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, 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 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 a,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 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,$08 ld [wWalkCounter],a callab Func_fcc08 jr .moveAhead2 .moveAhead call IsSpinning call UpdateSprites ; move sprites .moveAhead2 ld hl,wFlags_0xcd60 res 2,[hl] xor a ld [wd435],a call DoBikeSpeedup call AdvancePlayerSprite ld a,[wWalkCounter] and a jp nz,CheckMapConnections ; it seems like this check will never succeed (the other place where CheckMapConnections is run works) ; walking animation finished call StepCountCheck ld a,[wd790] bit 7,a ; in the safari zone? jr z,.notSafariZone callba SafariZoneCheckSteps ld a,[wSafariZoneGameOver] and a jp nz,WarpFound2 .notSafariZone ld a,[wIsInBattle] and a jp nz,CheckWarpsNoCollision predef ApplyOutOfBattlePoisonDamage ; also increment daycare mon exp ld a,[wOutOfBattleBlackout] and a jp nz,HandleBlackOut ; if all pokemon fainted .newBattle call NewBattle ld hl,wd736 res 2,[hl] ; standing on warp flag jp nc,CheckWarpsNoCollision ; check for warps if there was no battle .battleOccurred ld hl,wd72d res 6,[hl] ld hl,wFlags_D733 res 3,[hl] ld hl,wd126 set 5,[hl] set 6,[hl] xor a ld [hJoyHeld],a ld a,[wCurMap] cp a,CINNABAR_GYM jr nz,.notCinnabarGym ld hl,wd79b set 7,[hl] .notCinnabarGym ld hl,wd72e set 5,[hl] ld a,[wCurMap] cp a,OAKS_LAB jp z,.noFaintCheck ; no blacking out if the player lost to the rival in Oak's lab callab AnyPartyAlive ld a,d and a jr z,AllPokemonFainted .noFaintCheck ld c,10 call DelayFrames jp EnterMap StepCountCheck:: ; 0457 (0:0457) ld a,[wd730] bit 7,a jr nz,.doneStepCounting ; if button presses are being simulated, don't count steps ; step counting ld hl,wStepCounter dec [hl] ld a,[wd72c] bit 0,a jr z,.doneStepCounting ld hl,wNumberOfNoRandomBattleStepsLeft dec [hl] jr nz,.doneStepCounting ld hl,wd72c res 0,[hl] ; indicate that the player has stepped thrice since the last battle .doneStepCounting ret AllPokemonFainted:: ; 0475 (0:0475) ld a,$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 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,[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 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,[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 a,ROCK_TUNNEL_1 jr nz,.notRockTunnel ld a,$06 ld [wMapPalOffset],a call GBFadeOutToBlack .notRockTunnel callab Func_fc5fa ; 3f:45fa call PlayMapChangeSound jr .done ; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though .indoorMaps ld a,[hWarpDestinationMap] ; destination map cp a,$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 Func_fc65b ; 3f:465b jr .done .goBackOutside callab Func_fc69a ; 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 a,$ff jr nz,.checkEastMap ld a,[W_MAPCONN3PTR] ld [wCurMap],a ld a,[wWestConnectedMapXAlignment] ; new X coordinate upon entering west map ld [wXCoord],a ld a,[wYCoord] ld c,a ld a,[wWestConnectedMapYAlignment] ; Y adjustment upon entering west map add c ld c,a ld [wYCoord],a ld a,[wWestConnectedMapViewPointer] ; pointer to upper left corner of map without adjustment for Y position ld l,a ld a,[wWestConnectedMapViewPointer + 1] ld h,a srl c jr z,.savePointer1 .pointerAdjustmentLoop1 ld a,[wWestConnectedMapWidth] ; width of connected map add a,MAP_BORDER * 2 ld e,a ld d,0 ld b,0 add hl,de dec c jr nz,.pointerAdjustmentLoop1 .savePointer1 ld a,l ld [wCurrentTileBlockMapViewPointer],a ; pointer to upper left corner of current tile block map section ld a,h ld [wCurrentTileBlockMapViewPointer + 1],a jp .loadNewMap .checkEastMap ld b,a ld a,[wCurrentMapWidth2] ; map width cp b jr nz,.checkNorthMap ld a,[W_MAPCONN4PTR] ld [wCurMap],a ld a,[wEastConnectedMapXAlignment] ; new X coordinate upon entering east map ld [wXCoord],a ld a,[wYCoord] ld c,a ld a,[wEastConnectedMapYAlignment] ; Y adjustment upon entering east map add c ld c,a ld [wYCoord],a ld a,[wEastConnectedMapViewPointer] ; pointer to upper left corner of map without adjustment for Y position ld l,a ld a,[wEastConnectedMapViewPointer + 1] ld h,a srl c jr z,.savePointer2 .pointerAdjustmentLoop2 ld a,[wEastConnectedMapWidth] add a,MAP_BORDER * 2 ld e,a ld d,0 ld b,0 add hl,de dec c jr nz,.pointerAdjustmentLoop2 .savePointer2 ld a,l ld [wCurrentTileBlockMapViewPointer],a ; pointer to upper left corner of current tile block map section ld a,h ld [wCurrentTileBlockMapViewPointer + 1],a jp .loadNewMap .checkNorthMap ld a,[wYCoord] cp a,$ff jr nz,.checkSouthMap ld a,[W_MAPCONN1PTR] 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,[W_MAPCONN2PTR] 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,wd430 set 4,[hl] ld a,$2 ld [wd431],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,$0514 ld a,[wMapBackgroundTile] ; background tile number call FillMemory ; load tile map of current map (made of tile block IDs) ; a 3-byte border at the edges of the map is kept so that there is space for map connections ld hl,wOverworldMap ld a,[wCurMapWidth] ld [hMapWidth],a add a,MAP_BORDER * 2 ; east and west ld [hMapStride],a ; map width + border ld b,0 ld c,a ; make space for north border (next 3 lines) add hl,bc add hl,bc add hl,bc ld c,MAP_BORDER add hl,bc ; this puts us past the (west) border ld a,[W_MAPDATAPTR] ; tile map pointer ld e,a ld a,[W_MAPDATAPTR + 1] ld d,a ; de = tile map pointer ld a,[wCurMapHeight] ld b,a .rowLoop ; copy one row each iteration push hl ld a,[hMapWidth] ; map width (without border) ld c,a .rowInnerLoop ld a,[de] inc de ld [hli],a dec c jr nz,.rowInnerLoop ; add the map width plus the border to the base address of the current row to get the next row's address pop hl ld a,[hMapStride] ; map width + border add l ld l,a jr nc,.noCarry inc h .noCarry dec b jr nz,.rowLoop .northConnection ld a,[W_MAPCONN1PTR] cp a,$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,[W_MAPCONN2PTR] cp a,$ff jr z,.westConnection call SwitchToMapRomBank ld a,[wSouthConnectionStripSrc] ld l,a ld a,[wSouthConnectionStripSrc + 1] ld h,a ld a,[wSouthConnectionStripDest] ld e,a ld a,[wSouthConnectionStripDest + 1] ld d,a ld a,[wSouthConnectionStripWidth] ld [hNorthSouthConnectionStripWidth],a ld a,[wSouthConnectedMapWidth] ld [hNorthSouthConnectedMapWidth],a call LoadNorthSouthConnectionsTileMap .westConnection ld a,[W_MAPCONN3PTR] cp a,$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,[W_MAPCONN4PTR] cp a,$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 a,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 a,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,W_TILESETTALKINGOVERTILES ; 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,[wSpriteStateData1 + 9] ; 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 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,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 Func_154a 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, $b4 ; SFX_COLLISION call PlaySound ; play collision sound (if it's not already playing) .setCarry scf ret .noCollision and a ret ; function that checks if the tile in front of the player is passable ; clears carry if it is, sets carry if not CheckTilePassable:: ; 0a79 (0:0a79) predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player ld a,[wTileInFrontOfPlayer] ; tile in front of player ld c,a call IsTilePassable ret ; check if the player is going to jump down a small ledge ; and check for collisions that only occur between certain pairs of tiles ; Input: hl - address of directional collision data ; sets carry if there is a collision and unsets carry if not CheckForJumpingAndTilePairCollisions:: ; 0a86 (0:0a86) push hl predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player push de push bc callba HandleLedges ; 6:67f4 ; check if the player is trying to jump a ledge pop bc pop de pop hl and a ld a,[wd736] bit 6,a ; is the player jumping? ret nz ; if not jumping CheckForTilePairCollisions2:: ; 0aa0 (0:0aa0) aCoord 8, 9 ; tile the player is on ld [wTilePlayerStandingOn],a CheckForTilePairCollisions:: ; 0aa6 (0:0aa6) ld a,[wTileInFrontOfPlayer] ld c,a .tilePairCollisionLoop ld a,[wCurMapTileset] ; tileset number ld b,a ld a,[hli] cp a,$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 a,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 a,$03 or a,$98 ld [hRedrawRowOrColumnDest + 1],a ld a,l ld [hRedrawRowOrColumnDest],a ld a,REDRAW_ROW ld [hRedrawRowOrColumnMode],a ret ScheduleEastColumnRedraw:: ; 0bd6 (0:0bd7) coord hl, 18, 0 call ScheduleColumnRedrawHelper ld a,[wMapViewVRAMPointer] ld c,a and a,$e0 ld b,a ld a,c add a,18 and a,$1f or b ld [hRedrawRowOrColumnDest],a ld a,[wMapViewVRAMPointer + 1] ld [hRedrawRowOrColumnDest + 1],a ld a,REDRAW_COL ld [hRedrawRowOrColumnMode],a ret ScheduleColumnRedrawHelper:: ; 0bf6 (0:0bf6) ld de,wRedrawRowOrColumnSrcTiles ld c,SCREEN_HEIGHT .loop ld a,[hli] ld [de],a inc de ld a,[hl] ld [de],a inc de ld a,19 add l ld l,a jr nc,.noCarry inc h .noCarry dec c jr nz,.loop ret ScheduleWestColumnRedraw:: ; 0c0c (0:0c0c) coord hl, 0, 0 call ScheduleColumnRedrawHelper ld a,[wMapViewVRAMPointer] ld [hRedrawRowOrColumnDest],a ld a,[wMapViewVRAMPointer + 1] ld [hRedrawRowOrColumnDest + 1],a ld a,REDRAW_COL ld [hRedrawRowOrColumnMode],a ret ; function to write the tiles that make up a tile block to memory ; Input: c = tile block ID, hl = destination address DrawTileBlock:: ; 0c21 (0:0c21) push hl ld a,[W_TILESETBLOCKSPTR] ; pointer to tiles ld l,a ld a,[W_TILESETBLOCKSPTR + 1] ld h,a ld a,c swap a ld b,a and a,$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,$0015 add hl,bc pop bc dec c jr nz,.loop ret ; function to update joypad state and simulate button presses JoypadOverworld:: ; 0c51 (0:0c51) xor a ld [wSpriteStateData1 + 3],a ld [wSpriteStateData1 + 5],a call RunMapScript call Joypad call ForceBikeDown call AreInputsSimulated ret ForceBikeDown:: ; 0c65 (0:0c65) ld a,[wFlags_D733] bit 3,a ; check if a trainer wants a challenge ret nz ld a,[wCurMap] cp a,ROUTE_17 ; Cycling Road ret nz ld a,[hJoyHeld] and a,D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON ret nz ld a,D_DOWN ld [hJoyHeld],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press ret AreInputsSimulated:: ; 0c7b (0:0c7b) ld a,[wd730] bit 7,a ret z ; if simulating button presses ld a,[hJoyHeld] ld b,a ld a,[wOverrideSimulatedJoypadStatesMask] ; bit mask for button presses that override simulated ones and b ret nz ; return if the simulated button presses are overridden call GetSimulatedInput jr nc,.doneSimulating ld [hJoyHeld],a ; store simulated button press in joypad state and a ret nz ld [hJoyPressed],a ld [hJoyReleased],a ret ; if done simulating button presses .doneSimulating xor a ld [wWastedByteCD3A],a ld [wSimulatedJoypadStatesIndex],a ld [wSimulatedJoypadStatesEnd],a ld [wJoyIgnore],a ld [hJoyHeld],a ld hl,wd736 ld a,[hl] and a,$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,[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 [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,[wCurMap] ; 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 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 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 [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 [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 a,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 Func_0f16:: ; 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 Func_0f3d:: ; 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 [$ff8e],a ; save text ID and flags byte push bc call LoadSprite pop bc dec d ld a,e add a,$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,$0 ld hl,wMapSpriteData add hl,bc ld a,[$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 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,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)