c,$04 ; 4 loop iterations +.loop ; each loop iteration, write 4 tile numbers + push bc + ld a,[de] + ld [hli],a + inc de + ld a,[de] + ld [hli],a + inc de + ld a,[de] + ld [hli],a + inc de + ld a,[de] + ld [hl],a + inc de + ld bc,$0015 + add hl,bc + pop bc + dec c + jr nz,.loop + ret + +; function to update joypad state and simulate button presses +JoypadOverworld:: ; 0c51 (0:0c51) + xor a + ld [wSpriteStateData1 + 3],a + ld [wSpriteStateData1 + 5],a + call RunMapScript + call Joypad + call ForceBikeDown + call AreInputsSimulated + ret + +ForceBikeDown:: ; 0c65 (0:0c65) + ld a,[W_FLAGS_D733] + bit 3,a ; check if a trainer wants a challenge + ret nz + ld a,[W_CURMAP] + cp a,ROUTE_17 ; Cycling Road + ret nz + ld a,[hJoyHeld] + and a,D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON + jr nz,.notForcedDownwards + ld a,D_DOWN + ld [hJoyHeld],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press + ret + +AreInputsSimulated:: ; 0c7b (0:0c7b) + ld a,[wd730] + bit 7,a + ret z +; if simulating button presses + ld a,[hJoyHeld] + ld b,a + ld a,[wOverrideSimulatedJoypadStatesMask] ; bit mask for button presses that override simulated ones + and b + ret nz ; return if the simulated button presses are overridden + call GetSimulatedInput + jr nc,.doneSimulating + ld [hJoyHeld],a ; store simulated button press in joypad state + and a + ret nz + ld [hJoyPressed],a + ld [hJoyReleased],a + ret + +; if done simulating button presses +.doneSimulating + xor a + ld [wWastedByteCD3A],a + ld [wSimulatedJoypadStatesIndex],a + ld [wSimulatedJoypadStatesEnd],a + ld [wJoyIgnore],a + ld [hJoyHeld],a + ld hl,wd736 + ld a,[hl] + and a,$f8 + ld [hl],a + ld hl,wd730 + res 7,[hl] + ret + +GetSimulatedInput:: ; 0cb3 (0:0cb3) + ld hl,wSimulatedJoypadStatesIndex + dec [hl] + ld a,[hl] + cp a,$ff + jr z,.endofsimulatedinputs ; if the end of the simulated button presses has been reached + push de + ld e,a + ld d,$0 + ld hl,wSimulatedJoypadStatesEnd + add hl,de + ld a,[hl] + pop de + scf + ret +.endofsimulatedinputs + and a + ret + + +; function to check the tile ahead to determine if the character should get on land or keep surfing +; sets carry if there is a collision and clears carry otherwise +; It seems that this function has a bug in it, but due to luck, it doesn't +; show up. After detecting a sprite collision, it jumps to the code that +; checks if the next tile is passable instead of just directly jumping to the +; "collision detected" code. However, it doesn't store the next tile in c, +; so the old value of c is used. 2429 is always called before this function, +; and 2429 always sets c to 0xF0. There is no 0xF0 background tile, so it +; is considered impassable and it is detected as a collision. +CollisionCheckOnWater:: ; 0cca (0:0cca) + ld a,[wd730] + bit 7,a + jp nz,.noCollision ; return and clear carry if button presses are being simulated + ld a,[wd52a] ; the direction that the player is trying to go in + ld d,a + ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) + and d ; check if a sprite is in the direction the player is trying to go + jr nz,.checkIfNextTileIsPassable ; bug? + ld hl,TilePairCollisionsWater + call CheckForJumpingAndTilePairCollisions + jr c,.collision + predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player (puts it in c and [wTileInFrontOfPlayer]) + callab IsNextTileShoreOrWater ; 3:6808 + jr c,.noCollsion + ld a,[wTileInFrontOfPlayer] ; tile in front of player + ld c,a + call IsTilePassable + jr nc,.stopSurfing +.collision + ld a,[wc02a] + cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing + jr z,.setCarry + ld a,(SFX_02_5b - SFX_Headers_02) / 3 + call PlaySound ; play collision sound (if it's not already playing) +.setCarry + scf + jr .done +.checkIfVermilionDockTileset + ld a, [W_CURMAPTILESET] ; tileset + cp SHIP_PORT ; Vermilion Dock tileset + jr nz, .noCollision ; keep surfing if it's not the boarding platform tile + jr .stopSurfing ; if it is the boarding platform tile, stop surfing +.stopSurfing ; based game freak + ld a,$3 + ld [wd431],a + ld hl,wd430 + set 5,[hl] + xor a + ld [wWalkBikeSurfState],a + call LoadPlayerSpriteGraphics + call PlayDefaultMusic + jr .noCollision +.noCollision ; ...and they do the same mistake twice + and a +.done + ret + +; function to run the current map's script +RunMapScript:: ; 0d2c (0:0d2c) + push hl + push de + push bc + callba TryPushingBoulder + ld a,[wFlags_0xcd60] + bit 1,a ; play boulder dust animation + jr z,.afterBoulderEffect + callba DoBoulderDustAnimation +.afterBoulderEffect + pop bc + pop de + pop hl + call RunNPCMovementScript + ld a,[W_CURMAP] ; current map number + call SwitchToMapRomBank ; change to the ROM bank the map's data is in + ld hl,W_MAPSCRIPTPTR + ld a,[hli] + ld h,[hl] + ld l,a + ld de,.return + push de + jp [hl] ; jump to script +.return + ret + +Func_0d5e:: ; 0d5e (0:0d5e) +; new sprite copy stuff + xor a + ld [wd473],a + ld b,BANK(RedSprite) + ld de,RedSprite ; $4180 + jr LoadPlayerSpriteGraphicsCommon + +Func_0d69:: ; 0d69 (0:0d69) + ld a,[wd473] + and a + jr z,.asm_0d75 + dec a + jr z,.asm_0d83 + dec a + jr z,.asm_0d7c +.asm_0d75 + ld a,[wd472] + bit 6,a + jr z,LoadSurfingPlayerSpriteGraphics +.asm_0d7c + ld b,BANK(Pointer_fedef) + ld de,Pointer_fedef ; 3f:6def + jr LoadPlayerSpriteGraphicsCommon + +LoadSurfingPlayerSpriteGraphics:: ; 0d83 (0:0d83) + ld b,BANK(RedSprite) ; not sure, but probably same bank (5) + ld de,SeelSprite + jr LoadPlayerSpriteGraphicsCommon + +LoadBikePlayerSpriteGraphics:: ; 0d8a (0:0d8a) + ld de,RedCyclingSprite +LoadPlayerSpriteGraphicsCommon:: ; 0d8f (0:0d8f) + ld hl,vNPCSprites + push de + push hl + ld c, $c + call CopyVideoData + pop hl + pop de + ld a,$c0 + add e + ld e,a + jr nc,.noCarry + inc d +.noCarry + set 3,h + ld c,$c + jp CopyVideoData + +; function to load data from the map header +LoadMapHeader:: ; 0dab (0:0dab) + callba MarkTownVisitedAndLoadMissableObjects + jr .asm_0dbd + callba Func_f0a55 ; 3c:4a55 +.asm_0dbd + ld a,[W_CURMAPTILESET] + ld [wd119],a + ld a,[W_CURMAP] + call SwitchToMapRomBank + ld a,[W_CURMAPTILESET] + ld b,a + res 7,a + ld [W_CURMAPTILESET],a + ld [$ff8b],a + bit 7,b + ret nz + call GetMapHeaderPointer +; copy the first 10 bytes (the fixed area) of the map data to D367-D370 + ld de,W_CURMAPTILESET + ld c,$0a +.copyFixedHeaderLoop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.copyFixedHeaderLoop +; initialize all the connected maps to disabled at first, before loading the actual values + ld a,$ff + ld [W_MAPCONN1PTR],a + ld [W_MAPCONN2PTR],a + ld [W_MAPCONN3PTR],a + ld [W_MAPCONN4PTR],a +; copy connection data (if any) to WRAM + ld a,[W_MAPCONNECTIONS] + ld b,a +.checkNorth + bit 3,b + jr z,.checkSouth + ld de,W_MAPCONN1PTR + call CopyMapConnectionHeader +.checkSouth + bit 2,b + jr z,.checkWest + ld de,W_MAPCONN2PTR + call CopyMapConnectionHeader +.checkWest + bit 1,b + jr z,.checkEast + ld de,W_MAPCONN3PTR + call CopyMapConnectionHeader +.checkEast + bit 0,b + jr z,.getObjectDataPointer + ld de,W_MAPCONN4PTR + call CopyMapConnectionHeader +.getObjectDataPointer + ld a,[hli] + ld [wd3a9],a + ld a,[hli] + ld [wd3aa],a + push hl + ld a,[wd3a9] + ld l,a + ld a,[wd3aa] + ld h,a ; hl = base of object data + ld de,wd3ad ; background tile ID + ld a,[hli] + ld [de],a ; save background tile ID +.loadWarpData + ld a,[hli] + ld [wNumberOfWarps],a + and a + jr z,.loadSignData + ld c,a + ld de,wWarpEntries +.warpLoop ; one warp per loop iteration + ld b,$04 +.warpInnerLoop + ld a,[hli] + ld [de],a + inc de + dec b + jr nz,.warpInnerLoop + dec c + jr nz,.warpLoop +.loadSignData + ld a,[hli] ; number of signs + ld [wd4b0],a ; save the number of signs + and a ; are there any signs? + jr z,.loadSpriteData ; if not, skip this + call CopySignData ; 0eb3 (0:0eb3) +.loadSpriteData + ld a,[wd72e] + bit 5,a ; did a battle happen immediately before this? + jp nz,.finishUp ; if so, skip this because battles don't destroy this data + call InitSprites +.finishUp + predef LoadTilesetHeader + ld a,[wd72e] + bit 5,a ; did a battle happen immediately before this? + jr nz,.asm_0e73 + callab Func_fc4fa ; 3f:44fa + callab LoadWildData + pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose) + ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks + add a ; double it + ld [wd524],a ; store map height in 2x2 tile blocks + ld a,[W_CURMAPWIDTH] ; map width in 4x4 tile blocks + add a ; double it + ld [wd525],a ; map width in 2x2 tile blocks + ld a,[W_CURMAP] + ld c,a + ld b,$00 + ld a,[H_LOADEDROMBANK] + push af + switchbank MapSongBanks + ld hl, MapSongBanks ; 3f:4000 + add hl,bc + add hl,bc + ld a,[hli] + ld [wd35b],a ; music 1 + ld a,[hl] + ld [wd35c],a ; music 2 + pop af + call BankswitchCommon + ret + +; function to copy map connection data from ROM to WRAM +; Input: hl = source, de = destination +CopyMapConnectionHeader:: ; 1238 (0:1238) + ld c,$0b +.loop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.loop + ret + +CopySignData:: ; 0eb3 (0:0eb3) + ld de,wd4b1 ; start of sign coords + ld bc,wd4d1 ; start of sign text ids + ld a,[wd4b0] ; number of signs +.signcopyloop + push af + ld a,[hli] + ld [de],a ; copy y coord + inc de + ld a,[hli] + ld [de],a ; copy x coord + inc de + ld a,[hli] + ld [bc],a ; copy sign text id + inc bc + pop af + dec a + jr nz,.signcopyloop + ret + +; function to load map data +LoadMapData:: ; 1241 (0:1241) + ld a,[H_LOADEDROMBANK] + push af + call DisableLCD + call ResetMapVariables + call LoadTextBoxTilePatterns + call LoadMapHeader + call InitMapSprites ; load tile pattern data for sprites + call LoadScreenRelatedData + call CopyMapViewToVRAM + ld a,$01 + ld [wUpdateSpritesEnabled],a + call EnableLCD + ld b,$09 + call GoPAL_SET + call LoadPlayerSpriteGraphics + ld a,[wd732] + and a,1 << 4 | 1 << 3 ; fly warp or dungeon warp + jr nz,.restoreRomBank + ld a,[W_FLAGS_D733] + bit 1,a + jr nz,.restoreRomBank + call Func_235f ; music related + call Func_2312 ; music related +.restoreRomBank + pop af + ld [H_LOADEDROMBANK],a + ld [$2000],a + ret + +LoadScreenRelatedData:: ; 0f0c (0:0f0c) + call LoadTileBlockMap + call LoadTilesetTilePatternData + call LoadCurrentMapView + ret + +Func_0f16:: ; 0f16 (0:0f16) + ld a,[H_LOADEDROMBANK] + push af + call DisableLCD + call ResetMapVariables + ld a,[W_CURMAP] + call SwitchToMapRomBank + call LoadScreenRelatedData + call CopyMapViewToVRAM + ld de,vBGMap1 + call CopyMapViewToVRAM2 + call EnableLCD + call ReloadMapSpriteTilePatterns + pop af + call BankswitchCommon + jr .asm_0f4d +Func_0f3d:: ; 0f3d (0:0f3d) + ld a,[H_LOADEDROMBANK] + push af + ld a,[W_CURMAP] + call SwitchToMapRomBank + call LoadTileBlockMap + pop af + call BankswitchCommon +.asm_0f4d + ld hl, Func_f02da + ld b,BANK(Func_f02da) ; 3c:42da + jp Bankswitch + ret ; useless? + +ResetMapVariables:: ; 0f56 (0:0f56) + ld a,$98 + ld [wMapViewVRAMPointer + 1],a + xor a + ld [wMapViewVRAMPointer],a + ld [hSCY],a + ld [hSCX],a + ld [wWalkCounter],a + ld [wd119],a + ld [W_SPRITESETID],a + ld [wWalkBikeSurfStateCopy],a + ret + +CopyMapViewToVRAM:: ; 0f70 (0:0f70) +; copy current map view to VRAM + ld de,vBGMap0 +CopyMapViewToVRAM2: ; 0f73 (0:0f73) + ld hl,wTileMap + ld b,18 +.vramCopyLoop + ld c,20 +.vramCopyInnerLoop + ld a,[hli] + ld [de],a + inc e + dec c + jr nz,.vramCopyInnerLoop + ld a,32 - 20 ; total vram map width in tiles - screen width in tiles + add e + ld e,a + jr nc,.noCarry + inc d +.noCarry + dec b + jr nz,.vramCopyLoop + ret + +; function to switch to the ROM bank that a map is stored in +; Input: a = map number +SwitchToMapRomBank:: ; 0f8b (0:0f8b) + push hl + push bc + ld c,a + ld b,$00 + ld a,BANK(MapHeaderBanks) + call BankswitchHome ; switch to ROM bank 3F + ld hl,MapHeaderBanks + add hl,bc + ld a,[hl] + ld [$ffe8],a ; save map ROM bank + call BankswitchCommon + pop bc + pop hl + ret + +GetMapHeaderPointer:: ; 0fa7 (0:0fa7) + ld a,[H_LOADEDROMBANK] + push af + switchbank MapHeaderPointers ; 3f:41f2 + push de + ld a,[W_CURMAP] + ld e,a + ld d,$0 + ld hl,MapHeaderPointers + add hl,de + add hl,de + ld a,[hli] + ld h,[hl] + ld l,a + pop de + pop af + jp BankswitchCommon + +IgnoreInputForHalfSecond: ; 0fc3 (0:0fc3) + ld a, 30 + ld [wIgnoreInputCounter], a + ld hl, wd730 + ld a, [hl] + or $26 + ld [hl], a ; set ignore input bit + ret + +ResetUsingStrengthOutOfBattleBit: ; 0fd0 (0:0fd0) + ld hl, wd728 + res 0, [hl] + ret + +ForceBikeOrSurf:: ; 0fd6 (0:0fd6) + ld b, BANK(RedSprite) + ld hl, LoadPlayerSpriteGraphics + call Bankswitch + jp PlayDefaultMusic ; update map/player state? + +; Handle the player jumping down +; a ledge in the overworld. +HandleMidJump:: ; 0fe1 (0:0fe1) + ld a,[wd736] + bit 7,a ; jumping down a ledge? + ret z + ld b, BANK(_HandleMidJump) + ld hl, _HandleMidJump + jp Bankswitch + +IsSpinning:: ; 0ff0 (0:0ff0) + ld a,[wd736] + bit 7,a + ret z ; no spinning + ld b, BANK(LoadSpinnerArrowTiles); spin while moving + ld hl,LoadSpinnerArrowTiles ; 11:5077 + jp Bankswitch + +Func_0ffe:: ; 0ffe (0:0ffe) + ld hl, Func_fcf0c ; 3f:4f0c + ld b, BANK(Func_fcf0c) + jp Bankswitch + +InitSprites:: ; 1006 (0:1006) + ld a,[hli] + ld [W_NUMSPRITES],a ; save the number of sprites + push hl + push hl + push de + push bc + call ZeroSpriteStateData + call DisableRegularSprites + ld hl,W_MAPSPRITEDATA + ld bc,$20 + xor a + call FillMemory + pop bc + pop de + pop hl + ld a,[W_NUMSPRITES] + and a ; are sprites existant? + ret z ; don't copy sprite data if not + ld b,a + ld c,$0 + ld de,wSpriteStateData1 + $10 +; copy sprite stuff? +.loadSpriteLoop + ld a,[hli] + ld [de],a ; store picture ID at C1X0 + inc d + ld a,$04 + add e + ld e,a + ld a,[hli] + ld [de],a ; store Y position at C2X4 + inc e + ld a,[hli] + ld [de],a ; store X position at C2X5 + inc e + ld a,[hli] + ld [de],a ; store movement byte 1 at C2X6 + ld a,[hli] + ld [$ff8d],a ; save movement byte 2 + ld a,[hli] + ld [$ff8e],a ; save text ID and flags byte + push bc + call LoadSprite + pop bc + dec d + ld a,e + add a,$a + ld e,a + inc c + inc c + dec b + jr nz,.loadSpriteLoop + ret + +ZeroSpriteStateData:: ; 1050 (0:1050) +; zero C110-C1EF and C210-C2EF +; C1F0-C1FF and C2F0-C2FF is probably used for Pikachu + ld hl,wSpriteStateData1 + $10 + ld de,wSpriteStateData2 + $10 + xor a + ld b,$e0 +.loop + ld [hli],a + ld [de],a + inc e + dec b + jr nz,.loop + ret + +DisableRegularSprites:: ; 1060 (0:1060) +; initialize all C100-C1FF sprite entries to disabled (other than player's and pikachu) + ld hl,wSpriteStateData1 + $12 + ld de,$10 + ld c,$e +.loop + ld [hl],$ff + add hl,de + dec c + jr nz,.loop + ret + +LoadSprite:: ; 106f (0:106f) + push hl + ld b,$0 + ld hl,W_MAPSPRITEDATA + add hl,bc + ld a,[$ff8d] + ld [hli],a ; store movement byte 2 in byte 0 of sprite entry + ld a,[$ff8e] + ld [hl],a ; this appears pointless, since the value is overwritten immediately after + ld a,[$ff8e] + ld [$ff8d],a + and a,$3f + ld [hl],a ; store text ID in byte 1 of sprite entry + pop hl + ld a,[$ff8d] + bit 6,a + jr nz,.trainerSprite + bit 7,a + jr nz,.itemBallSprite +; for regular sprites + push hl + ld hl,W_MAPSPRITEEXTRADATA + add hl,bc +; zero both bytes, since regular sprites don't use this extra space + xor a + ld [hli],a + ld [hl],a + pop hl + ret + +.trainerSprite + ld a,[hli] + ld [$ff8d],a ; save trainer class + ld a,[hli] + ld [$ff8e],a ; save trainer number (within class) + push hl + ld hl,W_MAPSPRITEEXTRADATA + add hl,bc + ld a,[$ff8d] + ld [hli],a ; store trainer class in byte 0 of the entry + ld a,[$ff8e] + ld [hl],a ; store trainer number in byte 1 of the entry + pop hl + ret + +.itemBallSprite + ld a,[hli] + ld [$ff8d],a ; save item number + push hl + ld hl,W_MAPSPRITEEXTRADATA + add hl,bc + ld a,[$ff8d] + ld [hli],a ; store item number in byte 0 of the entry + xor a + ld [hl],a ; zero byte 1, since it is not used + pop hl ret ; end of home/overworld.asm = 10b9 (0:10b9) \ No newline at end of file -- cgit v1.2.3