ref: 3016f72851213659656c6ce2cd2dcee6625b06bb
parent: 3c14752719d3063828de6e0512183ec822bff2b7
author: IIMarckus <iimarckus@gmail.com>
date: Wed Sep 25 19:28:16 EDT 2013
Fix CheckIfInOutsideMap comments. Pointed out by 80C.
--- a/main.asm
+++ b/main.asm
@@ -928,7 +928,7 @@
ld [$d73b],a ; save ID of used warp
ld a,[W_CURMAP]
ld [$d73c],a
- call CheckIfInOutsideMap ; check if the tileset number is 0 or the map is Route 12
+ call CheckIfInOutsideMap
jr nz,.indoorMaps
; this is for handling "outside" maps that can't have the 0xFF destination map
ld a,[W_CURMAP]
@@ -1144,13 +1144,12 @@
ret nz
jp GBFadeIn1
-; function to set the Z flag if the tileset number is 0 or the map is Route 12
-; strangely, Route 12 has tileset 0, so the check is redundant
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
+ and a ; most towns/routes have tileset 0
ret z
- cp a,ROUTE_12
+ cp a,$17 ; 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