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; returns whether the player is standing on a door tile in carry
IsPlayerStandingOnDoorTile: ; 1a785 (6:6785)
push de
ld hl, DoorTileIDPointers
ld a, [wCurMapTileset]
ld de, $3
call IsInArray
pop de
jr nc, .notStandingOnDoor
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
aCoord 8, 9 ; a = lower left background tile under player's sprite
ld b, a
.loop
ld a, [hli]
and a
jr z, .notStandingOnDoor
cp b
jr nz, .loop
scf
ret
.notStandingOnDoor
and a
ret
DoorTileIDPointers: ; 1a7a8 (6:67a8)
dbw OVERWORLD, OverworldDoorTileIDs
dbw FOREST, ForestDoorTileIDs
dbw MART, MartDoorTileIDs
dbw HOUSE, HouseDoorTileIDs
dbw FOREST_GATE, TilesetMuseumDoorTileIDs
dbw MUSEUM, TilesetMuseumDoorTileIDs
dbw GATE, TilesetMuseumDoorTileIDs
dbw SHIP, ShipDoorTileIDs
dbw LOBBY, LobbyDoorTileIDs
dbw MANSION, MansionDoorTileIDs
dbw LAB, LabDoorTileIDs
dbw FACILITY, FacilityDoorTileIDs
dbw PLATEAU, PlateauDoorTileIDs
dbw INTERIOR, InteriorDoorTileIDs
db $ff
OverworldDoorTileIDs: ; 1a7d3 (6:67d3)
db $1B,$58,$00
ForestDoorTileIDs: ; 1a7d6 (6:67d6)
db $3a,$00
MartDoorTileIDs: ; 1a7d8 (6:67d8)
db $5e,$00
HouseDoorTileIDs: ; 1a7da (6:67da)
db $54,$00
TilesetMuseumDoorTileIDs: ; 1a7dc (6:67dc)
db $3b,$00
ShipDoorTileIDs: ; 1a7de (6:67de)
db $1e,$00
LobbyDoorTileIDs: ; 1a7e0 (6:67e0)
db $1c,$38,$1a,$00
MansionDoorTileIDs: ; 1a7e4 (6:67e4)
db $1a,$1c,$53,$00
LabDoorTileIDs: ; 1a7e8 (6:67e8)
db $34,$00
FacilityDoorTileIDs: ; 1a7ea (6:67ea)
db $43,$58,$1b,$00
PlateauDoorTileIDs: ; 1a7ee (6:67ee)
db $3b,$1b,$00
InteriorDoorTileIDs: ; 1a7f1 (6:67f1)
db $04,$15,$00
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