ref: 1cf79b6f15761ec95ba1b0f9d6d83781c4240612
dir: /home/overworld.asm/
HandleMidJump:: ; Handle the player jumping down ; a ledge in the overworld. ld b, BANK(_HandleMidJump) ld hl, _HandleMidJump jp Bankswitch EnterMap:: ; Load a new map. ld a, $ff ld [wJoyIgnore], a call LoadMapData callba Func_c335 ; initialize map variables ld hl, wd72c bit 0, [hl] jr z, .doNotCountSteps ld a, 3 ld [wd13c], a ; some kind of step counter (counts up to 3 steps?) .doNotCountSteps ld hl, wd72e bit 5, [hl] ; did a battle happen immediately before this? res 5, [hl] ; unset the "battle just happened" flag call z, Func_12e7 call nz, MapEntryAfterBattle ld hl, wd732 ld a, [hl] and 1 << 4 | 1 << 3 jr z, .didNotFlyOrTeleportIn res 3, [hl] callba Func_70510 ; display fly/teleport in graphical effect call UpdateSprites .didNotFlyOrTeleportIn callba CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road ld hl, wd72d res 5, [hl] call UpdateSprites ld hl, wd126 set 5, [hl] set 6, [hl] xor a ld [wJoyIgnore], a OverworldLoop:: call DelayFrame OverworldLoopLessDelay:: call DelayFrame call LoadGBPal ld a,[wd736] bit 6,a ; jumping down a ledge? call nz, 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 ld a,[wda46] and a jp nz,WarpFound2 ld hl,wd72d bit 3,[hl] res 3,[hl] jp nz,WarpFound2 ld a,[wd732] and a,$18 jp nz,HandleFlyOrTeleportAway ld a,[W_CUROPPONENT] and a jp nz,.newBattle ld a,[wd730] bit 7,a ; are we simulating button presses? jr z,.notSimulating ld a,[hJoyHeld] jr .checkIfStartIsPressed .notSimulating ld a,[hJoyPressed] .checkIfStartIsPressed bit 3,a ; start button jr z,.startButtonNotPressed ; if START is pressed xor a ld [$ff8c],a ; the $2920 ID for the start menu is 0 jp .displayDialogue .startButtonNotPressed bit 0,a ; A button jp z,.checkIfDownButtonIsPressed ; if A is pressed ld a,[wd730] bit 2,a jp nz,.noDirectionButtonsPressed call Func_30fd jr nz,.checkForOpponent call Func_3eb5 ; check for hidden items, PC's, etc. ld a,[$ffeb] and a jp z,OverworldLoop call IsSpriteOrSignInFrontOfPlayer ; check for sign or sprite in front of the player ld a,[$ff8c] ; $2920 ID for NPC/sign text, if any and a jp z,OverworldLoop .displayDialogue predef Func_c586 ; check what is in front of the player call UpdateSprites ; move sprites ld a,[wFlags_0xcd60] bit 2,a jr nz,.checkForOpponent bit 0,a jr nz,.checkForOpponent aCoord 8, 9 ld [wcf0e],a call DisplayTextID ; display either the start menu or the NPC/sign text ld a,[wcc47] and a jr z,.checkForOpponent dec a ld a,$00 ld [wcc47],a jr z,.changeMap predef LoadSAV ld a,[W_CURMAP] ld [wd71a],a call Func_62ce ld a,[W_CURMAP] call SwitchToMapRomBank ; switch to the ROM bank of the current map ld hl,W_CURMAPTILESET set 7,[hl] .changeMap jp EnterMap .checkForOpponent ld a,[W_CUROPPONENT] and a jp nz,.newBattle jp OverworldLoop .noDirectionButtonsPressed ld hl,wFlags_0xcd60 res 2,[hl] call UpdateSprites ; move sprites ld a,$01 ld [wcc4b],a ld a,[wd528] ; the direction that was pressed last time and a jp z,OverworldLoop ; if a direction was pressed last time ld [wd529],a ; save the last direction xor a ld [wd528],a ; zero the direction jp OverworldLoop .checkIfDownButtonIsPressed ld a,[hJoyHeld] ; current joypad state bit 7,a ; down button jr z,.checkIfUpButtonIsPressed ld a,$01 ld [wSpriteStateData1 + 3],a ld a,$04 jr .handleDirectionButtonPress .checkIfUpButtonIsPressed bit 6,a ; up button jr z,.checkIfLeftButtonIsPressed ld a,$ff ld [wSpriteStateData1 + 3],a ld a,$08 jr .handleDirectionButtonPress .checkIfLeftButtonIsPressed bit 5,a ; left button jr z,.checkIfRightButtonIsPressed ld a,$ff ld [wSpriteStateData1 + 5],a ld a,$02 jr .handleDirectionButtonPress .checkIfRightButtonIsPressed bit 4,a ; right button jr z,.noDirectionButtonsPressed ld a,$01 ld [wSpriteStateData1 + 5],a .handleDirectionButtonPress ld [wd52a],a ; new direction ld a,[wd730] bit 7,a ; are we simulating button presses? jr nz,.noDirectionChange ; ignore direction changes if we are ld a,[wcc4b] and a jr z,.noDirectionChange ld a,[wd52a] ; new direction ld b,a ld a,[wd529] ; old direction cp b jr z,.noDirectionChange ; the code below is strange ; it computes whether or not the player did a 180 degree turn, but then overwrites the result ; also, it does a seemingly pointless loop afterwards swap a ; put old direction in upper half or b ; put new direction in lower half cp a,$48 ; change dir from down to up jr nz,.notDownToUp ld a,$02 ld [wd528],a jr .oddLoop .notDownToUp cp a,$84 ; change dir from up to down jr nz,.notUpToDown ld a,$01 ld [wd528],a jr .oddLoop .notUpToDown cp a,$12 ; change dir from right to left jr nz,.notRightToLeft ld a,$04 ld [wd528],a jr .oddLoop .notRightToLeft cp a,$21 ; change dir from left to right jr nz,.oddLoop ld a,$08 ld [wd528],a .oddLoop ld hl,wFlags_0xcd60 set 2,[hl] ld hl,wcc4b dec [hl] jr nz,.oddLoop ld a,[wd52a] ld [wd528],a call NewBattle jp c,.battleOccurred jp OverworldLoop .noDirectionChange ld a,[wd52a] ; current direction ld [wd528],a ; save direction call UpdateSprites ; move sprites ld a,[wd700] cp a,$02 ; surfing jr z,.surfing ; not surfing call CollisionCheckOnLand jr nc,.noCollision push hl ld hl,wd736 bit 2,[hl] pop hl jp z,OverworldLoop 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 jr .moveAhead2 .moveAhead ld a,[wd736] bit 7,a jr z,.noSpinning callba LoadSpinnerArrowTiles ; spin while moving .noSpinning call UpdateSprites ; move sprites .moveAhead2 ld hl,wFlags_0xcd60 res 2,[hl] ld a,[wd700] dec a ; riding a bike? jr nz,.normalPlayerSpriteAdvancement ld a,[wd736] bit 6,a ; jumping a ledge? jr nz,.normalPlayerSpriteAdvancement call BikeSpeedup ; if riding a bike and not jumping a ledge .normalPlayerSpriteAdvancement 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 ld a,[wd730] bit 7,a jr nz,.doneStepCounting ; if button presses are being simulated, don't count steps ; step counting ld hl,wd13b ; step counter dec [hl] ld a,[wd72c] bit 0,a jr z,.doneStepCounting ld hl,wd13c dec [hl] jr nz,.doneStepCounting ld hl,wd72c res 0,[hl] .doneStepCounting ld a,[wd790] bit 7,a ; in the safari zone? jr z,.notSafariZone callba SafariZoneCheckSteps ld a,[wda46] and a jp nz,WarpFound2 .notSafariZone ld a,[W_ISINBATTLE] and a jp nz,CheckWarpsNoCollision predef Func_c69c ; decrement HP of poisoned pokemon ld a,[wd12d] and a jp nz,HandleBlackOut ; if all pokemon fainted .newBattle call NewBattle ld hl,wd736 res 2,[hl] jp nc,CheckWarpsNoCollision ; check for warps if there was no battle .battleOccurred ld hl,wd72d res 6,[hl] ld hl,W_FLAGS_D733 res 3,[hl] ld hl,wd126 set 5,[hl] set 6,[hl] xor a ld [hJoyHeld],a ; clear joypad state ld a,[W_CURMAP] cp a,CINNABAR_GYM jr nz,.notCinnabarGym ld hl,wd79b set 7,[hl] .notCinnabarGym ld hl,wd72e set 5,[hl] ld a,[W_CURMAP] cp a,OAKS_LAB jp z,.noFaintCheck callab AnyPartyAlive ; check if all the player's pokemon fainted ld a,d and a jr z,.allPokemonFainted .noFaintCheck ld c,$0a call DelayFrames jp EnterMap .allPokemonFainted ld a,$ff ld [W_ISINBATTLE],a call RunMapScript jp HandleBlackOut ; 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:: ; 0683 (0:0683) ld a,[wd72d] bit 4,a jr nz,.noBattle call Func_30fd jr nz,.noBattle ld a,[wd72e] bit 4,a jr nz,.noBattle ld b, BANK(InitBattle) ld hl, InitBattle jp Bankswitch ; determines if a battle will occur and runs the battle if so .noBattle and a ret ; function to make bikes twice as fast as walking BikeSpeedup:: ; 06a0 (0:06a0) ld a,[wcc57] and a ret nz ld a,[W_CURMAP] cp a,ROUTE_17 ; Cycling Road jr nz,.goFaster ld a,[hJoyHeld] ; current joypad state and a,%01110000 ; bit mask for up, left, right buttons ret nz .goFaster jp AdvancePlayerSprite ; check if the player has stepped onto a warp after having not collided CheckWarpsNoCollision:: ; 06b4 (0:06b4) ld a,[wd3ae] ; number of warps and a jp z,CheckMapConnections ld a,[wd3ae] ; number of warps ld b,$00 ld c,a ld a,[W_YCOORD] ld d,a ld a,[W_XCOORD] ld e,a ld hl,wd3af ; start of warp entries CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc) ld a,[hli] ; check if the warp's Y position matches cp d jr nz,CheckWarpsNoCollisionRetry1 ld a,[hli] ; check if the warp's X position matches cp e jr nz,CheckWarpsNoCollisionRetry2 ; if a match was found push hl push bc ld hl,wd736 set 2,[hl] callba Func_c49d ; check if the player sprite is standing on a "door" tile pop bc pop hl jr c,WarpFound1 ; if it is, go to 0735 push hl push bc call ExtraWarpCheck ; sets carry if the warp is confirmed pop bc pop hl jr nc,CheckWarpsNoCollisionRetry2 ; if the extra check passed ld a,[W_FLAGS_D733] bit 2,a jr nz,WarpFound1 push de push bc call Joypad pop bc pop de ld a,[hJoyHeld] ; current joypad state and a,%11110000 ; bit mask for directional buttons jr z,CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp jr WarpFound1 ; check if the player has stepped onto a warp after having collided CheckWarpsCollision:: ; 0706 (0:0706) ld a,[wd3ae] ; number of warps ld c,a ld hl,wd3af ; start of warp entries .loop ld a,[hli] ; Y coordinate of warp ld b,a ld a,[W_YCOORD] cp b jr nz,.retry1 ld a,[hli] ; X coordinate of warp ld b,a ld a,[W_XCOORD] cp b jr nz,.retry2 ld a,[hli] ld [wd42f],a ; save target warp ID ld a,[hl] ld [$ff8b],a ; save target map jr WarpFound2 .retry1 inc hl .retry2 inc hl inc hl dec c jr nz,.loop jp OverworldLoop CheckWarpsNoCollisionRetry1:: ; 072f (0:072f) inc hl CheckWarpsNoCollisionRetry2:: ; 0730 (0:0730) inc hl inc hl jp ContinueCheckWarpsNoCollisionLoop WarpFound1:: ; 0735 (0:0735) ld a,[hli] ld [wd42f],a ; save target warp ID ld a,[hli] ld [$ff8b],a ; save target map WarpFound2:: ; 073c (0:073c) ld a,[wd3ae] ; number of warps sub c ld [wd73b],a ; save ID of used warp ld a,[W_CURMAP] ld [wd73c],a call CheckIfInOutsideMap jr nz,.indoorMaps ; this is for handling "outside" maps that can't have the 0xFF destination map ld a,[W_CURMAP] ld [wLastMap],a ld a,[W_CURMAPWIDTH] ld [wd366],a ld a,[$ff8b] ; destination map number ld [W_CURMAP],a ; change current map to destination map cp a,ROCK_TUNNEL_1 jr nz,.notRockTunnel ld a,$06 ld [wd35d],a call GBFadeIn1 .notRockTunnel call PlayMapChangeSound jr .done ; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though .indoorMaps ld a,[$ff8b] ; destination map cp a,$ff jr z,.goBackOutside ; if not going back to the previous map ld [W_CURMAP],a ; current map number callba Func_70787 ; check if the warp was a Silph Co. teleporter ld a,[wcd5b] dec a jr nz,.notTeleporter ; if it's a Silph Co. teleporter ld hl,wd732 set 3,[hl] call LeaveMapAnim jr .skipMapChangeSound .notTeleporter call PlayMapChangeSound .skipMapChangeSound ld hl,wd736 res 0,[hl] res 1,[hl] jr .done .goBackOutside ld a,[wLastMap] ld [W_CURMAP],a call PlayMapChangeSound xor a ld [wd35d],a .done ld hl,wd736 set 0,[hl] call Func_12da jp EnterMap ContinueCheckWarpsNoCollisionLoop:: ; 07b5 (0:07b5) inc b ; increment warp number dec c ; decrement number of warps jp nz,CheckWarpsNoCollisionLoop ; if no matching warp was found CheckMapConnections:: ; 07ba (0:07ba) .checkWestMap ld a,[W_XCOORD] cp a,$ff jr nz,.checkEastMap ld a,[W_MAPCONN3PTR] ld [W_CURMAP],a ld a,[wd38f] ; new X coordinate upon entering west map ld [W_XCOORD],a ld a,[W_YCOORD] ld c,a ld a,[wd38e] ; Y adjustment upon entering west map add c ld c,a ld [W_YCOORD],a ld a,[wd390] ; pointer to upper left corner of map without adjustment for Y position ld l,a ld a,[wd391] ld h,a srl c jr z,.savePointer1 .pointerAdjustmentLoop1 ld a,[wd38d] ; width of connected map add a,$06 ld e,a ld d,$00 ld b,$00 add hl,de dec c jr nz,.pointerAdjustmentLoop1 .savePointer1 ld a,l ld [wd35f],a ; pointer to upper left corner of current tile block map section ld a,h ld [wd360],a jp .loadNewMap .checkEastMap ld b,a ld a,[wd525] ; map width cp b jr nz,.checkNorthMap ld a,[W_MAPCONN4PTR] ld [W_CURMAP],a ld a,[wd39a] ; new X coordinate upon entering east map ld [W_XCOORD],a ld a,[W_YCOORD] ld c,a ld a,[wd399] ; Y adjustment upon entering east map add c ld c,a ld [W_YCOORD],a ld a,[wd39b] ; pointer to upper left corner of map without adjustment for Y position ld l,a ld a,[wd39c] ld h,a srl c jr z,.savePointer2 .pointerAdjustmentLoop2 ld a,[wd398] add a,$06 ld e,a ld d,$00 ld b,$00 add hl,de dec c jr nz,.pointerAdjustmentLoop2 .savePointer2 ld a,l ld [wd35f],a ; pointer to upper left corner of current tile block map section ld a,h ld [wd360],a jp .loadNewMap .checkNorthMap ld a,[W_YCOORD] cp a,$ff jr nz,.checkSouthMap ld a,[W_MAPCONN1PTR] ld [W_CURMAP],a ld a,[wd378] ; new Y coordinate upon entering north map ld [W_YCOORD],a ld a,[W_XCOORD] ld c,a ld a,[wd379] ; X adjustment upon entering north map add c ld c,a ld [W_XCOORD],a ld a,[wd37a] ; pointer to upper left corner of map without adjustment for X position ld l,a ld a,[wd37b] ld h,a ld b,$00 srl c add hl,bc ld a,l ld [wd35f],a ; pointer to upper left corner of current tile block map section ld a,h ld [wd360],a jp .loadNewMap .checkSouthMap ld b,a ld a,[wd524] cp b jr nz,.didNotEnterConnectedMap ld a,[W_MAPCONN2PTR] ld [W_CURMAP],a ld a,[wd383] ; new Y coordinate upon entering south map ld [W_YCOORD],a ld a,[W_XCOORD] ld c,a ld a,[wd384] ; X adjustment upon entering south map add c ld c,a ld [W_XCOORD],a ld a,[wd385] ; pointer to upper left corner of map without adjustment for X position ld l,a ld a,[wd386] ld h,a ld b,$00 srl c add hl,bc ld a,l ld [wd35f],a ; pointer to upper left corner of current tile block map section ld a,h ld [wd360],a .loadNewMap ; load the connected map that was entered call LoadMapHeader call Func_2312 ; music ld b,$09 call GoPAL_SET ; Since the sprite set shouldn't change, this will just update VRAM slots at ; $C2XE without loading any tile patterns. callba InitMapSprites call LoadTileBlockMap jp OverworldLoopLessDelay .didNotEnterConnectedMap jp OverworldLoop ; function to play a sound when changing maps PlayMapChangeSound:: ; 08c9 (0:08c9) aCoord 8, 8 ; upper left tile of the 4x4 square the player's sprite is standing on cp a,$0b ; door tile in tileset 0 jr nz,.didNotGoThroughDoor ld a,(SFX_02_57 - SFX_Headers_02) / 3 jr .playSound .didNotGoThroughDoor ld a,(SFX_02_5c - SFX_Headers_02) / 3 .playSound call PlaySound ld a,[wd35d] and a ret nz jp GBFadeIn1 CheckIfInOutsideMap:: ; 08e1 (0:08e1) ; If the player is in an outside map (a town or route), set the z flag ld a, [W_CURMAPTILESET] and a ; most towns/routes have tileset 0 (OVERWORLD) ret z cp PLATEAU ; Route 23 / Indigo Plateau ret ; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp ; the "sometimes" qualification is necessary because of CheckWarpsNoCollision's behavior ; depending on the map, either "function 1" or "function 2" is used for the check ; "function 1" passes when the player is at the edge of the map and is facing towards the outside of the map ; "function 2" passes when the the tile in front of the player is among a certain set ; sets carry if the check passes, otherwise clears carry ExtraWarpCheck:: ; 08e9 (0:08e9) ld a, [W_CURMAP] cp SS_ANNE_3 jr z, .useFunction1 cp ROCKET_HIDEOUT_1 jr z, .useFunction2 cp ROCKET_HIDEOUT_2 jr z, .useFunction2 cp ROCKET_HIDEOUT_4 jr z, .useFunction2 cp ROCK_TUNNEL_1 jr z, .useFunction2 ld a, [W_CURMAPTILESET] and a ; outside tileset (OVERWORLD) jr z, .useFunction2 cp SHIP ; S.S. Anne tileset jr z, .useFunction2 cp SHIP_PORT ; Vermilion Port tileset jr z, .useFunction2 cp PLATEAU ; Indigo Plateau tileset jr z, .useFunction2 .useFunction1 ld hl, Func_c3ff jr .doBankswitch .useFunction2 ld hl, Func_c44e .doBankswitch ld b, BANK(Func_c44e) jp Bankswitch MapEntryAfterBattle:: ; 091f (0:091f) callba Func_c35f ; function that appears to disable warp testing after collisions if the player is standing on a warp ld a,[wd35d] and a jp z,GBFadeIn2 jp LoadGBPal HandleBlackOut:: ; For when all the player's pokemon faint. ; Does not print the "blacked out" message. call GBFadeIn1 ld a, $08 call StopMusic ld hl, wd72e res 5, [hl] ld a, Bank(Func_40b0) ; also Bank(Func_62ce) and Bank(Func_5d5f) ld [H_LOADEDROMBANK], a ld [MBC3RomBank], a call Func_40b0 call Func_62ce call Func_2312 jp Func_5d5f StopMusic:: ld [wMusicHeaderPointer], a ld a, $ff ld [wc0ee], a call PlaySound .wait ld a, [wMusicHeaderPointer] and a jr nz, .wait jp StopAllSounds HandleFlyOrTeleportAway:: call UpdateSprites call Delay3 xor a ld [wcf0b], a ld [wd700], a ld [W_ISINBATTLE], a ld [wd35d], a ld hl, wd732 set 2, [hl] res 5, [hl] call LeaveMapAnim ld a, Bank(Func_62ce) ld [H_LOADEDROMBANK], a ld [$2000], a call Func_62ce jp Func_5d5f LeaveMapAnim:: ld b, BANK(_LeaveMapAnim) ld hl, _LeaveMapAnim jp Bankswitch LoadPlayerSpriteGraphics:: ; Load sprite graphics based on whether the player is standing, biking, or surfing. ; 0: standing ; 1: biking ; 2: surfing ld a, [wd700] dec a jr z, .ridingBike ld a, [$ffd7] 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 [wd700], a ld [wd11a], a jp LoadWalkingPlayerSpriteGraphics .determineGraphics ld a, [wd700] and a jp z, LoadWalkingPlayerSpriteGraphics dec a jp z, LoadBikePlayerSpriteGraphics dec a jp z, LoadSurfingPlayerSpriteGraphics jp LoadWalkingPlayerSpriteGraphics IsBikeRidingAllowed:: ; The bike can be used on Route 23 and Indigo Plateau, ; or maps with tilesets in BikeRidingTilesets. ; Return carry if biking is allowed. ld a, [W_CURMAP] cp ROUTE_23 jr z, .allowed cp INDIGO_PLATEAU jr z, .allowed ld a, [W_CURMAPTILESET] ld b, a ld hl, BikeRidingTilesets .loop ld a, [hli] cp b jr z, .allowed inc a jr nz, .loop and a ret .allowed scf ret INCLUDE "data/bike_riding_tilesets.asm" ; load the tile pattern data of the current tileset into VRAM LoadTilesetTilePatternData:: ; 09e8 (0:09e8) ld a,[W_TILESETGFXPTR] ld l,a ld a,[W_TILESETGFXPTR + 1] ld h,a ld de,vTileset ld bc,$600 ld a,[W_TILESETBANK] jp FarCopyData2 ; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8 ; it can also load partial tile maps of connected maps into a border of length 3 around the current map LoadTileBlockMap:: ; 09fc (0:09fc) ; fill C6E8-CBFB with the background tile ld hl,wOverworldMap ld a,[wd3ad] ; background tile number ld d,a ld bc,$0514 .backgroundTileLoop ld a,d ld [hli],a dec bc ld a,c or b jr nz,.backgroundTileLoop ; load tile map of current map (made of tile block IDs) ; a 3-byte border at the edges of the map is kept so that there is space for map connections ld hl,wOverworldMap ld a,[W_CURMAPWIDTH] ld [$ff8c],a add a,$06 ; border (east and west) ld [$ff8b],a ; map width + border ld b,$00 ld c,a ; make space for north border (next 3 lines) add hl,bc add hl,bc add hl,bc ld c,$03 add hl,bc ; this puts us past the (west) border ld a,[W_MAPDATAPTR] ; tile map pointer ld e,a ld a,[W_MAPDATAPTR + 1] ld d,a ; de = tile map pointer ld a,[W_CURMAPHEIGHT] ld b,a .rowLoop ; copy one row each iteration push hl ld a,[$ff8c] ; map width (without border) ld c,a .rowInnerLoop ld a,[de] inc de ld [hli],a dec c jr nz,.rowInnerLoop ; add the map width plus the border to the base address of the current row to get the next row's address pop hl ld a,[$ff8b] ; map width + border add l ld l,a jr nc,.noCarry inc h .noCarry dec b jr nz,.rowLoop .northConnection ld a,[W_MAPCONN1PTR] cp a,$ff jr z,.southConnection call SwitchToMapRomBank ld a,[wd372] ld l,a ld a,[wd373] ld h,a ld a,[wd374] ld e,a ld a,[wd375] ld d,a ld a,[wd376] ld [$ff8b],a ld a,[wd377] ld [$ff8c],a call LoadNorthSouthConnectionsTileMap .southConnection ld a,[W_MAPCONN2PTR] cp a,$ff jr z,.westConnection call SwitchToMapRomBank ld a,[wd37d] ld l,a ld a,[wd37e] ld h,a ld a,[wd37f] ld e,a ld a,[wd380] ld d,a ld a,[wd381] ld [$ff8b],a ld a,[wd382] ld [$ff8c],a call LoadNorthSouthConnectionsTileMap .westConnection ld a,[W_MAPCONN3PTR] cp a,$ff jr z,.eastConnection call SwitchToMapRomBank ld a,[wd388] ld l,a ld a,[wd389] ld h,a ld a,[wd38a] ld e,a ld a,[wd38b] ld d,a ld a,[wd38c] ld b,a ld a,[wd38d] ld [$ff8b],a call LoadEastWestConnectionsTileMap .eastConnection ld a,[W_MAPCONN4PTR] cp a,$ff jr z,.done call SwitchToMapRomBank ld a,[wd393] ld l,a ld a,[wd394] ld h,a ld a,[wd395] ld e,a ld a,[wd396] ld d,a ld a,[wd397] ld b,a ld a,[wd398] ld [$ff8b],a call LoadEastWestConnectionsTileMap .done ret LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade) ld c,$03 .loop push de push hl ld a,[$ff8b] ; width of connection ld b,a .innerLoop ld a,[hli] ld [de],a inc de dec b jr nz,.innerLoop pop hl pop de ld a,[$ff8c] ; width of connected map add l ld l,a jr nc,.noCarry1 inc h .noCarry1 ld a,[W_CURMAPWIDTH] add a,$06 add e ld e,a jr nc,.noCarry2 inc d .noCarry2 dec c jr nz,.loop ret LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02) push hl push de ld c,$03 .innerLoop ld a,[hli] ld [de],a inc de dec c jr nz,.innerLoop pop de pop hl ld a,[$ff8b] ; width of connected map add l ld l,a jr nc,.noCarry1 inc h .noCarry1 ld a,[W_CURMAPWIDTH] add a,$06 add e ld e,a jr nc,.noCarry2 inc d .noCarry2 dec b jr nz,LoadEastWestConnectionsTileMap ret ; function to check if there is a sign or sprite in front of the player ; if so, it is stored in [$FF8C] ; if not, [$FF8C] is set to 0 IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23) xor a ld [$ff8c],a ld a,[wd4b0] ; number of signs in the map and a jr z,.extendRangeOverCounter ; if there are signs predef Func_c586 ; get the coordinates in front of the player in de ld hl,wd4b1 ; start of sign coordinates ld a,[wd4b0] ; number of signs in the map ld b,a ld c,$00 .signLoop inc c ld a,[hli] ; sign Y cp d jr z,.yCoordMatched inc hl jr .retry .yCoordMatched ld a,[hli] ; sign X cp e jr nz,.retry .xCoordMatched ; found sign push hl push bc ld hl,wd4d1 ; start of sign text ID's ld b,$00 dec c add hl,bc ld a,[hl] ld [$ff8c],a ; store sign text ID pop bc pop hl ret .retry dec b jr nz,.signLoop ; 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 .extendRangeOverCounter predef Func_c586 ; get the tile in front of the player in c ld hl,W_TILESETTALKINGOVERTILES ; list of tiles that extend talking range (counter tiles) ld b,$03 ld d,$20 ; talking range in pixels (long range) .counterTilesLoop ld a,[hli] cp c jr z,IsSpriteInFrontOfPlayer2 ; jumps if the tile in front of the player is a counter tile dec b jr nz,.counterTilesLoop ; part of the above function, but sometimes its called on its own, when signs are irrelevant ; the caller must zero [$FF8C] IsSpriteInFrontOfPlayer:: ; 0b6b (0:0b6b) ld d,$10 ; talking range in pixels (normal range) IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d) ld bc,$3c40 ; Y and X position of player sprite ld a,[wSpriteStateData1 + 9] ; direction the player is facing .checkIfPlayerFacingUp cp a,$04 jr nz,.checkIfPlayerFacingDown ; facing up ld a,b sub d ld b,a ld a,$08 jr .doneCheckingDirection .checkIfPlayerFacingDown cp a,$00 jr nz,.checkIfPlayerFacingRight ; facing down ld a,b add d ld b,a ld a,$04 jr .doneCheckingDirection .checkIfPlayerFacingRight cp a,$0c jr nz,.playerFacingLeft ; facing right ld a,c add d ld c,a ld a,$01 jr .doneCheckingDirection .playerFacingLeft ; facing left ld a,c sub d ld c,a ld a,$02 .doneCheckingDirection ld [wd52a],a ld a,[W_NUMSPRITES] ; number of sprites and a ret z ; if there are sprites ld hl,wSpriteStateData1 + $10 ld d,a ld e,$01 .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,$10 ld l,a inc e dec d jr nz,.spriteLoop ret .foundSpriteInFrontOfPlayer pop hl ld a,l and a,$f0 inc a ld l,a set 7,[hl] ld a,e ld [$ff8c],a ; store sprite ID ret ; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing) ; sets the carry flag if there is a collision, and unsets it if there isn't a collision CollisionCheckOnLand:: ; 0bd1 (0:0bd1) ld a,[wd736] bit 6,a ; is the player jumping? jr nz,.noCollision ; if not jumping a ledge ld a,[wcd38] and a jr nz,.noCollision ld a,[wd52a] ; the direction that the player is trying to go in ld d,a ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) and d ; check if a sprite is in the direction the player is trying to go jr nz,.collision xor a ld [$ff8c],a call IsSpriteInFrontOfPlayer ; check for sprite collisions again? when does the above check fail to detect a sprite collision? ld a,[$ff8c] and a ; was there a sprite collision? jr nz,.collision ; if no sprite collision ld hl,TilePairCollisionsLand call CheckForJumpingAndTilePairCollisions jr c,.collision call CheckTilePassable jr nc,.noCollision .collision ld a,[wc02a] cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing jr z,.setCarry ld a,(SFX_02_5b - SFX_Headers_02) / 3 call PlaySound ; play collision sound (if it's not already playing) .setCarry scf ret .noCollision and a ret ; function that checks if the tile in front of the player is passable ; clears carry if it is, sets carry if not CheckTilePassable:: ; 0c10 (0:0c10) predef Func_c586 ; get tile in front of player ld a,[wcfc6] ; tile in front of player ld c,a ld hl,W_TILESETCOLLISIONPTR ; pointer to list of passable tiles ld a,[hli] ld h,[hl] ld l,a ; hl now points to passable tiles .loop ld a,[hli] cp a,$ff jr z,.tileNotPassable cp c ret z jr .loop .tileNotPassable scf 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:: ; 0c2a (0:0c2a) push hl predef Func_c586 ; get the tile in front of the player push de push bc callba HandleLedges ; check if the player is trying to jump a ledge pop bc pop de pop hl and a ld a,[wd736] bit 6,a ; is the player jumping? ret nz ; if not jumping Func_c44:: ; 0c44 (0:0c44) aCoord 8, 9 ; tile the player is on ld [wcf0e],a CheckForTilePairCollisions:: ; 0c4a (0:0c4a) ld a,[wcfc6] ; tile in front of the player ld c,a .tilePairCollisionLoop ld a,[W_CURMAPTILESET] ; tileset number ld b,a ld a,[hli] cp a,$ff jr z,.noMatch cp b jr z,.tilesetMatches inc hl .retry inc hl jr .tilePairCollisionLoop .tilesetMatches ld a,[wcf0e] ; tile the player is on ld b,a ld a,[hl] cp b jr z,.currentTileMatchesFirstInPair inc hl ld a,[hl] cp b jr z,.currentTileMatchesSecondInPair jr .retry .currentTileMatchesFirstInPair inc hl ld a,[hl] cp c jr z,.foundMatch jr .tilePairCollisionLoop .currentTileMatchesSecondInPair dec hl ld a,[hli] cp c inc hl jr nz,.tilePairCollisionLoop .foundMatch scf ret .noMatch and a ret ; FORMAT: tileset number, tile 1, tile 2 ; terminated by 0xFF ; these entries indicate that the player may not cross between tile 1 and tile 2 ; it's mainly used to simulate differences in elevation TilePairCollisionsLand:: ; 0c7e (0:0c7e) 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:: ; 0ca0 (0:0ca0) 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:: ; 0caa (0:0caa) ld a,[H_LOADEDROMBANK] push af ld a,[W_TILESETBANK] ; tile data ROM bank ld [H_LOADEDROMBANK],a ld [$2000],a ; switch to ROM bank that contains tile data ld a,[wd35f] ; address of upper left corner of current map view ld e,a ld a,[wd360] ld d,a ld hl,wTileMapBackup ld b,$05 .rowLoop ; each loop iteration fills in one row of tile blocks push hl push de ld c,$06 .rowInnerLoop ; loop to draw each tile block of the current row push bc push de push hl ld a,[de] ld c,a ; tile block number call DrawTileBlock pop hl pop de pop bc inc hl inc hl inc hl inc hl inc de dec c jr nz,.rowInnerLoop ; update tile block map pointer to next row's address pop de ld a,[W_CURMAPWIDTH] add a,$06 add e ld e,a jr nc,.noCarry inc d .noCarry ; update tile map pointer to next row's address pop hl ld a,$60 add l ld l,a jr nc,.noCarry2 inc h .noCarry2 dec b jr nz,.rowLoop ld hl,wTileMapBackup ld bc,$0000 .adjustForYCoordWithinTileBlock ld a,[W_YBLOCKCOORD] and a jr z,.adjustForXCoordWithinTileBlock ld bc,$0030 add hl,bc .adjustForXCoordWithinTileBlock ld a,[W_XBLOCKCOORD] and a jr z,.copyToVisibleAreaBuffer ld bc,$0002 add hl,bc .copyToVisibleAreaBuffer ld de,wTileMap ; base address for the tiles that are directly transfered to VRAM during V-blank ld b,$12 .rowLoop2 ld c,$14 .rowInnerLoop2 ld a,[hli] ld [de],a inc de dec c jr nz,.rowInnerLoop2 ld a,$04 add l ld l,a jr nc,.noCarry3 inc h .noCarry3 dec b jr nz,.rowLoop2 pop af ld [H_LOADEDROMBANK],a ld [$2000],a ; restore previous ROM bank ret AdvancePlayerSprite:: ; 0d27 (0:0d27) ld a,[wSpriteStateData1 + 3] ; delta Y ld b,a ld a,[wSpriteStateData1 + 5] ; delta X ld c,a ld hl,wWalkCounter ; walking animation counter dec [hl] jr nz,.afterUpdateMapCoords ; if it's the end of the animation, update the player's map coordinates ld a,[W_YCOORD] add b ld [W_YCOORD],a ld a,[W_XCOORD] add c ld [W_XCOORD],a .afterUpdateMapCoords ld a,[wWalkCounter] ; walking animation counter cp a,$07 jp nz,.scrollBackgroundAndSprites ; if this is the first iteration of the animation ld a,c cp a,$01 jr nz,.checkIfMovingWest ; moving east ld a,[wd526] ld e,a and a,$e0 ld d,a ld a,e add a,$02 and a,$1f or d ld [wd526],a jr .adjustXCoordWithinBlock .checkIfMovingWest cp a,$ff jr nz,.checkIfMovingSouth ; moving west ld a,[wd526] ld e,a and a,$e0 ld d,a ld a,e sub a,$02 and a,$1f or d ld [wd526],a jr .adjustXCoordWithinBlock .checkIfMovingSouth ld a,b cp a,$01 jr nz,.checkIfMovingNorth ; moving south ld a,[wd526] add a,$40 ld [wd526],a jr nc,.adjustXCoordWithinBlock ld a,[wd527] inc a and a,$03 or a,$98 ld [wd527],a jr .adjustXCoordWithinBlock .checkIfMovingNorth cp a,$ff jr nz,.adjustXCoordWithinBlock ; moving north ld a,[wd526] sub a,$40 ld [wd526],a jr nc,.adjustXCoordWithinBlock ld a,[wd527] dec a and a,$03 or a,$98 ld [wd527],a .adjustXCoordWithinBlock ld a,c and a jr z,.pointlessJump ; mistake? .pointlessJump ld hl,W_XBLOCKCOORD ld a,[hl] add c ld [hl],a cp a,$02 jr nz,.checkForMoveToWestBlock ; moved into the tile block to the east xor a ld [hl],a ld hl,wd4e3 inc [hl] ld de,wd35f call MoveTileBlockMapPointerEast jr .updateMapView .checkForMoveToWestBlock cp a,$ff jr nz,.adjustYCoordWithinBlock ; moved into the tile block to the west ld a,$01 ld [hl],a ld hl,wd4e3 dec [hl] ld de,wd35f call MoveTileBlockMapPointerWest jr .updateMapView .adjustYCoordWithinBlock ld hl,W_YBLOCKCOORD ld a,[hl] add b ld [hl],a cp a,$02 jr nz,.checkForMoveToNorthBlock ; moved into the tile block to the south xor a ld [hl],a ld hl,wd4e2 inc [hl] ld de,wd35f ld a,[W_CURMAPWIDTH] call MoveTileBlockMapPointerSouth jr .updateMapView .checkForMoveToNorthBlock cp a,$ff jr nz,.updateMapView ; moved into the tile block to the north ld a,$01 ld [hl],a ld hl,wd4e2 dec [hl] ld de,wd35f ld a,[W_CURMAPWIDTH] call MoveTileBlockMapPointerNorth .updateMapView call LoadCurrentMapView ld a,[wSpriteStateData1 + 3] ; delta Y cp a,$01 jr nz,.checkIfMovingNorth2 ; if moving south call ScheduleSouthRowRedraw jr .scrollBackgroundAndSprites .checkIfMovingNorth2 cp a,$ff jr nz,.checkIfMovingEast2 ; if moving north call ScheduleNorthRowRedraw jr .scrollBackgroundAndSprites .checkIfMovingEast2 ld a,[wSpriteStateData1 + 5] ; delta X cp a,$01 jr nz,.checkIfMovingWest2 ; if moving east call ScheduleEastColumnRedraw jr .scrollBackgroundAndSprites .checkIfMovingWest2 cp a,$ff jr nz,.scrollBackgroundAndSprites ; if moving west call ScheduleWestColumnRedraw .scrollBackgroundAndSprites ld a,[wSpriteStateData1 + 3] ; delta Y ld b,a ld a,[wSpriteStateData1 + 5] ; delta X ld c,a sla b sla c ld a,[$ffaf] add b ld [$ffaf],a ; update background scroll Y ld a,[$ffae] add c ld [$ffae],a ; update background scroll X ; shift all the sprites in the direction opposite of the player's motion ; so that the player appears to move relative to them ld hl,wSpriteStateData1 + $14 ld a,[W_NUMSPRITES] ; number of sprites and a ; are there any sprites? jr z,.done ld e,a .spriteShiftLoop ld a,[hl] sub b ld [hli],a inc l ld a,[hl] sub c ld [hl],a ld a,$0e add l ld l,a dec e jr nz,.spriteShiftLoop .done ret ; the following four functions are used to move the pointer to the upper left ; corner of the tile block map in the direction of motion MoveTileBlockMapPointerEast:: ; 0e65 (0:0e65) ld a,[de] add a,$01 ld [de],a ret nc inc de ld a,[de] inc a ld [de],a ret MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f) ld a,[de] sub a,$01 ld [de],a ret nc inc de ld a,[de] dec a ld [de],a ret MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79) add a,$06 ld b,a ld a,[de] add b ld [de],a ret nc inc de ld a,[de] inc a ld [de],a ret MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85) add a,$06 ld b,a ld a,[de] sub b ld [de],a ret nc inc de ld a,[de] dec a ld [de],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:: ; 0e91 (0:0e91) hlCoord 0, 0 call ScheduleRowRedrawHelper ld a,[wd526] ld [H_SCREENEDGEREDRAWADDR],a ld a,[wd527] ld [H_SCREENEDGEREDRAWADDR + 1],a ld a,REDRAWROW ld [H_SCREENEDGEREDRAW],a ret ScheduleRowRedrawHelper:: ; 0ea6 (0:0ea6) ld de,wScreenEdgeTiles ld c,$28 .loop ld a,[hli] ld [de],a inc de dec c jr nz,.loop ret ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2) hlCoord 0, 16 call ScheduleRowRedrawHelper ld a,[wd526] ld l,a ld a,[wd527] ld h,a ld bc,$0200 add hl,bc ld a,h and a,$03 or a,$98 ld [H_SCREENEDGEREDRAWADDR + 1],a ld a,l ld [H_SCREENEDGEREDRAWADDR],a ld a,REDRAWROW ld [H_SCREENEDGEREDRAW],a ret ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3) hlCoord 18, 0 call ScheduleColumnRedrawHelper ld a,[wd526] ld c,a and a,$e0 ld b,a ld a,c add a,18 and a,$1f or b ld [H_SCREENEDGEREDRAWADDR],a ld a,[wd527] ld [H_SCREENEDGEREDRAWADDR + 1],a ld a,REDRAWCOL ld [H_SCREENEDGEREDRAW],a ret ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2) ld de,wScreenEdgeTiles ld c,$12 .loop ld a,[hli] ld [de],a inc de ld a,[hl] ld [de],a inc de ld a,19 add l ld l,a jr nc,.noCarry inc h .noCarry dec c jr nz,.loop ret ScheduleWestColumnRedraw:: ; 0f08 (0:0f08) hlCoord 0, 0 call ScheduleColumnRedrawHelper ld a,[wd526] ld [H_SCREENEDGEREDRAWADDR],a ld a,[wd527] ld [H_SCREENEDGEREDRAWADDR + 1],a ld a,REDRAWCOL ld [H_SCREENEDGEREDRAW],a ret ; function to write the tiles that make up a tile block to memory ; Input: c = tile block ID, hl = destination address DrawTileBlock:: ; 0f1d (0:0f1d) push hl ld a,[W_TILESETBLOCKSPTR] ; pointer to tiles ld l,a ld a,[W_TILESETBLOCKSPTR + 1] ld h,a ld a,c swap a ld b,a and a,$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,$0015 add hl,bc pop bc dec c jr nz,.loop ret ; function to update joypad state and simulate button presses JoypadOverworld:: ; 0f4d (0:0f4d) xor a ld [wSpriteStateData1 + 3],a ld [wSpriteStateData1 + 5],a call RunMapScript call Joypad ld a,[W_FLAGS_D733] bit 3,a ; check if a trainer wants a challenge jr nz,.notForcedDownwards ld a,[W_CURMAP] cp a,ROUTE_17 ; Cycling Road jr nz,.notForcedDownwards ld a,[hJoyHeld] ; current joypad state and a,%11110011 ; bit mask for all directions and A/B jr nz,.notForcedDownwards ld a,%10000000 ; down pressed ld [hJoyHeld],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press .notForcedDownwards ld a,[wd730] bit 7,a ret z ; if simulating button presses ld a,[hJoyHeld] ; current joypad state ld b,a ld a,[wcd3b] ; bit mask for button presses that override simulated ones and b ret nz ; return if the simulated button presses are overridden ld hl,wcd38 ; index of current simulated button press dec [hl] ld a,[hl] cp a,$ff jr z,.doneSimulating ; if the end of the simulated button presses has been reached ld hl,wccd3 ; base address of simulated button presses ; add offset to base address add l ld l,a jr nc,.noCarry inc h .noCarry ld a,[hl] 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 [wcd3a],a ld [wcd38],a ld [wccd3],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 ; 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:: ; 0fb7 (0:0fb7) ld a,[wd730] bit 7,a jp nz,.noCollision ; return and clear carry if button presses are being simulated ld a,[wd52a] ; the direction that the player is trying to go in ld d,a ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) and d ; check if a sprite is in the direction the player is trying to go jr nz,.checkIfNextTileIsPassable ; bug? ld hl,TilePairCollisionsWater call CheckForJumpingAndTilePairCollisions jr c,.collision predef Func_c586 ; get tile in front of player (puts it in c and [wcfc6]) ld a,[wcfc6] ; tile in front of player cp a,$14 ; water tile jr z,.noCollision ; keep surfing if it's a water tile cp a,$32 ; either the left tile of the S.S. Anne boarding platform or the tile on eastern coastlines (depending on the current tileset) jr z,.checkIfVermilionDockTileset cp a,$48 ; tile on right on coast lines in Safari Zone jr z,.noCollision ; keep surfing ; check if the [land] tile in front of the player is passable .checkIfNextTileIsPassable ld hl,W_TILESETCOLLISIONPTR ; pointer to list of passable tiles ld a,[hli] ld h,[hl] ld l,a .loop ld a,[hli] cp a,$ff jr z,.collision cp c jr z,.stopSurfing ; stop surfing if the tile is passable jr .loop .collision ld a,[wc02a] cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing jr z,.setCarry ld a,(SFX_02_5b - SFX_Headers_02) / 3 call PlaySound ; play collision sound (if it's not already playing) .setCarry scf jr .done .noCollision and a .done ret .stopSurfing xor a ld [wd700],a call LoadPlayerSpriteGraphics call Func_2307 jr .noCollision .checkIfVermilionDockTileset ld a, [W_CURMAPTILESET] ; tileset cp SHIP_PORT ; Vermilion Dock tileset jr nz, .noCollision ; keep surfing if it's not the boarding platform tile jr .stopSurfing ; if it is the boarding platform tile, stop surfing ; function to run the current map's script RunMapScript:: ; 101b (0:101b) push hl push de push bc callba Func_f225 ; check if the player is pushing a boulder ld a,[wFlags_0xcd60] bit 1,a ; is the player pushing a boulder? jr z,.afterBoulderEffect callba Func_f2b5 ; displays dust effect when pushing a boulder .afterBoulderEffect pop bc pop de pop hl call Func_310e ld a,[W_CURMAP] ; current map number call SwitchToMapRomBank ; change to the ROM bank the map's data is in ld hl,W_MAPSCRIPTPTR ld a,[hli] ld h,[hl] ld l,a ld de,.return push de jp [hl] ; jump to script .return ret LoadWalkingPlayerSpriteGraphics:: ; 104d (0:104d) ld de,RedSprite ; $4180 ld hl,vNPCSprites jr LoadPlayerSpriteGraphicsCommon LoadSurfingPlayerSpriteGraphics:: ; 1055 (0:1055) ld de,SeelSprite ld hl,vNPCSprites jr LoadPlayerSpriteGraphicsCommon LoadBikePlayerSpriteGraphics:: ; 105d (0:105d) ld de,RedCyclingSprite ld hl,vNPCSprites LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063) push de push hl ld bc,(BANK(RedSprite) << 8) + $0c call CopyVideoData pop hl pop de ld a,$c0 add e ld e,a jr nc,.noCarry inc d .noCarry set 3,h ld bc,$050c jp CopyVideoData ; function to load data from the map header LoadMapHeader:: ; 107c (0:107c) callba Func_f113 ld a,[W_CURMAPTILESET] ld [wd119],a ld a,[W_CURMAP] call SwitchToMapRomBank ld a,[W_CURMAPTILESET] ld b,a res 7,a ld [W_CURMAPTILESET],a ld [$ff8b],a bit 7,b ret nz ld hl,MapHeaderPointers ld a,[W_CURMAP] sla a jr nc,.noCarry1 inc h .noCarry1 add l ld l,a jr nc,.noCarry2 inc h .noCarry2 ld a,[hli] ld h,[hl] ld l,a ; hl = base of map header ; copy the first 10 bytes (the fixed area) of the map data to D367-D370 ld de,W_CURMAPTILESET ld c,$0a .copyFixedHeaderLoop ld a,[hli] ld [de],a inc de dec c jr nz,.copyFixedHeaderLoop ; initialize all the connected maps to disabled at first, before loading the actual values ld a,$ff ld [W_MAPCONN1PTR],a ld [W_MAPCONN2PTR],a ld [W_MAPCONN3PTR],a ld [W_MAPCONN4PTR],a ; copy connection data (if any) to WRAM ld a,[W_MAPCONNECTIONS] ld b,a .checkNorth bit 3,b jr z,.checkSouth ld de,W_MAPCONN1PTR call CopyMapConnectionHeader .checkSouth bit 2,b jr z,.checkWest ld de,W_MAPCONN2PTR call CopyMapConnectionHeader .checkWest bit 1,b jr z,.checkEast ld de,W_MAPCONN3PTR call CopyMapConnectionHeader .checkEast bit 0,b jr z,.getObjectDataPointer ld de,W_MAPCONN4PTR call CopyMapConnectionHeader .getObjectDataPointer ld a,[hli] ld [wd3a9],a ld a,[hli] ld [wd3aa],a push hl ld a,[wd3a9] ld l,a ld a,[wd3aa] ld h,a ; hl = base of object data ld de,wd3ad ; background tile ID ld a,[hli] ld [de],a ; save background tile ID .loadWarpData ld a,[hli] ; number of warps ld [wd3ae],a ; save the number of warps and a ; are there any warps? jr z,.loadSignData ; if not, skip this ld c,a ld de,wd3af ; base address of warps .warpLoop ; one warp per loop iteration ld b,$04 .warpInnerLoop ld a,[hli] ld [de],a inc de dec b jr nz,.warpInnerLoop dec c jr nz,.warpLoop .loadSignData ld a,[hli] ; number of signs ld [wd4b0],a ; save the number of signs and a ; are there any signs? jr z,.loadSpriteData ; if not, skip this ld c,a ld de,wd4d1 ; base address of sign text IDs ld a,d ld [$ff95],a ld a,e ld [$ff96],a ld de,wd4b1 ; base address of sign coordinates .signLoop ld a,[hli] ld [de],a inc de ld a,[hli] ld [de],a inc de push de ld a,[$ff95] ld d,a ld a,[$ff96] ld e,a ld a,[hli] ld [de],a inc de ld a,d ld [$ff95],a ld a,e ld [$ff96],a pop de dec c jr nz,.signLoop .loadSpriteData ld a,[wd72e] bit 5,a ; did a battle happen immediately before this? jp nz,.finishUp ; if so, skip this because battles don't destroy this data ld a,[hli] ld [W_NUMSPRITES],a ; save the number of sprites push hl ; zero C110-C1FF and C210-C2FF ld hl,wSpriteStateData1 + $10 ld de,wSpriteStateData2 + $10 xor a ld b,$f0 .zeroSpriteDataLoop ld [hli],a ld [de],a inc e dec b jr nz,.zeroSpriteDataLoop ; initialize all C100-C1FF sprite entries to disabled (other than player's) ld hl,wSpriteStateData1 + $12 ld de,$0010 ld c,$0f .disableSpriteEntriesLoop ld [hl],$ff add hl,de dec c jr nz,.disableSpriteEntriesLoop pop hl ld de,wSpriteStateData1 + $10 ld a,[W_NUMSPRITES] ; number of sprites and a ; are there any sprites? jp z,.finishUp ; if there are no sprites, skip the rest ld b,a ld c,$00 .loadSpriteLoop ld a,[hli] ld [de],a ; store picture ID at C1X0 inc d ld a,$04 add e ld e,a ld a,[hli] ld [de],a ; store Y position at C2X4 inc e ld a,[hli] ld [de],a ; store X position at C2X5 inc e ld a,[hli] ld [de],a ; store movement byte 1 at C2X6 ld a,[hli] ld [$ff8d],a ; save movement byte 2 ld a,[hli] ld [$ff8e],a ; save text ID and flags byte push bc push hl ld b,$00 ld hl,W_MAPSPRITEDATA add hl,bc ld a,[$ff8d] ld [hli],a ; store movement byte 2 in byte 0 of sprite entry ld a,[$ff8e] ld [hl],a ; this appears pointless, since the value is overwritten immediately after ld a,[$ff8e] ld [$ff8d],a and a,$3f ld [hl],a ; store text ID in byte 1 of sprite entry pop hl ld a,[$ff8d] bit 6,a jr nz,.trainerSprite bit 7,a jr nz,.itemBallSprite jr .regularSprite .trainerSprite ld a,[hli] ld [$ff8d],a ; save trainer class ld a,[hli] ld [$ff8e],a ; save trainer number (within class) push hl ld hl,W_MAPSPRITEEXTRADATA add hl,bc ld a,[$ff8d] ld [hli],a ; store trainer class in byte 0 of the entry ld a,[$ff8e] ld [hl],a ; store trainer number in byte 1 of the entry pop hl jr .nextSprite .itemBallSprite ld a,[hli] ld [$ff8d],a ; save item number push hl ld hl,W_MAPSPRITEEXTRADATA add hl,bc ld a,[$ff8d] ld [hli],a ; store item number in byte 0 of the entry xor a ld [hl],a ; zero byte 1, since it is not used pop hl jr .nextSprite .regularSprite push hl ld hl,W_MAPSPRITEEXTRADATA add hl,bc ; zero both bytes, since regular sprites don't use this extra space xor a ld [hli],a ld [hl],a pop hl .nextSprite pop bc dec d ld a,$0a add e ld e,a inc c inc c dec b jp nz,.loadSpriteLoop .finishUp predef Func_c754 ; load tileset data callab LoadWildData ; load wild pokemon data pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose) ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks add a ; double it ld [wd524],a ; store map height in 2x2 tile blocks ld a,[W_CURMAPWIDTH] ; map width in 4x4 tile blocks add a ; double it ld [wd525],a ; map width in 2x2 tile blocks ld a,[W_CURMAP] ld c,a ld b,$00 ld a,[H_LOADEDROMBANK] push af ld a, BANK(MapSongBanks) ld [H_LOADEDROMBANK],a ld [$2000],a ld hl, MapSongBanks add hl,bc add hl,bc ld a,[hli] ld [wd35b],a ; music 1 ld a,[hl] ld [wd35c],a ; music 2 pop af ld [H_LOADEDROMBANK],a ld [$2000],a ret ; function to copy map connection data from ROM to WRAM ; Input: hl = source, de = destination CopyMapConnectionHeader:: ; 1238 (0:1238) ld c,$0b .loop ld a,[hli] ld [de],a inc de dec c jr nz,.loop ret ; function to load map data LoadMapData:: ; 1241 (0:1241) ld a,[H_LOADEDROMBANK] push af call DisableLCD ld a,$98 ld [wd527],a xor a ld [wd526],a ld [$ffaf],a ld [$ffae],a ld [wWalkCounter],a ld [wd119],a ld [wd11a],a ld [W_SPRITESETID],a call LoadTextBoxTilePatterns call LoadMapHeader callba InitMapSprites ; load tile pattern data for sprites call LoadTileBlockMap call LoadTilesetTilePatternData call LoadCurrentMapView ; copy current map view to VRAM ld hl,wTileMap ld de,vBGMap0 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 add e ld e,a jr nc,.noCarry inc d .noCarry dec b jr nz,.vramCopyLoop ld a,$01 ld [wcfcb],a call EnableLCD ld b,$09 call GoPAL_SET call LoadPlayerSpriteGraphics ld a,[wd732] and a,$18 ; did the player fly or teleport in? jr nz,.restoreRomBank ld a,[W_FLAGS_D733] bit 1,a jr nz,.restoreRomBank call Func_235f ; music related call Func_2312 ; music related .restoreRomBank pop af ld [H_LOADEDROMBANK],a ld [$2000],a ret ; function to switch to the ROM bank that a map is stored in ; Input: a = map number SwitchToMapRomBank:: ; 12bc (0:12bc) push hl push bc ld c,a ld b,$00 ld a,Bank(MapHeaderBanks) call BankswitchHome ; switch to ROM bank 3 ld hl,MapHeaderBanks add hl,bc ld a,[hl] ld [$ffe8],a ; save map ROM bank call BankswitchBack ld a,[$ffe8] ld [H_LOADEDROMBANK],a ld [$2000],a ; switch to map ROM bank pop bc pop hl ret Func_12da:: ; 12da (0:12da) ld a, $1e ld [wd13a], a ld hl, wd730 ld a, [hl] or $26 ld [hl], a ret Func_12e7:: ; 12e7 (0:12e7) ld hl, wd728 res 0, [hl] ret ForceBikeOrSurf:: ; 12ed (0:12ed) ld b, BANK(RedSprite) ld hl, LoadPlayerSpriteGraphics call Bankswitch jp Func_2307 ; update map/player state?