ref: 8210dca8e50ed565fa20d1d625041fb382102205
dir: /home/overworld.asm/
HandleMidJump:: ; Handle the player jumping down ; a ledge in the overworld. jpba _HandleMidJump EnterMap:: ; Load a new map. ld a, $ff ld [wJoyIgnore], a call LoadMapData callba ClearVariablesOnEnterMap 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 res 3, [hl] callba EnterMapAnim call UpdateSprites .didNotEnterUsingFlyWarpOrDungeonWarp callba CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road ld hl, wd72d res 5, [hl] call UpdateSprites ld hl, wCurrentMapScriptFlags 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, [wSafariZoneGameOver] and a jp nz, WarpFound2 ld hl, wd72d bit 3, [hl] res 3, [hl] jp nz, WarpFound2 ld a, [wd732] and 1 << 4 | 1 << 3 ; fly warp or dungeon warp jp nz, HandleFlyWarpOrDungeonWarp ld a, [wCurOpponent] and a jp nz, .newBattle ld a, [wd730] bit 7, a ; are we simulating button presses? jr z, .notSimulating ld a, [hJoyHeld] jr .checkIfStartIsPressed .notSimulating ld a, [hJoyPressed] .checkIfStartIsPressed bit 3, a ; start button jr z, .startButtonNotPressed ; if START is pressed xor a ld [hSpriteIndexOrTextID], a ; start menu text ID jp .displayDialogue .startButtonNotPressed bit 0, a ; A button jp z, .checkIfDownButtonIsPressed ; if A is pressed ld a, [wd730] bit 2, a jp nz, .noDirectionButtonsPressed call IsPlayerCharacterBeingControlledByGame jr nz, .checkForOpponent call CheckForHiddenObjectOrBookshelfOrCardKeyDoor ld a, [$ffeb] and a jp z, OverworldLoop ; jump if a hidden object or bookshelf was found, but not if a card key door was found call IsSpriteOrSignInFrontOfPlayer 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 dec a ld a, 0 ld [wEnteringCableClub], a jr z, .changeMap ; XXX can this code be reached? 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] .changeMap jp EnterMap .checkForOpponent ld a, [wCurOpponent] and a jp nz, .newBattle jp OverworldLoop .noDirectionButtonsPressed ld hl, wFlags_0xcd60 res 2, [hl] call UpdateSprites ld a, 1 ld [wCheckFor180DegreeTurn], a ld a, [wPlayerMovingDirection] ; the direction that was pressed last time and a jp z, OverworldLoop ; if a direction was pressed last time ld [wPlayerLastStopDirection], a ; save the last direction xor a ld [wPlayerMovingDirection], a ; zero the direction 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 ; delta X .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 ; Check whether the player did a 180-degree turn. ; It appears that this code was supposed to show the player rotate by having ; the player's sprite face an intermediate direction before facing the opposite ; direction (instead of doing an instantaneous about-face), but the intermediate ; direction is only set for a short period of time. It is unlikely for it to ; ever be visible because DelayFrame is called at the start of OverworldLoop and ; normally not enough cycles would be executed between then and the time the ; direction is set for V-blank to occur while the direction is still set. swap a ; put old direction in upper half or b ; put new direction in lower half cp (PLAYER_DIR_DOWN << 4) | PLAYER_DIR_UP ; change dir from down to up jr nz, .notDownToUp ld a, PLAYER_DIR_LEFT ld [wPlayerMovingDirection], a jr .holdIntermediateDirectionLoop .notDownToUp cp (PLAYER_DIR_UP << 4) | PLAYER_DIR_DOWN ; change dir from up to down jr nz, .notUpToDown ld a, PLAYER_DIR_RIGHT ld [wPlayerMovingDirection], a jr .holdIntermediateDirectionLoop .notUpToDown cp (PLAYER_DIR_RIGHT << 4) | PLAYER_DIR_LEFT ; change dir from right to left jr nz, .notRightToLeft ld a, PLAYER_DIR_DOWN ld [wPlayerMovingDirection], a jr .holdIntermediateDirectionLoop .notRightToLeft cp (PLAYER_DIR_LEFT << 4) | PLAYER_DIR_RIGHT ; change dir from left to right jr nz, .holdIntermediateDirectionLoop ld a, PLAYER_DIR_UP ld [wPlayerMovingDirection], a .holdIntermediateDirectionLoop ld hl, wFlags_0xcd60 set 2, [hl] ld hl, wCheckFor180DegreeTurn dec [hl] jr nz, .holdIntermediateDirectionLoop ld a, [wPlayerDirection] ld [wPlayerMovingDirection], a call NewBattle jp c, .battleOccurred jp OverworldLoop .noDirectionChange ld a, [wPlayerDirection] ; current direction ld [wPlayerMovingDirection], a ; save direction call UpdateSprites ld a, [wWalkBikeSurfState] cp $02 ; surfing jr z, .surfing ; not surfing call CollisionCheckOnLand jr nc, .noCollision ; collision occurred push hl ld hl, wd736 bit 2, [hl] ; standing on warp flag pop hl jp z, OverworldLoop ; collision occurred while standing on a warp push hl call ExtraWarpCheck ; sets carry if there is a potential to warp pop hl jp c, CheckWarpsCollision jp OverworldLoop .surfing call CollisionCheckOnWater jp c, OverworldLoop .noCollision ld a, $08 ld [wWalkCounter], a jr .moveAhead2 .moveAhead ld a, [wd736] bit 7, a jr z, .noSpinning callba LoadSpinnerArrowTiles .noSpinning call UpdateSprites .moveAhead2 ld hl, wFlags_0xcd60 res 2, [hl] ld a, [wWalkBikeSurfState] dec a ; riding a bike? jr nz, .normalPlayerSpriteAdvancement ld a, [wd736] bit 6, a ; jumping a ledge? jr nz, .normalPlayerSpriteAdvancement call DoBikeSpeedup .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, 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 CheckEvent EVENT_IN_SAFARI_ZONE jr z, .notSafariZone callba SafariZoneCheckSteps ld a, [wSafariZoneGameOver] and a jp nz, WarpFound2 .notSafariZone ld a, [wIsInBattle] and a jp nz, CheckWarpsNoCollision predef ApplyOutOfBattlePoisonDamage ; also increment daycare mon exp ld a, [wOutOfBattleBlackout] and a jp nz, HandleBlackOut ; if all pokemon fainted .newBattle call NewBattle ld hl, wd736 res 2, [hl] ; standing on warp flag jp nc, CheckWarpsNoCollision ; check for warps if there was no battle .battleOccurred ld hl, wd72d res 6, [hl] ld hl, wFlags_D733 res 3, [hl] ld hl, wCurrentMapScriptFlags set 5, [hl] set 6, [hl] xor a ld [hJoyHeld], a ld a, [wCurMap] cp CINNABAR_GYM jr nz, .notCinnabarGym SetEvent EVENT_2A7 .notCinnabarGym ld hl, wd72e set 5, [hl] ld a, [wCurMap] cp OAKS_LAB jp z, .noFaintCheck ; no blacking out if the player lost to the rival in Oak's lab callab AnyPartyAlive ld a, d and a jr z, .allPokemonFainted .noFaintCheck ld c, 10 call DelayFrames jp EnterMap .allPokemonFainted 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:: 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 .noBattle and a ret ; function to make bikes twice as fast as walking DoBikeSpeedup:: ld a, [wNPCMovementScriptPointerTableNum] and a ret nz ld a, [wCurMap] cp ROUTE_17 ; Cycling Road jr nz, .goFaster ld a, [hJoyHeld] and D_UP | D_LEFT | D_RIGHT ret nz .goFaster jp AdvancePlayerSprite ; check if the player has stepped onto a warp after having not collided CheckWarpsNoCollision:: ld a, [wNumberOfWarps] and a jp z, CheckMapConnections ld a, [wNumberOfWarps] ld b, 0 ld c, a ld a, [wYCoord] ld d, a ld a, [wXCoord] ld e, a ld hl, wWarpEntries CheckWarpsNoCollisionLoop:: ld a, [hli] ; check if the warp's Y position matches cp d jr nz, CheckWarpsNoCollisionRetry1 ld a, [hli] ; check if the warp's X position matches cp e jr nz, CheckWarpsNoCollisionRetry2 ; if a match was found push hl push bc ld hl, wd736 set 2, [hl] ; standing on warp flag callba IsPlayerStandingOnDoorTileOrWarpTile pop bc pop hl jr c, WarpFound1 ; jump if standing on door or warp push hl push bc call ExtraWarpCheck pop bc pop hl jr nc, CheckWarpsNoCollisionRetry2 ; if the extra check passed ld a, [wFlags_D733] bit 2, a jr nz, WarpFound1 push de push bc call Joypad pop bc pop de ld a, [hJoyHeld] and D_DOWN | D_UP | D_LEFT | D_RIGHT jr z, CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp jr WarpFound1 ; check if the player has stepped onto a warp after having collided CheckWarpsCollision:: 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 CheckWarpsNoCollisionRetry1:: inc hl CheckWarpsNoCollisionRetry2:: inc hl inc hl jp ContinueCheckWarpsNoCollisionLoop WarpFound1:: ld a, [hli] ld [wDestinationWarpID], a ld a, [hli] ld [hWarpDestinationMap], a WarpFound2:: ld a, [wNumberOfWarps] sub c ld [wWarpedFromWhichWarp], a ; save ID of used warp ld a, [wCurMap] ld [wWarpedFromWhichMap], a call CheckIfInOutsideMap jr nz, .indoorMaps ; this is for handling "outside" maps that can't have the 0xFF destination map ld a, [wCurMap] ld [wLastMap], a ld a, [wCurMapWidth] ld [wUnusedD366], a ; not read ld a, [hWarpDestinationMap] ld [wCurMap], a cp ROCK_TUNNEL_1F jr nz, .notRockTunnel ld a, $06 ld [wMapPalOffset], a call GBFadeOutToBlack .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, [hWarpDestinationMap] ; destination map cp $ff jr z, .goBackOutside ; if not going back to the previous map ld [wCurMap], a callba IsPlayerStandingOnWarpPadOrHole ld a, [wStandingOnWarpPadOrHole] dec a ; is the player on a warp pad? jr nz, .notWarpPad ; if the player is on a warp pad ld hl, wd732 set 3, [hl] call LeaveMapAnim jr .skipMapChangeSound .notWarpPad call PlayMapChangeSound .skipMapChangeSound ld hl, wd736 res 0, [hl] res 1, [hl] jr .done .goBackOutside 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 ContinueCheckWarpsNoCollisionLoop:: inc b ; increment warp number dec c ; decrement number of warps jp nz, CheckWarpsNoCollisionLoop ; if no matching warp was found CheckMapConnections:: .checkWestMap ld a, [wXCoord] cp $ff jr nz, .checkEastMap ld a, [wMapConn3Ptr] ld [wCurMap], a ld a, [wWestConnectedMapXAlignment] ; new X coordinate upon entering west map ld [wXCoord], a ld a, [wYCoord] ld c, a ld a, [wWestConnectedMapYAlignment] ; Y adjustment upon entering west map add c ld c, a ld [wYCoord], a ld a, [wWestConnectedMapViewPointer] ; pointer to upper left corner of map without adjustment for Y position ld l, a ld a, [wWestConnectedMapViewPointer + 1] ld h, a srl c jr z, .savePointer1 .pointerAdjustmentLoop1 ld a, [wWestConnectedMapWidth] ; width of connected map add MAP_BORDER * 2 ld e, a ld d, 0 ld b, 0 add hl, de dec c jr nz, .pointerAdjustmentLoop1 .savePointer1 ld a, l ld [wCurrentTileBlockMapViewPointer], a ; pointer to upper left corner of current tile block map section ld a, h ld [wCurrentTileBlockMapViewPointer + 1], a jp .loadNewMap .checkEastMap ld b, a ld a, [wCurrentMapWidth2] ; map width cp b jr nz, .checkNorthMap ld a, [wMapConn4Ptr] ld [wCurMap], a ld a, [wEastConnectedMapXAlignment] ; new X coordinate upon entering east map ld [wXCoord], a ld a, [wYCoord] ld c, a ld a, [wEastConnectedMapYAlignment] ; Y adjustment upon entering east map add c ld c, a ld [wYCoord], a ld a, [wEastConnectedMapViewPointer] ; pointer to upper left corner of map without adjustment for Y position ld l, a ld a, [wEastConnectedMapViewPointer + 1] ld h, a srl c jr z, .savePointer2 .pointerAdjustmentLoop2 ld a, [wEastConnectedMapWidth] add MAP_BORDER * 2 ld e, a ld d, 0 ld b, 0 add hl, de dec c jr nz, .pointerAdjustmentLoop2 .savePointer2 ld a, l ld [wCurrentTileBlockMapViewPointer], a ; pointer to upper left corner of current tile block map section ld a, h ld [wCurrentTileBlockMapViewPointer + 1], a jp .loadNewMap .checkNorthMap ld a, [wYCoord] cp $ff jr nz, .checkSouthMap ld a, [wMapConn1Ptr] ld [wCurMap], a ld a, [wNorthConnectedMapYAlignment] ; new Y coordinate upon entering north map ld [wYCoord], a ld a, [wXCoord] ld c, a ld a, [wNorthConnectedMapXAlignment] ; X adjustment upon entering north map add c ld c, a ld [wXCoord], a ld a, [wNorthConnectedMapViewPointer] ; pointer to upper left corner of map without adjustment for X position ld l, a ld a, [wNorthConnectedMapViewPointer + 1] ld h, a ld b, 0 srl c add hl, bc ld a, l ld [wCurrentTileBlockMapViewPointer], a ; pointer to upper left corner of current tile block map section ld a, h ld [wCurrentTileBlockMapViewPointer + 1], a jp .loadNewMap .checkSouthMap ld b, a ld a, [wCurrentMapHeight2] cp b jr nz, .didNotEnterConnectedMap ld a, [wMapConn2Ptr] ld [wCurMap], a ld a, [wSouthConnectedMapYAlignment] ; new Y coordinate upon entering south map ld [wYCoord], a ld a, [wXCoord] ld c, a ld a, [wSouthConnectedMapXAlignment] ; X adjustment upon entering south map add c ld c, a ld [wXCoord], a ld a, [wSouthConnectedMapViewPointer] ; pointer to upper left corner of map without adjustment for X position ld l, a ld a, [wSouthConnectedMapViewPointer + 1] ld h, a ld b, 0 srl c add hl, bc ld a, l ld [wCurrentTileBlockMapViewPointer], a ; pointer to upper left corner of current tile block map section ld a, h ld [wCurrentTileBlockMapViewPointer + 1], a .loadNewMap ; load the connected map that was entered call LoadMapHeader call PlayDefaultMusicFadeOutCurrent 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. callba InitMapSprites call LoadTileBlockMap jp OverworldLoopLessDelay .didNotEnterConnectedMap jp OverworldLoop ; function to play a sound when changing maps PlayMapChangeSound:: aCoord 8, 8 ; upper left tile of the 4x4 square the player's sprite is standing on cp $0b ; door tile in tileset 0 jr nz, .didNotGoThroughDoor ld a, SFX_GO_INSIDE jr .playSound .didNotGoThroughDoor ld a, SFX_GO_OUTSIDE .playSound call PlaySound ld a, [wMapPalOffset] and a ret nz jp GBFadeOutToBlack CheckIfInOutsideMap:: ; 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:: ld a, [wCurMap] cp SS_ANNE_3F jr z, .useFunction1 cp ROCKET_HIDEOUT_B1F jr z, .useFunction2 cp ROCKET_HIDEOUT_B2F jr z, .useFunction2 cp ROCKET_HIDEOUT_B4F jr z, .useFunction2 cp ROCK_TUNNEL_1F 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:: callba IsPlayerStandingOnWarp ; for enabling warp testing after collisions ld a, [wMapPalOffset] and a jp z, GBFadeInFromWhite jp LoadGBPal HandleBlackOut:: ; 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] ld a, Bank(ResetStatusAndHalveMoneyOnBlackout) ; also Bank(SpecialWarpIn) and Bank(SpecialEnterMap) ld [H_LOADEDROMBANK], a ld [MBC1RomBank], a call ResetStatusAndHalveMoneyOnBlackout call SpecialWarpIn call PlayDefaultMusicFadeOutCurrent jp SpecialEnterMap StopMusic:: ld [wAudioFadeOutControl], a ld a, $ff ld [wNewSoundID], a call PlaySound .wait ld a, [wAudioFadeOutControl] and a jr nz, .wait jp StopAllSounds HandleFlyWarpOrDungeonWarp:: call UpdateSprites call Delay3 xor a ld [wBattleResult], a ld [wWalkBikeSurfState], 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 ld a, Bank(SpecialWarpIn) ld [H_LOADEDROMBANK], a ld [MBC1RomBank], a call SpecialWarpIn jp SpecialEnterMap LeaveMapAnim:: jpba _LeaveMapAnim LoadPlayerSpriteGraphics:: ; 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, 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, [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:: ld a, [wTilesetGfxPtr] ld l, a ld a, [wTilesetGfxPtr + 1] ld h, a ld de, vTileset ld bc, $600 ld a, [wTilesetBank] 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:: ; fill C6E8-CBFB with the background tile ld hl, wOverworldMap ld a, [wMapBackgroundTile] ld d, a ld bc, wOverworldMapEnd - wOverworldMap .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, [wCurMapWidth] ld [hMapWidth], a add MAP_BORDER * 2 ; east and west ld [hMapStride], a ; map width + border ld b, 0 ld c, a ; make space for north border (next 3 lines) add hl, bc add hl, bc add hl, bc ld c, MAP_BORDER add hl, bc ; this puts us past the (west) border ld a, [wMapDataPtr] ; tile map pointer ld e, a ld a, [wMapDataPtr + 1] ld d, a ; de = tile map pointer ld a, [wCurMapHeight] ld b, a .rowLoop ; copy one row each iteration push hl ld a, [hMapWidth] ; map width (without border) ld c, a .rowInnerLoop ld a, [de] inc de ld [hli], a dec c jr nz, .rowInnerLoop ; add the map width plus the border to the base address of the current row to get the next row's address pop hl ld a, [hMapStride] ; map width + border add l ld l, a jr nc, .noCarry inc h .noCarry dec b jr nz, .rowLoop .northConnection ld a, [wMapConn1Ptr] cp $ff jr z, .southConnection call SwitchToMapRomBank ld a, [wNorthConnectionStripSrc] ld l, a ld a, [wNorthConnectionStripSrc + 1] ld h, a ld a, [wNorthConnectionStripDest] ld e, a ld a, [wNorthConnectionStripDest + 1] ld d, a ld a, [wNorthConnectionStripWidth] ld [hNorthSouthConnectionStripWidth], a ld a, [wNorthConnectedMapWidth] ld [hNorthSouthConnectedMapWidth], a call LoadNorthSouthConnectionsTileMap .southConnection ld a, [wMapConn2Ptr] cp $ff jr z, .westConnection call SwitchToMapRomBank ld a, [wSouthConnectionStripSrc] ld l, a ld a, [wSouthConnectionStripSrc + 1] ld h, a ld a, [wSouthConnectionStripDest] ld e, a ld a, [wSouthConnectionStripDest + 1] ld d, a ld a, [wSouthConnectionStripWidth] ld [hNorthSouthConnectionStripWidth], a ld a, [wSouthConnectedMapWidth] ld [hNorthSouthConnectedMapWidth], a call LoadNorthSouthConnectionsTileMap .westConnection ld a, [wMapConn3Ptr] cp $ff jr z, .eastConnection call SwitchToMapRomBank ld a, [wWestConnectionStripSrc] ld l, a ld a, [wWestConnectionStripSrc + 1] ld h, a ld a, [wWestConnectionStripDest] ld e, a ld a, [wWestConnectionStripDest + 1] ld d, a ld a, [wWestConnectionStripHeight] ld b, a ld a, [wWestConnectedMapWidth] ld [hEastWestConnectedMapWidth], a call LoadEastWestConnectionsTileMap .eastConnection ld a, [wMapConn4Ptr] cp $ff jr z, .done call SwitchToMapRomBank ld a, [wEastConnectionStripSrc] ld l, a ld a, [wEastConnectionStripSrc + 1] ld h, a ld a, [wEastConnectionStripDest] ld e, a ld a, [wEastConnectionStripDest + 1] ld d, a ld a, [wEastConnectionStripHeight] ld b, a ld a, [wEastConnectedMapWidth] ld [hEastWestConnectedMapWidth], a call LoadEastWestConnectionsTileMap .done ret LoadNorthSouthConnectionsTileMap:: ld c, MAP_BORDER .loop push de push hl ld a, [hNorthSouthConnectionStripWidth] ld b, a .innerLoop ld a, [hli] ld [de], a inc de dec b jr nz, .innerLoop pop hl pop de ld a, [hNorthSouthConnectedMapWidth] add l ld l, a jr nc, .noCarry1 inc h .noCarry1 ld a, [wCurMapWidth] add MAP_BORDER * 2 add e ld e, a jr nc, .noCarry2 inc d .noCarry2 dec c jr nz, .loop ret LoadEastWestConnectionsTileMap:: push hl push de ld c, MAP_BORDER .innerLoop ld a, [hli] ld [de], a inc de dec c jr nz, .innerLoop pop de pop hl ld a, [hEastWestConnectedMapWidth] add l ld l, a jr nc, .noCarry1 inc h .noCarry1 ld a, [wCurMapWidth] add MAP_BORDER * 2 add e ld e, a jr nc, .noCarry2 inc d .noCarry2 dec b jr nz, LoadEastWestConnectionsTileMap ret ; function to check if there is a sign or sprite in front of the player ; if so, it is stored in [hSpriteIndexOrTextID] ; if not, [hSpriteIndexOrTextID] is set to 0 IsSpriteOrSignInFrontOfPlayer:: 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 ld hl, wSignCoords ld a, [wNumSigns] ld b, a ld c, 0 .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 ld b, 0 dec c add hl, bc ld a, [hl] ld [hSpriteIndexOrTextID], 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 GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player in c ld hl, wTilesetTalkingOverTiles ; list of tiles that extend talking range (counter tiles) ld b, 3 ld d, $20 ; talking range in pixels (long range) .counterTilesLoop ld a, [hli] cp c jr z, IsSpriteInFrontOfPlayer2 ; jumps if the tile in front of the player is a counter tile dec b jr nz, .counterTilesLoop ; part of the above function, but sometimes its called on its own, when signs are irrelevant ; the caller must zero [hSpriteIndexOrTextID] IsSpriteInFrontOfPlayer:: ld d, $10 ; talking range in pixels (normal range) IsSpriteInFrontOfPlayer2:: 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 a, [wNumSprites] ; 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 $10 ld l, a inc e dec d jr nz, .spriteLoop ret .foundSpriteInFrontOfPlayer pop hl ld a, l and $f0 inc a ld l, a ; hl = $c1x1 set 7, [hl] ; set flag to make the sprite face the player ld a, e ld [hSpriteIndexOrTextID], a 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:: 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 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? ld a, [hSpriteIndexOrTextID] 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, [wChannelSoundIDs + Ch5] cp SFX_COLLISION ; check if collision sound is already playing jr z, .setCarry ld a, 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:: predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player ld a, [wTileInFrontOfPlayer] ; tile in front of player ld c, a ld hl, wTilesetCollisionPtr ; 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 $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:: push hl predef GetTileAndCoordsInFrontOfPlayer ; 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 CheckForTilePairCollisions2:: aCoord 8, 9 ; tile the player is on ld [wTilePlayerStandingOn], a CheckForTilePairCollisions:: ld a, [wTileInFrontOfPlayer] ld c, a .tilePairCollisionLoop ld a, [wCurMapTileset] ; tileset number ld b, a ld a, [hli] cp $ff jr z, .noMatch cp b jr z, .tilesetMatches inc hl .retry inc hl jr .tilePairCollisionLoop .tilesetMatches ld a, [wTilePlayerStandingOn] ; tile the player is on ld b, a ld a, [hl] cp b jr z, .currentTileMatchesFirstInPair inc hl ld a, [hl] cp b jr z, .currentTileMatchesSecondInPair jr .retry .currentTileMatchesFirstInPair inc hl ld a, [hl] cp c jr z, .foundMatch jr .tilePairCollisionLoop .currentTileMatchesSecondInPair dec hl ld a, [hli] cp c inc hl jr nz, .tilePairCollisionLoop .foundMatch scf ret .noMatch and a ret ; FORMAT: tileset number, tile 1, tile 2 ; terminated by 0xFF ; these entries indicate that the player may not cross between tile 1 and tile 2 ; it's mainly used to simulate differences in elevation TilePairCollisionsLand:: 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:: 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:: ld a, [H_LOADEDROMBANK] push af ld a, [wTilesetBank] ; tile data ROM bank ld [H_LOADEDROMBANK], a ld [MBC1RomBank], a ; switch to ROM bank that contains tile data ld a, [wCurrentTileBlockMapViewPointer] ; address of upper left corner of current map view ld e, a ld a, [wCurrentTileBlockMapViewPointer + 1] ld d, a ld hl, wTileMapBackup ld b, $05 .rowLoop ; each loop iteration fills in one row of tile blocks push hl push de ld c, $06 .rowInnerLoop ; loop to draw each tile block of the current row push bc push de push hl ld a, [de] ld c, a ; tile block number call DrawTileBlock pop hl pop de pop bc inc hl inc hl inc hl inc hl inc de dec c jr nz, .rowInnerLoop ; update tile block map pointer to next row's address pop de ld a, [wCurMapWidth] add MAP_BORDER * 2 add e ld e, a jr nc, .noCarry inc d .noCarry ; update tile map pointer to next row's address pop hl ld a, $60 add l ld l, a jr nc, .noCarry2 inc h .noCarry2 dec b jr nz, .rowLoop ld hl, wTileMapBackup ld bc, $0000 .adjustForYCoordWithinTileBlock ld a, [wYBlockCoord] and a jr z, .adjustForXCoordWithinTileBlock ld bc, $0030 add hl, bc .adjustForXCoordWithinTileBlock ld a, [wXBlockCoord] and a jr z, .copyToVisibleAreaBuffer ld bc, $0002 add hl, bc .copyToVisibleAreaBuffer coord de, 0, 0 ; base address for the tiles that are directly transferred to VRAM during V-blank ld b, SCREEN_HEIGHT .rowLoop2 ld c, SCREEN_WIDTH .rowInnerLoop2 ld a, [hli] ld [de], a inc de dec c jr nz, .rowInnerLoop2 ld a, $04 add l ld l, a jr nc, .noCarry3 inc h .noCarry3 dec b jr nz, .rowLoop2 pop af ld [H_LOADEDROMBANK], a ld [MBC1RomBank], a ; restore previous ROM bank ret AdvancePlayerSprite:: 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, [wYCoord] add b ld [wYCoord], a ld a, [wXCoord] add c ld [wXCoord], a .afterUpdateMapCoords ld a, [wWalkCounter] ; walking animation counter cp $07 jp nz, .scrollBackgroundAndSprites ; if this is the first iteration of the animation ld a, c cp $01 jr nz, .checkIfMovingWest ; moving east ld a, [wMapViewVRAMPointer] ld e, a and $e0 ld d, a ld a, e add $02 and $1f or d ld [wMapViewVRAMPointer], a jr .adjustXCoordWithinBlock .checkIfMovingWest cp $ff jr nz, .checkIfMovingSouth ; moving west ld a, [wMapViewVRAMPointer] ld e, a and $e0 ld d, a ld a, e sub $02 and $1f or d ld [wMapViewVRAMPointer], a jr .adjustXCoordWithinBlock .checkIfMovingSouth ld a, b cp $01 jr nz, .checkIfMovingNorth ; moving south ld a, [wMapViewVRAMPointer] add $40 ld [wMapViewVRAMPointer], a jr nc, .adjustXCoordWithinBlock ld a, [wMapViewVRAMPointer + 1] inc a and $03 or $98 ld [wMapViewVRAMPointer + 1], a jr .adjustXCoordWithinBlock .checkIfMovingNorth cp $ff jr nz, .adjustXCoordWithinBlock ; moving north ld a, [wMapViewVRAMPointer] sub $40 ld [wMapViewVRAMPointer], a jr nc, .adjustXCoordWithinBlock ld a, [wMapViewVRAMPointer + 1] dec a and $03 or $98 ld [wMapViewVRAMPointer + 1], a .adjustXCoordWithinBlock ld a, c and a jr z, .pointlessJump ; mistake? .pointlessJump ld hl, wXBlockCoord ld a, [hl] add c ld [hl], a cp $02 jr nz, .checkForMoveToWestBlock ; moved into the tile block to the east xor a ld [hl], a ld hl, wXOffsetSinceLastSpecialWarp inc [hl] ld de, wCurrentTileBlockMapViewPointer call MoveTileBlockMapPointerEast jr .updateMapView .checkForMoveToWestBlock cp $ff jr nz, .adjustYCoordWithinBlock ; moved into the tile block to the west ld a, $01 ld [hl], a ld hl, wXOffsetSinceLastSpecialWarp dec [hl] ld de, wCurrentTileBlockMapViewPointer call MoveTileBlockMapPointerWest jr .updateMapView .adjustYCoordWithinBlock ld hl, wYBlockCoord ld a, [hl] add b ld [hl], a cp $02 jr nz, .checkForMoveToNorthBlock ; moved into the tile block to the south xor a ld [hl], a ld hl, wYOffsetSinceLastSpecialWarp inc [hl] ld de, wCurrentTileBlockMapViewPointer ld a, [wCurMapWidth] call MoveTileBlockMapPointerSouth jr .updateMapView .checkForMoveToNorthBlock cp $ff jr nz, .updateMapView ; moved into the tile block to the north ld a, $01 ld [hl], a ld hl, wYOffsetSinceLastSpecialWarp dec [hl] ld de, wCurrentTileBlockMapViewPointer ld a, [wCurMapWidth] call MoveTileBlockMapPointerNorth .updateMapView call LoadCurrentMapView ld a, [wSpriteStateData1 + 3] ; delta Y cp $01 jr nz, .checkIfMovingNorth2 ; if moving south call ScheduleSouthRowRedraw jr .scrollBackgroundAndSprites .checkIfMovingNorth2 cp $ff jr nz, .checkIfMovingEast2 ; if moving north call ScheduleNorthRowRedraw jr .scrollBackgroundAndSprites .checkIfMovingEast2 ld a, [wSpriteStateData1 + 5] ; delta X cp $01 jr nz, .checkIfMovingWest2 ; if moving east call ScheduleEastColumnRedraw jr .scrollBackgroundAndSprites .checkIfMovingWest2 cp $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, [hSCY] add b ld [hSCY], a ; update background scroll Y ld a, [hSCX] add c ld [hSCX], 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, [wNumSprites] ; 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:: ld a, [de] add $01 ld [de], a ret nc inc de ld a, [de] inc a ld [de], a ret MoveTileBlockMapPointerWest:: ld a, [de] sub $01 ld [de], a ret nc inc de ld a, [de] dec a ld [de], a ret MoveTileBlockMapPointerSouth:: add MAP_BORDER * 2 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:: add MAP_BORDER * 2 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:: 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:: ld de, wRedrawRowOrColumnSrcTiles ld c, 2 * SCREEN_WIDTH .loop ld a, [hli] ld [de], a inc de dec c jr nz, .loop ret ScheduleSouthRowRedraw:: coord hl, 0, 16 call CopyToRedrawRowOrColumnSrcTiles ld a, [wMapViewVRAMPointer] ld l, a ld a, [wMapViewVRAMPointer + 1] ld h, a ld bc, $0200 add hl, bc ld a, h and $03 or $98 ld [hRedrawRowOrColumnDest + 1], a ld a, l ld [hRedrawRowOrColumnDest], a ld a, REDRAW_ROW ld [hRedrawRowOrColumnMode], a ret ScheduleEastColumnRedraw:: coord hl, 18, 0 call ScheduleColumnRedrawHelper ld a, [wMapViewVRAMPointer] ld c, a and $e0 ld b, a ld a, c add 18 and $1f or b ld [hRedrawRowOrColumnDest], a ld a, [wMapViewVRAMPointer + 1] ld [hRedrawRowOrColumnDest + 1], a ld a, REDRAW_COL ld [hRedrawRowOrColumnMode], a ret ScheduleColumnRedrawHelper:: 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:: 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:: push hl ld a, [wTilesetBlocksPtr] ; pointer to tiles ld l, a ld a, [wTilesetBlocksPtr + 1] ld h, a ld a, c swap a ld b, a and $f0 ld c, a ld a, b and $0f ld b, a ; bc = tile block ID * 0x10 add hl, bc ld d, h ld e, l ; de = address of the tile block's tiles pop hl ld c, $04 ; 4 loop iterations .loop ; each loop iteration, write 4 tile numbers push bc ld a, [de] ld [hli], a inc de ld a, [de] ld [hli], a inc de ld a, [de] ld [hli], a inc de ld a, [de] ld [hl], a inc de ld bc, $0015 add hl, bc pop bc dec c jr nz, .loop ret ; function to update joypad state and simulate button presses JoypadOverworld:: xor a ld [wSpriteStateData1 + 3], a ld [wSpriteStateData1 + 5], a call RunMapScript call Joypad ld a, [wFlags_D733] bit 3, a ; check if a trainer wants a challenge jr nz, .notForcedDownwards ld a, [wCurMap] cp ROUTE_17 ; Cycling Road jr nz, .notForcedDownwards ld a, [hJoyHeld] and D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON jr nz, .notForcedDownwards 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 .notForcedDownwards 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 ld hl, wSimulatedJoypadStatesIndex dec [hl] ld a, [hl] cp $ff jr z, .doneSimulating ; if the end of the simulated button presses has been reached ld hl, wSimulatedJoypadStatesEnd 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 [wWastedByteCD3A], a ld [wSimulatedJoypadStatesIndex], a ld [wSimulatedJoypadStatesEnd], a ld [wJoyIgnore], a ld [hJoyHeld], a ld hl, wd736 ld a, [hl] and $f8 ld [hl], a ld hl, wd730 res 7, [hl] ret ; 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:: 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, .checkIfNextTileIsPassable ; bug? ld hl, TilePairCollisionsWater call CheckForJumpingAndTilePairCollisions jr c, .collision predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player (puts it in c and [wTileInFrontOfPlayer]) ld a, [wTileInFrontOfPlayer] ; tile in front of player cp $14 ; water tile jr z, .noCollision ; keep surfing if it's a water tile cp $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 $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, wTilesetCollisionPtr ; pointer to list of passable tiles ld a, [hli] ld h, [hl] ld l, a .loop ld a, [hli] cp $ff jr z, .collision cp c jr z, .stopSurfing ; stop surfing if the tile is passable jr .loop .collision ld a, [wChannelSoundIDs + Ch5] cp SFX_COLLISION ; check if collision sound is already playing jr z, .setCarry ld a, SFX_COLLISION call PlaySound ; play collision sound (if it's not already playing) .setCarry scf jr .done .noCollision and a .done ret .stopSurfing xor a ld [wWalkBikeSurfState], a call LoadPlayerSpriteGraphics call PlayDefaultMusic jr .noCollision .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 ; function to run the current map's script RunMapScript:: push hl push de push bc callba TryPushingBoulder ld a, [wFlags_0xcd60] bit 1, a ; play boulder dust animation jr z, .afterBoulderEffect callba DoBoulderDustAnimation .afterBoulderEffect pop bc pop de pop hl call RunNPCMovementScript ld a, [wCurMap] ; current map number call SwitchToMapRomBank ; change to the ROM bank the map's data is in ld hl, wMapScriptPtr ld a, [hli] ld h, [hl] ld l, a ld de, .return push de jp hl ; jump to script .return ret LoadWalkingPlayerSpriteGraphics:: ld de, RedSprite ld hl, vNPCSprites jr LoadPlayerSpriteGraphicsCommon LoadSurfingPlayerSpriteGraphics:: ld de, SeelSprite ld hl, vNPCSprites jr LoadPlayerSpriteGraphicsCommon LoadBikePlayerSpriteGraphics:: ld de, RedCyclingSprite ld hl, vNPCSprites LoadPlayerSpriteGraphicsCommon:: push de push hl lb bc, BANK(RedSprite), $0c call CopyVideoData pop hl pop de ld a, $c0 add e ld e, a jr nc, .noCarry inc d .noCarry set 3, h lb bc, BANK(RedSprite), $0c jp CopyVideoData ; function to load data from the map header LoadMapHeader:: callba MarkTownVisitedAndLoadMissableObjects 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 ld hl, MapHeaderPointers ld a, [wCurMap] 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, wCurMapTileset ld c, $0a .copyFixedHeaderLoop ld a, [hli] ld [de], a inc de dec c jr nz, .copyFixedHeaderLoop ; initialize all the connected maps to disabled at first, before loading the actual values ld a, $ff ld [wMapConn1Ptr], a ld [wMapConn2Ptr], a ld [wMapConn3Ptr], a ld [wMapConn4Ptr], a ; copy connection data (if any) to WRAM ld a, [wMapConnections] ld b, a .checkNorth bit 3, b jr z, .checkSouth ld de, wMapConn1Ptr call CopyMapConnectionHeader .checkSouth bit 2, b jr z, .checkWest ld de, wMapConn2Ptr call CopyMapConnectionHeader .checkWest bit 1, b jr z, .checkEast ld de, wMapConn3Ptr call CopyMapConnectionHeader .checkEast bit 0, b jr z, .getObjectDataPointer ld de, wMapConn4Ptr call CopyMapConnectionHeader .getObjectDataPointer ld a, [hli] ld [wObjectDataPointerTemp], a ld a, [hli] ld [wObjectDataPointerTemp + 1], a push hl ld a, [wObjectDataPointerTemp] ld l, a ld a, [wObjectDataPointerTemp + 1] ld h, a ; hl = base of object data ld de, wMapBackgroundTile ld a, [hli] ld [de], a .loadWarpData ld a, [hli] ld [wNumberOfWarps], a and a jr z, .loadSignData ld c, a ld de, wWarpEntries .warpLoop ; one warp per loop iteration ld b, $04 .warpInnerLoop ld a, [hli] ld [de], a inc de dec b jr nz, .warpInnerLoop dec c jr nz, .warpLoop .loadSignData ld a, [hli] ; number of signs ld [wNumSigns], a and a ; are there any signs? jr z, .loadSpriteData ; if not, skip this ld c, a ld de, wSignTextIDs ld a, d ld [hSignCoordPointer], a ld a, e ld [hSignCoordPointer + 1], a ld de, wSignCoords .signLoop ld a, [hli] ld [de], a inc de ld a, [hli] ld [de], a inc de push de ld a, [hSignCoordPointer] ld d, a ld a, [hSignCoordPointer + 1] ld e, a ld a, [hli] ld [de], a inc de ld a, d ld [hSignCoordPointer], a ld a, e ld [hSignCoordPointer + 1], 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 [wNumSprites], 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, [wNumSprites] ; 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 [hLoadSpriteTemp1], a ; save movement byte 2 ld a, [hli] ld [hLoadSpriteTemp2], a ; save text ID and flags byte push bc push hl ld b, $00 ld hl, wMapSpriteData add hl, bc ld a, [hLoadSpriteTemp1] ld [hli], a ; store movement byte 2 in byte 0 of sprite entry ld a, [hLoadSpriteTemp2] ld [hl], a ; this appears pointless, since the value is overwritten immediately after ld a, [hLoadSpriteTemp2] ld [hLoadSpriteTemp1], a and $3f ld [hl], a ; store text ID in byte 1 of sprite entry pop hl ld a, [hLoadSpriteTemp1] bit 6, a jr nz, .trainerSprite bit 7, a jr nz, .itemBallSprite jr .regularSprite .trainerSprite ld a, [hli] ld [hLoadSpriteTemp1], a ; save trainer class ld a, [hli] ld [hLoadSpriteTemp2], a ; save trainer number (within class) push hl ld hl, wMapSpriteExtraData add hl, bc ld a, [hLoadSpriteTemp1] ld [hli], a ; store trainer class in byte 0 of the entry ld a, [hLoadSpriteTemp2] ld [hl], a ; store trainer number in byte 1 of the entry pop hl jr .nextSprite .itemBallSprite ld a, [hli] ld [hLoadSpriteTemp1], a ; save item number push hl ld hl, wMapSpriteExtraData add hl, bc ld a, [hLoadSpriteTemp1] 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, 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 .nextSprite pop bc dec d ld a, $0a add e ld e, a inc c inc c dec b jp nz, .loadSpriteLoop .finishUp predef LoadTilesetHeader callab LoadWildData 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 ld a, BANK(MapSongBanks) ld [H_LOADEDROMBANK], a ld [MBC1RomBank], a ld hl, MapSongBanks add hl, bc add hl, bc ld a, [hli] ld [wMapMusicSoundID], a ; music 1 ld a, [hl] ld [wMapMusicROMBank], a ; music 2 pop af ld [H_LOADEDROMBANK], a ld [MBC1RomBank], a ret ; function to copy map connection data from ROM to WRAM ; Input: hl = source, de = destination CopyMapConnectionHeader:: ld c, $0b .loop ld a, [hli] ld [de], a inc de dec c jr nz, .loop ret ; function to load map data LoadMapData:: ld a, [H_LOADEDROMBANK] push af call DisableLCD 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 [wWalkBikeSurfStateCopy], a ld [wSpriteSetID], 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 coord hl, 0, 0 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 [wUpdateSpritesEnabled], a call EnableLCD ld b, SET_PAL_OVERWORLD call RunPaletteCommand call LoadPlayerSpriteGraphics ld a, [wd732] and 1 << 4 | 1 << 3 ; fly warp or dungeon warp jr nz, .restoreRomBank ld a, [wFlags_D733] bit 1, a jr nz, .restoreRomBank call UpdateMusic6Times call PlayDefaultMusicFadeOutCurrent .restoreRomBank pop af ld [H_LOADEDROMBANK], a ld [MBC1RomBank], a ret ; function to switch to the ROM bank that a map is stored in ; Input: a = map number SwitchToMapRomBank:: 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 [MBC1RomBank], a ; switch to map ROM bank pop bc pop hl ret IgnoreInputForHalfSecond: ld a, 30 ld [wIgnoreInputCounter], a ld hl, wd730 ld a, [hl] or %00100110 ld [hl], a ; set ignore input bit ret ResetUsingStrengthOutOfBattleBit: ld hl, wd728 res 0, [hl] ret ForceBikeOrSurf:: ld b, BANK(RedSprite) ld hl, LoadPlayerSpriteGraphics call Bankswitch jp PlayDefaultMusic ; update map/player state?