EnterMap:: ; 01d7 (0:01d7) ; Load a new map. ld a, $ff ld [wJoyIgnore], a call LoadMapData callba ClearVariablesAfterLoadingMapData ; 3:407c 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] .didNotEnterUsingFlyWarpOrDungeonWarp call IsSurfingPikachuInParty 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, wCurrentMapScriptFlags set 5, [hl] set 6, [hl] xor a ld [wJoyIgnore], a OverworldLoop:: ; 0242 (0:0242) call DelayFrame OverworldLoopLessDelay:: ; 0245 (0:0245) call DelayFrame call IsSurfingPikachuInParty call LoadGBPal call HandleMidJump 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 ; 7:6321 ld a, [wSafariZoneGameOver] and a jp nz, WarpFound2 ld hl, wd72d bit 3, [hl] res 3, [hl] jp nz, WarpFound2 ld a, [wd732] and 1 << 4 | 1 << 3 ; fly warp or dungeon warp jp nz, HandleFlyWarpOrDungeonWarp ld a, [wCurOpponent] 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 [wTilePlayerStandingOn], a ; unused? call DisplayTextID ; display either the start menu or the NPC/sign text ld a, [wEnteringCableClub] and a jr z, .checkForOpponent xor a ld [wLinkTimeoutCounter], a jp EnterMap ; predef LoadSAV ; ld a, [wCurMap] ; ld [wDestinationMap], a ; call SpecialWarpIn ; ld a, [wCurMap] ; call SwitchToMapRomBank ; switch to the ROM bank of the current map ; ld hl, wCurMapTileset ; set 7, [hl] .checkForOpponent ld a, [wCurOpponent] 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 [wCheckFor180DegreeTurn], a ld a, [wPlayerMovingDirection] ; the direction that was pressed last time and a jr z, .overworldloop ; if a direction was pressed last time ld [wPlayerLastStopDirection], a ; save the last direction xor a ld [wPlayerMovingDirection], a ; zero the direction .overworldloop jp OverworldLoop .checkIfDownButtonIsPressed ld a, [hJoyHeld] ; current joypad state bit 7, a ; down button jr z, .checkIfUpButtonIsPressed ld a, 1 ld [wSpriteStateData1 + 3], a ; delta Y ld a, PLAYER_DIR_DOWN jr .handleDirectionButtonPress .checkIfUpButtonIsPressed bit 6, a ; up button jr z, .checkIfLeftButtonIsPressed ld a, -1 ld [wSpriteStateData1 + 3], a ; delta Y ld a, PLAYER_DIR_UP jr .handleDirectionButtonPress .checkIfLeftButtonIsPressed bit 5, a ; left button jr z, .checkIfRightButtonIsPressed ld a, -1 ld [wSpriteStateData1 + 5], a ; delta X ld a, PLAYER_DIR_LEFT jr .handleDirectionButtonPress .checkIfRightButtonIsPressed bit 4, a ; right button jr z, .noDirectionButtonsPressed ld a, $1 ld [wSpriteStateData1 + 5], a ld a, $1 .handleDirectionButtonPress ld [wPlayerDirection], 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, [wCheckFor180DegreeTurn] and a jr z, .noDirectionChange ld a, [wPlayerDirection] ; new direction ld b, a ld a, [wPlayerLastStopDirection] ; old direction cp b jr z, .noDirectionChange ld a, $8 ld [wd435], a ; unlike in red/blue, yellow does not have the 180 degrees odd code ld hl, wFlags_0xcd60 set 2, [hl] xor a ld [wCheckFor180DegreeTurn], a ld a, [wPlayerDirection] ld [wPlayerMovingDirection], a call NewBattle jp c, .battleOccurred jp OverworldLoop .noDirectionChange ld a, [wPlayerDirection] ; current direction ld [wPlayerMovingDirection], a ; save direction call UpdateSprites ld a, [wWalkBikeSurfState] cp $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 CheckEvent EVENT_IN_SAFARI_ZONE ; in the safari zone? jr z, .notSafariZone callba SafariZoneCheckSteps ld a, [wSafariZoneGameOver] and a jp nz, WarpFound2 .notSafariZone ld a, [wIsInBattle] and a jp nz, CheckWarpsNoCollision predef ApplyOutOfBattlePoisonDamage ; also increment daycare mon exp ld a, [wOutOfBattleBlackout] 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, wFlags_D733 res 3, [hl] ld hl, wCurrentMapScriptFlags set 5, [hl] set 6, [hl] xor a ld [hJoyHeld], a ld a, [wCurMap] cp CINNABAR_GYM jr nz, .notCinnabarGym SetEvent EVENT_2A7 .notCinnabarGym ld hl, wd72e set 5, [hl] ld a, [wCurMap] cp 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, 10 call DelayFrames jp EnterMap 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 AllPokemonFainted:: ; 0475 (0:0475) ld a, $ff ld [wIsInBattle], a call RunMapScript jp HandleBlackOut ; 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 jpba InitBattle ; 3d:5ff2 .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, [wCurMap] cp ROUTE_17 ; cycling road jr nz, .goFaster ld a, [hJoyHeld] and 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, [wYCoord] ld d, a ld a, [wXCoord] 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, [wFlags_D733] bit 2, a jr nz, WarpFound1 push de push bc call Joypad pop bc pop de ld a, [hJoyHeld] and 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, [wYCoord] cp b jr nz, .retry1 ld a, [hli] ; X coordinate of warp ld b, a ld a, [wXCoord] cp b jr nz, .retry2 ld a, [hli] ld [wDestinationWarpID], a ld a, [hl] ld [hWarpDestinationMap], a 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 [hWarpDestinationMap], a WarpFound2:: ; 054a (0:054a) ld a, [wNumberOfWarps] sub c ld [wWarpedFromWhichWarp], a ; save ID of used warp ld a, [wCurMap] ld [wWarpedFromWhichMap], a call CheckIfInOutsideMap jr nz, .indoorMaps ; this is for handling "outside" maps that can't have the 0xFF destination map ld a, [wCurMap] ld [wLastMap], a ld a, [wCurMapWidth] ld [wUnusedD366], a ; not read ld a, [hWarpDestinationMap] ld [wCurMap], a cp ROCK_TUNNEL_1 jr nz, .notRockTunnel ld a, $06 ld [wMapPalOffset], a call GBFadeOutToBlack .notRockTunnel callab CalculatePikachuSpawnState1 ; 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, [hWarpDestinationMap] ; destination map cp $ff jr z, .goBackOutside ; if not going back to the previous map ld [wCurMap], a callba IsPlayerStandingOnWarpPadOrHole ld a, [wStandingOnWarpPadOrHole] 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 CalculatePikachuSpawnState2 ; 3f:465b jr .done .goBackOutside callab CalculatePikachuSpawnState3 ; 3f:469a ld a, [wLastMap] ld [wCurMap], 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, [wXCoord] cp $ff jr nz, .checkEastMap ld a, [wMapConn3Ptr] ld [wCurMap], a ld a, [wWestConnectedMapXAlignment] ; new X coordinate upon entering west map ld [wXCoord], a ld a, [wYCoord] ld c, a ld a, [wWestConnectedMapYAlignment] ; Y adjustment upon entering west map add c ld c, a ld [wYCoord], a ld a, [wWestConnectedMapViewPointer] ; pointer to upper left corner of map without adjustment for Y position ld l, a ld a, [wWestConnectedMapViewPointer + 1] ld h, a srl c jr z, .savePointer1 .pointerAdjustmentLoop1 ld a, [wWestConnectedMapWidth] ; width of connected map add MAP_BORDER * 2 ld e, a ld d, 0 ld b, 0 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, [wCurrentMapWidth2] ; map width cp b jr nz, .checkNorthMap ld a, [wMapConn4Ptr] ld [wCurMap], a ld a, [wEastConnectedMapXAlignment] ; new X coordinate upon entering east map ld [wXCoord], a ld a, [wYCoord] ld c, a ld a, [wEastConnectedMapYAlignment] ; Y adjustment upon entering east map add c ld c, a ld [wYCoord], a ld a, [wEastConnectedMapViewPointer] ; pointer to upper left corner of map without adjustment for Y position ld l, a ld a, [wEastConnectedMapViewPointer + 1] ld h, a srl c jr z, .savePointer2 .pointerAdjustmentLoop2 ld a, [wEastConnectedMapWidth] add MAP_BORDER * 2 ld e, a ld d, 0 ld b, 0 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, [wYCoord] cp $ff jr nz, .checkSouthMap ld a, [wMapConn1Ptr] ld [wCurMap], a ld a, [wNorthConnectedMapYAlignment] ; new Y coordinate upon entering north map ld [wYCoord], a ld a, [wXCoord] ld c, a ld a, [wNorthConnectedMapXAlignment] ; X adjustment upon entering north map add c ld c, a ld [wXCoord], a ld a, [wNorthConnectedMapViewPointer] ; pointer to upper left corner of map without adjustment for X position ld l, a ld a, [wNorthConnectedMapViewPointer + 1] ld h, a ld b, 0 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, [wCurrentMapHeight2] cp b jr nz, .didNotEnterConnectedMap ld a, [wMapConn2Ptr] ld [wCurMap], a ld a, [wSouthConnectedMapYAlignment] ; new Y coordinate upon entering south map ld [wYCoord], a ld a, [wXCoord] ld c, a ld a, [wSouthConnectedMapXAlignment] ; X adjustment upon entering south map add c ld c, a ld [wXCoord], a ld a, [wSouthConnectedMapViewPointer] ; pointer to upper left corner of map without adjustment for X position ld l, a ld a, [wSouthConnectedMapViewPointer + 1] ld h, a ld b, 0 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, wPikachuOverworldStateFlags set 4, [hl] ld a, $2 ld [wPikachuSpawnState], a call LoadMapHeader ; 0dab (0:0dab) call PlayDefaultMusicFadeOutCurrent ; music ld b, SET_PAL_OVERWORLD call RunPaletteCommand ; 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, [wCurMapTileset] cp FACILITY jr z, .didNotGoThroughDoor cp CEMETERY jr z, .didNotGoThroughDoor aCoord 8, 8 ; upper left tile of the 4x4 square the player's sprite is standing on cp UNDERGROUND ; door tile in tileset 0 jr nz, .didNotGoThroughDoor ld a, $ad ; SFX_GO_INSIDE jr .playSound .didNotGoThroughDoor ld a, $b5 ; SFX_GO_OUTSIDE .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, [wCurMapTileset] 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, [wCurMap] 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, [wCurMapTileset] 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 PlayDefaultMusicFadeOutCurrent jp SpecialEnterMap StopMusic:: ; 0788 (0:0788) ld [wAudioFadeOutControl], a call StopAllMusic .wait ld a, [wAudioFadeOutControl] and a jr nz, .wait jp StopAllSounds HandleFlyWarpOrDungeonWarp:: ; 0794 (0:0794) call UpdateSprites call Delay3 xor a ld [wBattleResult], a ld [wIsInBattle], 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 Func_07c4 callbs SpecialWarpIn jp SpecialEnterMap LeaveMapAnim:: ; 07bc (0:07bc) jpba _LeaveMapAnim 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, LoadSurfingPlayerSpriteGraphics2 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, [wCurMap] cp ROUTE_23 jr z, .allowed cp INDIGO_PLATEAU jr z, .allowed ld a, [wCurMapTileset] 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, [wTilesetGFXPtr] ld l, a ld a, [wTilesetGFXPtr + 1] ld h, a ld de, vTileset ld bc, $600 ld a, [wTilesetBank] jp FarCopyData ; 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, [wMapBackgroundTile] ; 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, [wCurMapWidth] ld [hMapWidth], a add MAP_BORDER * 2 ; east and west ld [hMapStride], a ; map width + border ld b, 0 ld c, a ; make space for north border (next 3 lines) add hl, bc add hl, bc add hl, bc ld c, MAP_BORDER add hl, bc ; this puts us past the (west) border ld a, [wMapDataPtr] ; tile map pointer ld e, a ld a, [wMapDataPtr + 1] ld d, a ; de = tile map pointer ld a, [wCurMapHeight] ld b, a .rowLoop ; copy one row each iteration push hl ld a, [hMapWidth] ; 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, [hMapStride] ; map width + border add l ld l, a jr nc, .noCarry inc h .noCarry dec b jr nz, .rowLoop .northConnection ld a, [wMapConn1Ptr] cp $ff jr z, .southConnection call SwitchToMapRomBank ld a, [wNorthConnectionStripSrc] ld l, a ld a, [wNorthConnectionStripSrc + 1] ld h, a ld a, [wNorthConnectionStripDest] ld e, a ld a, [wNorthConnectionStripDest + 1] ld d, a ld a, [wNorthConnectionStripWidth] ld [hNorthSouthConnectionStripWidth], a ld a, [wNorthConnectedMapWidth] ld [hNorthSouthConnectedMapWidth], a call LoadNorthSouthConnectionsTileMap .southConnection ld a, [wMapConn2Ptr] cp $ff jr z, .westConnection call SwitchToMapRomBank ld a, [wSouthConnectionStripSrc] ld l, a ld a, [wSouthConnectionStripSrc + 1] ld h, a ld a, [wSouthConnectionStripDest] ld e, a ld a, [wSouthConnectionStripDest + 1] ld d, a ld a, [wSouthConnectionStripWidth] ld [hNorthSouthConnectionStripWidth], a ld a, [wSouthConnectedMapWidth] ld [hNorthSouthConnectedMapWidth], a call LoadNorthSouthConnectionsTileMap .westConnection ld a, [wMapConn3Ptr] cp $ff jr z, .eastConnection call SwitchToMapRomBank ld a, [wWestConnectionStripSrc] ld l, a ld a, [wWestConnectionStripSrc + 1] ld h, a ld a, [wWestConnectionStripDest] ld e, a ld a, [wWestConnectionStripDest + 1] ld d, a ld a, [wWestConnectionStripHeight] ld b, a ld a, [wWestConnectedMapWidth] ld [hEastWestConnectedMapWidth], a call LoadEastWestConnectionsTileMap .eastConnection ld a, [wMapConn4Ptr] cp $ff jr z, .done call SwitchToMapRomBank ld a, [wEastConnectionStripSrc] ld l, a ld a, [wEastConnectionStripSrc + 1] ld h, a ld a, [wEastConnectionStripDest] ld e, a ld a, [wEastConnectionStripDest + 1] ld d, a ld a, [wEastConnectionStripHeight] ld b, a ld a, [wEastConnectedMapWidth] ld [hEastWestConnectedMapWidth], a call LoadEastWestConnectionsTileMap .done ret LoadNorthSouthConnectionsTileMap:: ; 0919 (0:0919) ld c, MAP_BORDER .loop push de push hl ld a, [hNorthSouthConnectionStripWidth] ld b, a .innerLoop ld a, [hli] ld [de], a inc de dec b jr nz, .innerLoop pop hl pop de ld a, [hNorthSouthConnectedMapWidth] add l ld l, a jr nc, .noCarry1 inc h .noCarry1 ld a, [wCurMapWidth] add MAP_BORDER * 2 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, MAP_BORDER .innerLoop ld a, [hli] ld [de], a inc de dec c jr nz, .innerLoop pop de pop hl ld a, [hEastWestConnectedMapWidth] add l ld l, a jr nc, .noCarry1 inc h .noCarry1 ld a, [wCurMapWidth] add MAP_BORDER * 2 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, [wNumSigns] 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, wTileSetTalkingOverTiles ; list of tiles that extend talking range (counter tiles) ld b, 3 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) lb bc, $3c, $40 ; Y and X position of player sprite ld a, [wPlayerFacingDirection] ; direction the player is facing .checkIfPlayerFacingUp cp SPRITE_FACING_UP jr nz, .checkIfPlayerFacingDown ; facing up ld a, b sub d ld b, a ld a, PLAYER_DIR_UP jr .doneCheckingDirection .checkIfPlayerFacingDown cp SPRITE_FACING_DOWN jr nz, .checkIfPlayerFacingRight ; facing down ld a, b add d ld b, a ld a, PLAYER_DIR_DOWN jr .doneCheckingDirection .checkIfPlayerFacingRight cp SPRITE_FACING_RIGHT jr nz, .playerFacingLeft ; facing right ld a, c add d ld c, a ld a, PLAYER_DIR_RIGHT jr .doneCheckingDirection .playerFacingLeft ; facing left ld a, c sub d ld c, a ld a, PLAYER_DIR_LEFT .doneCheckingDirection ld [wPlayerDirection], 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 $10 ld l, a inc e dec d jr nz, .spriteLoop xor a ret .foundSpriteInFrontOfPlayer pop hl ld a, l and $f0 inc a ld l, a ; hl = $c1x1 set 7, [hl] ; set flag to make the sprite face the player ld a, e ld [hSpriteIndexOrTextID], a ld a, [hSpriteIndexOrTextID] ; possible useless read because a already has the value of the read address cp $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, wSignCoords ; start of sign coordinates ld a, [wNumSigns] ; 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, wSignTextIDs ; 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, [wPlayerDirection] ; 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 CheckPikachuFollowingPlayer 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, [wChannelSoundIDs + CH4] cp $b4 ; SFX_COLLISION ; check if collision sound is already playing jr z, .setCarry ld a, $b4 ; SFX_COLLISION 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 ; 6:67f4 ; 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 [wTilePlayerStandingOn], a CheckForTilePairCollisions:: ; 0aa6 (0:0aa6) ld a, [wTileInFrontOfPlayer] ld c, a .tilePairCollisionLoop ld a, [wCurMapTileset] ; tileset number ld b, a ld a, [hli] cp $ff jr z, .noMatch cp b jr z, .tilesetMatches inc hl .retry inc hl jr .tilePairCollisionLoop .tilesetMatches ld a, [wTilePlayerStandingOn] ; 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, [wTilesetBank] ; 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, [wCurMapWidth] add MAP_BORDER * 2 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, [wYBlockCoord] and a jr z, .adjustForXCoordWithinTileBlock ld bc, $0030 add hl, bc .adjustForXCoordWithinTileBlock ld a, [wXBlockCoord] and a jr z, .copyToVisibleAreaBuffer ld bc, $0002 add hl, bc .copyToVisibleAreaBuffer coord de, 0, 0 ; base address for the tiles that are directly transferred to VRAM during V-blank ld b, SCREEN_HEIGHT .rowLoop2 ld c, SCREEN_WIDTH .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) coord hl, 0, 0 call CopyToRedrawRowOrColumnSrcTiles ld a, [wMapViewVRAMPointer] ld [hRedrawRowOrColumnDest], a ld a, [wMapViewVRAMPointer + 1] ld [hRedrawRowOrColumnDest + 1], a ld a, REDRAW_ROW ld [hRedrawRowOrColumnMode], a ret CopyToRedrawRowOrColumnSrcTiles:: ; 0baa (0:0baa) ld de, wRedrawRowOrColumnSrcTiles ld c, 2 * SCREEN_WIDTH .loop ld a, [hli] ld [de], a inc de dec c jr nz, .loop ret ScheduleSouthRowRedraw:: ; 0bb6 (0:0bb6) coord hl, 0, 16 call CopyToRedrawRowOrColumnSrcTiles ld a, [wMapViewVRAMPointer] ld l, a ld a, [wMapViewVRAMPointer + 1] ld h, a ld bc, $0200 add hl, bc ld a, h and $03 or $98 ld [hRedrawRowOrColumnDest + 1], a ld a, l ld [hRedrawRowOrColumnDest], a ld a, REDRAW_ROW ld [hRedrawRowOrColumnMode], a ret ScheduleEastColumnRedraw:: ; 0bd6 (0:0bd7) coord hl, 18, 0 call ScheduleColumnRedrawHelper ld a, [wMapViewVRAMPointer] ld c, a and $e0 ld b, a ld a, c add 18 and $1f or b ld [hRedrawRowOrColumnDest], a ld a, [wMapViewVRAMPointer + 1] ld [hRedrawRowOrColumnDest + 1], a ld a, REDRAW_COL ld [hRedrawRowOrColumnMode], a ret ScheduleColumnRedrawHelper:: ; 0bf6 (0:0bf6) ld de, wRedrawRowOrColumnSrcTiles ld c, SCREEN_HEIGHT .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) coord hl, 0, 0 call ScheduleColumnRedrawHelper ld a, [wMapViewVRAMPointer] ld [hRedrawRowOrColumnDest], a ld a, [wMapViewVRAMPointer + 1] ld [hRedrawRowOrColumnDest + 1], a ld a, REDRAW_COL ld [hRedrawRowOrColumnMode], 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, [wTileSetBlocksPtr] ; pointer to tiles ld l, a ld a, [wTileSetBlocksPtr + 1] ld h, a ld a, c swap a ld b, a and $f0 ld c, a ld a, b and $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, [wFlags_D733] bit 3, a ; check if a trainer wants a challenge ret nz ld a, [wCurMap] cp ROUTE_17 ; Cycling Road ret nz ld a, [hJoyHeld] and D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON ret nz ld a, D_DOWN ld [hJoyHeld], a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press ret 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 $f8 ld [hl], a ld hl, wd730 res 7, [hl] ret GetSimulatedInput:: ; 0cb3 (0:0cb3) ld hl, wSimulatedJoypadStatesIndex dec [hl] ld a, [hl] cp $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, [wPlayerDirection] ; 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, .collision ; bug? ld hl, TilePairCollisionsWater call CheckForJumpingAndTilePairCollisions jr c, .collision predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player (puts it in c and [wTileInFrontOfPlayer]) callab IsNextTileShoreOrWater ; 3:6808 jr c, .noCollision ld a, [wTileInFrontOfPlayer] ; tile in front of player ld c, a call IsTilePassable jr nc, .stopSurfing .collision ld a, [wChannelSoundIDs + CH4] cp $b4 ; SFX_COLLISION jr z, .setCarry ld a, $b4 ; SFX_COLLISION call PlaySound ; play collision sound (if it's not already playing) .setCarry scf jr .done .checkIfVermilionDockTileset ld a, [wCurMapTileset] ; 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 [wPikachuSpawnState], a ld hl, wPikachuOverworldStateFlags 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, [wCurMap] ; current map number call SwitchToMapRomBank ; change to the ROM bank the map's data is in ld hl, wMapScriptPtr ld a, [hli] ld h, [hl] ld l, a ld de, .return push de jp [hl] ; jump to script .return ret LoadWalkingPlayerSpriteGraphics:: ; 0d5e (0:0d5e) ; new sprite copy stuff xor a ld [wd473], a ld b, BANK(RedSprite) ld de, RedSprite ; $4180 jr LoadPlayerSpriteGraphicsCommon LoadSurfingPlayerSpriteGraphics2:: ; 0d69 (0:0d69) ld a, [wd473] and a jr z, .asm_0d75 dec a jr z, LoadSurfingPlayerSpriteGraphics dec a jr z, .asm_0d7c .asm_0d75 ld a, [wd472] bit 6, a jr z, LoadSurfingPlayerSpriteGraphics .asm_0d7c ld b, BANK(SurfingPikachuSprite) ld de, SurfingPikachuSprite ; 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 b, BANK(RedCyclingSprite) ld de, RedCyclingSprite LoadPlayerSpriteGraphicsCommon:: ; 0d8f (0:0d8f) ld hl, vNPCSprites push de push hl push bc ld c, $c call CopyVideoData pop bc 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 Func_0db5:: ; XXX callba Func_f0a55 ; 3c:4a55 asm_0dbd ld a, [wCurMapTileset] ld [wUnusedD119], a ld a, [wCurMap] call SwitchToMapRomBank ld a, [wCurMapTileset] ld b, a res 7, a ld [wCurMapTileset], a ld [hPreviousTileset], 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, wCurMapTileset 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 [wMapConn1Ptr], a ld [wMapConn2Ptr], a ld [wMapConn3Ptr], a ld [wMapConn4Ptr], a ; copy connection data (if any) to WRAM ld a, [wMapConnections] ld b, a .checkNorth bit 3, b jr z, .checkSouth ld de, wMapConn1Ptr call CopyMapConnectionHeader .checkSouth bit 2, b jr z, .checkWest ld de, wMapConn2Ptr call CopyMapConnectionHeader .checkWest bit 1, b jr z, .checkEast ld de, wMapConn3Ptr call CopyMapConnectionHeader .checkEast bit 0, b jr z, .getObjectDataPointer ld de, wMapConn4Ptr call CopyMapConnectionHeader .getObjectDataPointer ld a, [hli] ld [wObjectDataPointerTemp], a ld a, [hli] ld [wObjectDataPointerTemp + 1], a push hl ld a, [wObjectDataPointerTemp] ld l, a ld a, [wObjectDataPointerTemp + 1] ld h, a ; hl = base of object data ld de, wMapBackgroundTile ld a, [hli] ld [de], a .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 [wNumSigns], a 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? jr 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 .asm_0e73 callab LoadWildData ; 3:4b62 pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose) ld a, [wCurMapHeight] ; map height in 4x4 tile blocks add a ; double it ld [wCurrentMapHeight2], a ; store map height in 2x2 tile blocks ld a, [wCurMapWidth] ; map width in 4x4 tile blocks add a ; double it ld [wCurrentMapWidth2], a ; map width in 2x2 tile blocks ld a, [wCurMap] 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 [wMapMusicSoundID], a ; music 1 ld a, [hl] ld [wMapMusicROMBank], a ; music 2 pop af call BankswitchCommon ret ; function to copy map connection data from ROM to WRAM ; Input: hl = source, de = destination CopyMapConnectionHeader:: ; 0eaa (0:0eaa) ld c, $0b .loop ld a, [hli] ld [de], a inc de dec c jr nz, .loop ret CopySignData:: ; 0eb3 (0:0eb3) ld de, wSignCoords ; start of sign coords ld bc, wSignTextIDs ; start of sign text ids ld a, [wNumSigns] ; 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 RunPaletteCommand call LoadPlayerSpriteGraphics ld a, [wd732] and 1 << 4 | 1 << 3 ; fly warp or dungeon warp jr nz, .restoreRomBank ld a, [wFlags_D733] bit 1, a jr nz, .restoreRomBank call UpdateMusic6Times ; music related call PlayDefaultMusicFadeOutCurrent ; music related .restoreRomBank pop af call BankswitchCommon ret LoadScreenRelatedData:: ; 0f0c (0:0f0c) call LoadTileBlockMap call LoadTilesetTilePatternData call LoadCurrentMapView ret ReloadMapAfterSurfingMinigame:: ; 0f16 (0:0f16) ld a, [H_LOADEDROMBANK] push af call DisableLCD call ResetMapVariables ld a, [wCurMap] call SwitchToMapRomBank call LoadScreenRelatedData call CopyMapViewToVRAM ld de, vBGMap1 call CopyMapViewToVRAM2 call EnableLCD call ReloadMapSpriteTilePatterns pop af call BankswitchCommon jr asm_0f4d ReloadMapAfterPrinter:: ; 0f3d (0:0f3d) ld a, [H_LOADEDROMBANK] push af ld a, [wCurMap] call SwitchToMapRomBank call LoadTileBlockMap pop af call BankswitchCommon asm_0f4d: ; 0f4d (0:0f4d) jpab Func_f02da 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 [wUnusedD119], a ld [wSpriteSetID], 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 BankswitchBack ld a, [$ffe8] 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, [wCurMap] 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 6, a ; jumping down a ledge? ret z callba _HandleMidJump ret IsSpinning:: ; 0ff0 (0:0ff0) ld a, [wd736] bit 7, a ret z ; no spinning jpba LoadSpinnerArrowTiles ; spin while moving Func_0ffe:: ; 0ffe (0:0ffe) jpab IsPlayerTalkingToPikachu InitSprites:: ; 1006 (0:1006) ld a, [hli] ld [wNumSprites], a ; save the number of sprites push hl push de push bc call ZeroSpriteStateData call DisableRegularSprites ld hl, wMapSpriteData ld bc, $20 xor a call FillMemory pop bc pop de pop hl ld a, [wNumSprites] 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, e add $4 ld e, a ld a, [hli] ld [de], a ; store Y position at C2X4 inc e ld a, [hli] ld [de], a ; store X position at C2X5 inc e ld a, [hli] ld [de], a ; store movement byte 1 at C2X6 ld a, [hli] ld [$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 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 used for Pikachu ld hl, wSpriteStateData1 + $10 ld de, wSpriteStateData2 + $10 xor a ld b, 14 * $10 .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 + 1 * $10 + 2 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, $0 ld hl, wMapSpriteData add hl, bc ld a, [$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 $3f ld [hl], a ; store text ID in byte 1 of sprite entry pop hl ld a, [$ff8d] bit 6, a jr nz, .trainerSprite bit 7, a jr nz, .itemBallSprite ; for regular sprites push hl ld hl, wMapSpriteExtraData 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, wMapSpriteExtraData 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 [$ff8d], a ; save item number push hl ld hl, wMapSpriteExtraData add hl, bc ld a, [$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)