pokeyellow/home/overworld.asm
2020-11-05 10:51:02 -05:00

2331 lines
50 KiB
NASM

EnterMap::
; Load a new map.
ld a, $ff
ld [wJoyIgnore], a
call LoadMapData
farcall 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
farcall EnterMapAnim
call UpdateSprites
ld hl, wd732
res 3, [hl]
ld hl, wd72e
res 4, [hl]
.didNotEnterUsingFlyWarpOrDungeonWarp
call IsSurfingPikachuInParty
farcall CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road
ld hl, wd732
bit 4, [hl]
res 4, [hl]
ld hl, wd72d
res 5, [hl]
call UpdateSprites
ld hl, wCurrentMapScriptFlags
set 5, [hl]
set 6, [hl]
xor a
ld [wJoyIgnore], a
OverworldLoop::
call DelayFrame
OverworldLoopLessDelay::
call DelayFrame
call IsSurfingPikachuInParty
call LoadGBPal
call HandleMidJump
ld a, [wWalkCounter]
and a
jp nz, .moveAhead ; if the player sprite has not yet completed the walking animation
call JoypadOverworld ; get joypad state (which is possibly simulated)
farcall 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
ldh a, [hJoyHeld]
jr .checkIfStartIsPressed
.notSimulating
ldh a, [hJoyPressed]
.checkIfStartIsPressed
bit 3, a ; start button
jr z, .startButtonNotPressed
; if START is pressed
xor a ; TEXT_START_MENU
ldh [hSpriteIndexOrTextID], a
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
ldh a, [hItemAlreadyFound]
and a
jp z, OverworldLoop ; jump if a hidden object or bookshelf was found, but not if a card key door was found
xor a
ld [wd436], a ; new yellow address
call IsSpriteOrSignInFrontOfPlayer
call Func_0ffe
ldh 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
lda_coord 8, 9
ld [wTilePlayerStandingOn], a ; unused?
call DisplayTextID ; display either the start menu or the NPC/sign text
ld a, [wEnteringCableClub]
and a
jr z, .checkForOpponent
xor a
ld [wLinkTimeoutCounter], a
jp EnterMap
.checkForOpponent
ld a, [wCurOpponent]
and a
jp nz, .newBattle
jp OverworldLoop
.noDirectionButtonsPressed
call UpdateSprites
ld hl, wFlags_0xcd60
res 2, [hl]
xor a
ld [wd435], a
ld a, 1
ld [wCheckFor180DegreeTurn], a
ld a, [wPlayerMovingDirection] ; the direction that was pressed last time
and a
jr z, .overworldloop
; if a direction was pressed last time
ld [wPlayerLastStopDirection], a ; save the last direction
xor a
ld [wPlayerMovingDirection], a ; zero the direction
.overworldloop
jp OverworldLoop
.checkIfDownButtonIsPressed
ldh a, [hJoyHeld] ; current joypad state
bit 7, a ; down button
jr z, .checkIfUpButtonIsPressed
ld a, 1
ld [wSpritePlayerStateData1YStepVector], a
ld a, PLAYER_DIR_DOWN
jr .handleDirectionButtonPress
.checkIfUpButtonIsPressed
bit 6, a ; up button
jr z, .checkIfLeftButtonIsPressed
ld a, -1
ld [wSpritePlayerStateData1YStepVector], a
ld a, PLAYER_DIR_UP
jr .handleDirectionButtonPress
.checkIfLeftButtonIsPressed
bit 5, a ; left button
jr z, .checkIfRightButtonIsPressed
ld a, -1
ld [wSpritePlayerStateData1XStepVector], a
ld a, PLAYER_DIR_LEFT
jr .handleDirectionButtonPress
.checkIfRightButtonIsPressed
bit 4, a ; right button
jr z, .noDirectionButtonsPressed
ld a, 1
ld [wSpritePlayerStateData1XStepVector], a
ld a, 1
.handleDirectionButtonPress
ld [wPlayerDirection], a ; new direction
ld a, [wd730]
bit 7, a ; are we simulating button presses?
jr nz, .noDirectionChange ; ignore direction changes if we are
ld a, [wCheckFor180DegreeTurn]
and a
jr z, .noDirectionChange
ld a, [wPlayerDirection] ; new direction
ld b, a
ld a, [wPlayerLastStopDirection] ; old direction
cp b
jr z, .noDirectionChange
ld a, $8
ld [wd435], a
; unlike in red/blue, yellow does not have the 180 degrees odd code
ld hl, wFlags_0xcd60
set 2, [hl]
xor a
ld [wCheckFor180DegreeTurn], a
ld a, [wPlayerDirection]
ld [wPlayerMovingDirection], a
call NewBattle
jp c, .battleOccurred
jp OverworldLoop
.noDirectionChange
ld a, [wPlayerDirection] ; current direction
ld [wPlayerMovingDirection], a ; save direction
call UpdateSprites
ld a, [wWalkBikeSurfState]
cp $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
callfar Func_fcc08
jr .moveAhead2
.moveAhead
call IsSpinning
call UpdateSprites
.moveAhead2
ld hl, wFlags_0xcd60
res 2, [hl]
xor a
ld [wd435], a
call DoBikeSpeedup
call AdvancePlayerSprite
ld a, [wWalkCounter]
and a
jp nz, CheckMapConnections ; it seems like this check will never succeed (the other place where CheckMapConnections is run works)
; walking animation finished
call StepCountCheck
CheckEvent EVENT_IN_SAFARI_ZONE ; in the safari zone?
jr z, .notSafariZone
farcall 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
ldh [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
callfar AnyPartyAlive
ld a, d
and a
jr z, AllPokemonFainted
.noFaintCheck
ld c, 10
call DelayFrames
jp EnterMap
StepCountCheck::
ld a, [wd730]
bit 7, a
jr nz, .doneStepCounting ; if button presses are being simulated, don't count steps
; step counting
ld hl, wStepCounter
dec [hl]
ld a, [wd72c]
bit 0, a
jr z, .doneStepCounting
ld hl, wNumberOfNoRandomBattleStepsLeft
dec [hl]
jr nz, .doneStepCounting
ld hl, wd72c
res 0, [hl] ; indicate that the player has stepped thrice since the last battle
.doneStepCounting
ret
AllPokemonFainted::
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
farjp InitBattle
.noBattle
and a
ret
; function to make bikes twice as fast as walking
DoBikeSpeedup::
ld a, [wWalkBikeSurfState]
dec a ; riding a bike?
ret nz
ld a, [wd736]
bit 6, a
ret nz
ld a, [wNPCMovementScriptPointerTableNum]
and a
ret nz
ld a, [wCurMap]
cp ROUTE_17 ; Cycling Road
jr nz, .goFaster
ldh a, [hJoyHeld]
and D_UP | D_LEFT | D_RIGHT
ret nz
.goFaster
call AdvancePlayerSprite
ret
; check if the player has stepped onto a warp after having not collided
CheckWarpsNoCollision::
ld a, [wNumberOfWarps]
and a
jp z, CheckMapConnections
ld b, 0
ld a, [wNumberOfWarps]
ld c, a
ld a, [wYCoord]
ld d, a
ld a, [wXCoord]
ld e, a
ld hl, wWarpEntries
CheckWarpsNoCollisionLoop::
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
farcall 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
ldh 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
CheckWarpsNoCollisionRetry1::
inc hl
CheckWarpsNoCollisionRetry2::
inc hl
inc hl
ContinueCheckWarpsNoCollisionLoop::
inc b ; increment warp number
dec c ; decrement number of warps
jp nz, CheckWarpsNoCollisionLoop
jp CheckMapConnections
; check if the player has stepped onto a warp after having collided
CheckWarpsCollision::
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]
ldh [hWarpDestinationMap], a
jr WarpFound2
.retry1
inc hl
.retry2
inc hl
inc hl
dec c
jr nz, .loop
jp OverworldLoop
WarpFound1::
ld a, [hli]
ld [wDestinationWarpID], a
ld a, [hli]
ldh [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
ldh a, [hWarpDestinationMap]
ld [wCurMap], a
cp ROCK_TUNNEL_1F
jr nz, .notRockTunnel
ld a, $06
ld [wMapPalOffset], a
call GBFadeOutToBlack
.notRockTunnel
callfar SetPikachuSpawnOutside
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
ldh a, [hWarpDestinationMap] ; destination map
cp LAST_MAP
jr z, .goBackOutside
; if not going back to the previous map
ld [wCurMap], a
farcall IsPlayerStandingOnWarpPadOrHole
ld a, [wStandingOnWarpPadOrHole]
dec a ; is the player on a warp pad?
jr nz, .notWarpPad
; if the player is on a warp pad
call LeaveMapAnim
ld hl, wd732
set 3, [hl]
jr .skipMapChangeSound
.notWarpPad
call PlayMapChangeSound
.skipMapChangeSound
ld hl, wd736
res 0, [hl]
res 1, [hl]
callfar SetPikachuSpawnWarpPad
jr .done
.goBackOutside
callfar SetPikachuSpawnBackOutside
ld a, [wLastMap]
ld [wCurMap], a
call PlayMapChangeSound
xor a
ld [wMapPalOffset], a
.done
ld hl, wd736
set 0, [hl] ; have the player's sprite step out from the door (if there is one)
call IgnoreInputForHalfSecond
jp EnterMap
; if no matching warp was found
CheckMapConnections::
.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
ld hl, wPikachuOverworldStateFlags
set 4, [hl]
ld a, $2
ld [wPikachuSpawnState], a
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
; x#SPRITESTATEDATA2_IMAGEBASEOFFSET without loading any tile patterns.
call InitMapSprites
call LoadTileBlockMap
jp OverworldLoopLessDelay
.didNotEnterConnectedMap
jp OverworldLoop
; function to play a sound when changing maps
PlayMapChangeSound::
ld a, [wCurMapTileset]
cp FACILITY
jr z, .didNotGoThroughDoor
cp CEMETERY
jr z, .didNotGoThroughDoor
lda_coord 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::
farcall 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(SpecialWarpIn) ; also BANK(SpecialEnterMap)
call BankswitchCommon
callfar ResetStatusAndHalveMoneyOnBlackout
call SpecialWarpIn
call PlayDefaultMusicFadeOutCurrent
jp SpecialEnterMap
StopMusic::
ld [wAudioFadeOutControl], a
call StopAllMusic
.wait
ld a, [wAudioFadeOutControl]
and a
jr nz, .wait
jp StopAllSounds
HandleFlyWarpOrDungeonWarp::
call UpdateSprites
call Delay3
xor a
ld [wBattleResult], a
ld [wIsInBattle], a
ld [wMapPalOffset], a
ld hl, wd732
set 2, [hl] ; fly warp or dungeon warp
res 5, [hl] ; forced to ride bike
call LeaveMapAnim
call Func_07c4
ld a, BANK(SpecialWarpIn)
call BankswitchCommon
call SpecialWarpIn
jp SpecialEnterMap
LeaveMapAnim::
farjp _LeaveMapAnim
Func_07c4::
ld a, [wWalkBikeSurfState]
and a
ret z
xor a
ld [wWalkBikeSurfState], a
ld hl, wd732
bit 4, [hl]
ret z
call PlayDefaultMusic
ret
LoadPlayerSpriteGraphics::
; 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
ldh a, [hTilesetType]
and a
jr nz, .determineGraphics
jr .startWalking
.ridingBike
; If the bike can't be used,
; start walking instead.
call IsBikeRidingAllowed
jr c, .determineGraphics
.startWalking
xor a
ld [wWalkBikeSurfState], a
ld [wWalkBikeSurfStateCopy], a
jp LoadWalkingPlayerSpriteGraphics
.determineGraphics
ld a, [wWalkBikeSurfState]
and a
jp z, LoadWalkingPlayerSpriteGraphics
dec a
jp z, LoadBikePlayerSpriteGraphics
dec a
jp z, LoadSurfingPlayerSpriteGraphics2
jp LoadWalkingPlayerSpriteGraphics
IsBikeRidingAllowed::
; 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/tilesets/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 FarCopyData
; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8
; it can also load partial tile maps of connected maps into a border of length 3 around the current map
LoadTileBlockMap::
; fill C6E8-CBFB with the background tile
ld hl, wOverworldMap
ld bc, wOverworldMapEnd - wOverworldMap
ld a, [wMapBackgroundTile] ; background tile number
call FillMemory
; load tile map of current map (made of tile block IDs)
; a 3-byte border at the edges of the map is kept so that there is space for map connections
ld hl, wOverworldMap
ld a, [wCurMapWidth]
ldh [hMapWidth], a
add MAP_BORDER * 2 ; east and west
ldh [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
ldh 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
ldh 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]
ldh [hNorthSouthConnectionStripWidth], a
ld a, [wNorthConnectedMapWidth]
ldh [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]
ldh [hNorthSouthConnectionStripWidth], a
ld a, [wSouthConnectedMapWidth]
ldh [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]
ldh [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]
ldh [hEastWestConnectedMapWidth], a
call LoadEastWestConnectionsTileMap
.done
ret
LoadNorthSouthConnectionsTileMap::
ld c, MAP_BORDER
.loop
push de
push hl
ldh a, [hNorthSouthConnectionStripWidth]
ld b, a
.innerLoop
ld a, [hli]
ld [de], a
inc de
dec b
jr nz, .innerLoop
pop hl
pop de
ldh 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
ldh 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, carry is set. otherwise, carry is cleared
IsSpriteOrSignInFrontOfPlayer::
xor a
ldh [hSpriteIndexOrTextID], a
ld a, [wNumSigns]
and a
jr z, .extendRangeOverCounter
; if there are signs
predef GetTileAndCoordsInFrontOfPlayer ; get the coordinates in front of the player in de
call SignLoop
ret c
.extendRangeOverCounter
; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC
predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player in c
ld hl, 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
; sets carry flag if a sprite is in front of the player, resets if not
IsSpriteInFrontOfPlayer::
ld d, $10 ; talking range in pixels (normal range)
IsSpriteInFrontOfPlayer2::
lb bc, $3c, $40 ; Y and X position of player sprite
ld a, [wSpritePlayerStateData1FacingDirection]
.checkIfPlayerFacingUp
cp SPRITE_FACING_UP
jr nz, .checkIfPlayerFacingDown
; facing up
ld a, b
sub d
ld b, a
ld a, PLAYER_DIR_UP
jr .doneCheckingDirection
.checkIfPlayerFacingDown
cp SPRITE_FACING_DOWN
jr nz, .checkIfPlayerFacingRight
; facing down
ld a, b
add d
ld b, a
ld a, PLAYER_DIR_DOWN
jr .doneCheckingDirection
.checkIfPlayerFacingRight
cp SPRITE_FACING_RIGHT
jr nz, .playerFacingLeft
; facing right
ld a, c
add d
ld c, a
ld a, PLAYER_DIR_RIGHT
jr .doneCheckingDirection
.playerFacingLeft
; facing left
ld a, c
sub d
ld c, a
ld a, PLAYER_DIR_LEFT
.doneCheckingDirection
ld [wPlayerDirection], a
ld hl, wSprite01StateData1
; yellow does not have the "if sprites are existant" check
ld e, $01
ld d, $f
.spriteLoop
push hl
ld a, [hli] ; image (0 if no sprite)
and a
jr z, .nextSprite
inc l
ld a, [hli] ; sprite visibility
inc a
jr z, .nextSprite
inc l
ld a, [hli] ; Y location
cp b
jr nz, .nextSprite
inc l
ld a, [hl] ; X location
cp c
jr z, .foundSpriteInFrontOfPlayer
.nextSprite
pop hl
ld a, l
add $10
ld l, a
inc e
dec d
jr nz, .spriteLoop
xor a
ret
.foundSpriteInFrontOfPlayer
pop hl
ld a, l
and $f0
inc a
ld l, a ; hl = x#SPRITESTATEDATA1_MOVEMENTSTATUS
set 7, [hl] ; set flag to make the sprite face the player
ld a, e
ldh [hSpriteIndexOrTextID], a
ldh a, [hSpriteIndexOrTextID] ; possible useless read because a already has the value of the read address
cp $f
jr nz, .dontwritetowd436
ld a, $FF
ld [wd436], a
.dontwritetowd436
scf
ret
SignLoop::
; search if a player is facing a sign
ld hl, wSignCoords ; start of sign coordinates
ld a, [wNumSigns] ; number of signs in the map
ld b, a
ld c, $00
.signLoop
inc c
ld a, [hli] ; sign Y
cp d
jr z, .yCoordMatched
inc hl
jr .retry
.yCoordMatched
ld a, [hli] ; sign X
cp e
jr nz, .retry
.xCoordMatched
; found sign
push hl
push bc
ld hl, wSignTextIDs ; start of sign text ID's
ld b, $00
dec c
add hl, bc
ld a, [hl]
ldh [hSpriteIndexOrTextID], a ; store sign text ID
pop bc
pop hl
scf
ret
.retry
dec b
jr nz, .signLoop
xor a
ret
; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing)
; sets the carry flag if there is a collision, and unsets it if there isn't a collision
CollisionCheckOnLand::
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, [wSpritePlayerStateData1CollisionData]
and d ; check if a sprite is in the direction the player is trying to go
nop ; ??? why is this in the code
jr nz, .collision
xor a
ldh [hSpriteIndexOrTextID], a
call IsSpriteInFrontOfPlayer ; check for sprite collisions again? when does the above check fail to detect a sprite collision?
jr nc, .asm_0a5c
res 7, [hl]
ldh a, [hSpriteIndexOrTextID]
and a ; was there a sprite collision?
jr z, .asm_0a5c
; if no sprite collision
cp $f
jr nz, .collision
call CheckPikachuFollowingPlayer
jr nz, .collision
ldh a, [hJoyHeld]
and $2
jr nz, .asm_0a5c
ld hl, wd435
ld a, [hl]
and a
jr z, .asm_0a5c
dec [hl]
jr nz, .collision
.asm_0a5c
ld hl, TilePairCollisionsLand
call CheckForJumpingAndTilePairCollisions
jr c, .collision
call CheckTilePassable
jr nc, .noCollision
.collision
ld a, [wChannelSoundIDs + 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
call IsTilePassable
ret
; check if the player is going to jump down a small ledge
; and check for collisions that only occur between certain pairs of tiles
; Input: hl - address of directional collision data
; sets carry if there is a collision and unsets carry if not
CheckForJumpingAndTilePairCollisions::
push hl
predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player
push de
push bc
farcall 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::
lda_coord 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
INCLUDE "data/tilesets/pair_collision_tile_ids.asm"
; this builds a tile map from the tile block map based on the current X/Y coordinates of the player's character
LoadCurrentMapView::
ldh a, [hLoadedROMBank]
push af
ld a, [wTilesetBank] ; tile data ROM bank
call BankswitchCommon ; switch to ROM bank that contains tile data
ld a, [wCurrentTileBlockMapViewPointer] ; address of upper left corner of current map view
ld e, a
ld a, [wCurrentTileBlockMapViewPointer + 1]
ld d, a
ld hl, wTileMapBackup
ld b, $05
.rowLoop ; each loop iteration fills in one row of tile blocks
push hl
push de
ld c, $06
.rowInnerLoop ; loop to draw each tile block of the current row
push bc
push de
push hl
ld a, [de]
ld c, a ; tile block number
call DrawTileBlock
pop hl
pop de
pop bc
inc hl
inc hl
inc hl
inc hl
inc de
dec c
jr nz, .rowInnerLoop
; update tile block map pointer to next row's address
pop de
ld a, [wCurMapWidth]
add 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, $0
.adjustForYCoordWithinTileBlock
ld a, [wYBlockCoord]
and a
jr z, .adjustForXCoordWithinTileBlock
ld bc, $30
add hl, bc
.adjustForXCoordWithinTileBlock
ld a, [wXBlockCoord]
and a
jr z, .copyToVisibleAreaBuffer
ld bc, $2
add hl, bc
.copyToVisibleAreaBuffer
decoord 0, 0 ; base address for the tiles that are directly transferred to VRAM during V-blank
ld b, SCREEN_HEIGHT
.rowLoop2
ld c, SCREEN_WIDTH
.rowInnerLoop2
ld a, [hli]
ld [de], a
inc de
dec c
jr nz, .rowInnerLoop2
ld a, $04
add l
ld l, a
jr nc, .noCarry3
inc h
.noCarry3
dec b
jr nz, .rowLoop2
pop af
call BankswitchCommon ; restore previous ROM bank
ret
AdvancePlayerSprite::
ld a, [wUpdateSpritesEnabled]
push af
ld a, $FF
ld [wUpdateSpritesEnabled], a
callfar _AdvancePlayerSprite
pop af
ld [wUpdateSpritesEnabled], a
ret
; the following 6 functions are used to tell the V-blank handler to redraw
; the portion of the map that was newly exposed due to the player's movement
ScheduleNorthRowRedraw::
hlcoord 0, 0
call CopyToRedrawRowOrColumnSrcTiles
ld a, [wMapViewVRAMPointer]
ldh [hRedrawRowOrColumnDest], a
ld a, [wMapViewVRAMPointer + 1]
ldh [hRedrawRowOrColumnDest + 1], a
ld a, REDRAW_ROW
ldh [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::
hlcoord 0, 16
call CopyToRedrawRowOrColumnSrcTiles
ld a, [wMapViewVRAMPointer]
ld l, a
ld a, [wMapViewVRAMPointer + 1]
ld h, a
ld bc, $200
add hl, bc
ld a, h
and $03
or $98
ldh [hRedrawRowOrColumnDest + 1], a
ld a, l
ldh [hRedrawRowOrColumnDest], a
ld a, REDRAW_ROW
ldh [hRedrawRowOrColumnMode], a
ret
ScheduleEastColumnRedraw::
hlcoord 18, 0
call ScheduleColumnRedrawHelper
ld a, [wMapViewVRAMPointer]
ld c, a
and $e0
ld b, a
ld a, c
add 18
and $1f
or b
ldh [hRedrawRowOrColumnDest], a
ld a, [wMapViewVRAMPointer + 1]
ldh [hRedrawRowOrColumnDest + 1], a
ld a, REDRAW_COL
ldh [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::
hlcoord 0, 0
call ScheduleColumnRedrawHelper
ld a, [wMapViewVRAMPointer]
ldh [hRedrawRowOrColumnDest], a
ld a, [wMapViewVRAMPointer + 1]
ldh [hRedrawRowOrColumnDest + 1], a
ld a, REDRAW_COL
ldh [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, $15
add hl, bc
pop bc
dec c
jr nz, .loop
ret
; function to update joypad state and simulate button presses
JoypadOverworld::
xor a
ld [wSpritePlayerStateData1YStepVector], a
ld [wSpritePlayerStateData1XStepVector], a
call RunMapScript
call Joypad
call ForceBikeDown
call AreInputsSimulated
ret
ForceBikeDown::
ld a, [wFlags_D733]
bit 3, a ; check if a trainer wants a challenge
ret nz
ld a, [wCurMap]
cp ROUTE_17 ; Cycling Road
ret nz
ldh a, [hJoyHeld]
and D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON
ret nz
ld a, D_DOWN
ldh [hJoyHeld], a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press
ret
AreInputsSimulated::
ld a, [wd730]
bit 7, a
ret z
; if simulating button presses
ldh a, [hJoyHeld]
ld b, a
ld a, [wOverrideSimulatedJoypadStatesMask] ; bit mask for button presses that override simulated ones
and b
ret nz ; return if the simulated button presses are overridden
call GetSimulatedInput
jr nc, .doneSimulating
ldh [hJoyHeld], a ; store simulated button press in joypad state
and a
ret nz
ldh [hJoyPressed], a
ldh [hJoyReleased], a
ret
; if done simulating button presses
.doneSimulating
xor a
ld [wWastedByteCD3A], a
ld [wSimulatedJoypadStatesIndex], a
ld [wSimulatedJoypadStatesEnd], a
ld [wJoyIgnore], a
ldh [hJoyHeld], a
ld hl, wd736
ld a, [hl]
and $f8
ld [hl], a
ld hl, wd730
res 7, [hl]
ret
GetSimulatedInput::
ld hl, wSimulatedJoypadStatesIndex
dec [hl]
ld a, [hl]
cp $ff
jr z, .endofsimulatedinputs ; if the end of the simulated button presses has been reached
push de
ld e, a
ld d, $0
ld hl, wSimulatedJoypadStatesEnd
add hl, de
ld a, [hl]
pop de
scf
ret
.endofsimulatedinputs
and a
ret
; function to check the tile ahead to determine if the character should get on land or keep surfing
; sets carry if there is a collision and clears carry otherwise
; This function had a bug in Red/Blue, but it was fixed in Yellow.
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, [wSpritePlayerStateData1CollisionData]
and d ; check if a sprite is in the direction the player is trying to go
jr nz, .collision
ld hl, TilePairCollisionsWater
call CheckForJumpingAndTilePairCollisions
jr c, .collision
predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player (puts it in c and [wTileInFrontOfPlayer])
callfar IsNextTileShoreOrWater
jr c, .noCollision
ld a, [wTileInFrontOfPlayer] ; tile in front of player
ld c, a
call IsTilePassable
jr nc, .stopSurfing
.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
.checkIfVermilionDockTileset
ld a, [wCurMapTileset] ; tileset
cp SHIP_PORT ; Vermilion Dock tileset
jr nz, .noCollision ; keep surfing if it's not the boarding platform tile
jr .stopSurfing ; if it is the boarding platform tile, stop surfing
.stopSurfing ; based game freak
ld a, $3
ld [wPikachuSpawnState], a
ld hl, wPikachuOverworldStateFlags
set 5, [hl]
xor a
ld [wWalkBikeSurfState], a
call LoadPlayerSpriteGraphics
call PlayDefaultMusic
jr .noCollision
.noCollision ; ...and they do the same mistake twice
and a
.done
ret
; function to run the current map's script
RunMapScript::
push hl
push de
push bc
farcall TryPushingBoulder
ld a, [wFlags_0xcd60]
bit 1, a ; play boulder dust animation
jr z, .afterBoulderEffect
farcall 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::
; new sprite copy stuff
xor a
ld [wd473], a
ld b, BANK(RedSprite)
ld de, RedSprite
jr LoadPlayerSpriteGraphicsCommon
LoadSurfingPlayerSpriteGraphics2::
ld a, [wd473]
and a
jr z, .asm_0d75
dec a
jr z, LoadSurfingPlayerSpriteGraphics
dec a
jr z, .asm_0d7c
.asm_0d75
ld a, [wd472]
bit 6, a
jr z, LoadSurfingPlayerSpriteGraphics
.asm_0d7c
ld b, BANK(SurfingPikachuSprite)
ld de, SurfingPikachuSprite
jr LoadPlayerSpriteGraphicsCommon
LoadSurfingPlayerSpriteGraphics::
ld b, BANK(SeelSprite)
ld de, SeelSprite
jr LoadPlayerSpriteGraphicsCommon
LoadBikePlayerSpriteGraphics::
ld b, BANK(RedBikeSprite)
ld de, RedBikeSprite
LoadPlayerSpriteGraphicsCommon::
ld hl, vNPCSprites
push de
push hl
push bc
ld c, $c
call CopyVideoData
pop bc
pop hl
pop de
ld a, $c0
add e
ld e, a
jr nc, .noCarry
inc d
.noCarry
set 3, h
ld c, $c
jp CopyVideoData
; function to load data from the map header
LoadMapHeader::
farcall MarkTownVisitedAndLoadMissableObjects
jr asm_0dbd
Func_0db5:: ; XXX
farcall LoadMissableObjectData
asm_0dbd:
ld a, [wCurMapTileset]
ld [wUnusedD119], a
ld a, [wCurMap]
call SwitchToMapRomBank
ld a, [wCurMapTileset]
ld b, a
res 7, a
ld [wCurMapTileset], a
ldh [hPreviousTileset], a
bit 7, b
ret nz
call GetMapHeaderPointer
; copy the first 10 bytes (the fixed area) of the map data to D367-D370
ld de, wCurMapTileset
ld c, $0a
.copyFixedHeaderLoop
ld a, [hli]
ld [de], a
inc de
dec c
jr nz, .copyFixedHeaderLoop
; initialize all the connected maps to disabled at first, before loading the actual values
ld a, $ff
ld [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
call CopySignData
.loadSpriteData
ld a, [wd72e]
bit 5, a ; did a battle happen immediately before this?
jr nz, .finishUp ; if so, skip this because battles don't destroy this data
call InitSprites
.finishUp
predef LoadTilesetHeader
ld a, [wd72e]
bit 5, a ; did a battle happen immediately before this?
jr nz, .skip_pika_spawn
callfar SchedulePikachuSpawnForAfterText
.skip_pika_spawn
callfar 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
ldh a, [hLoadedROMBank]
push af
ld a, BANK(MapSongBanks)
call BankswitchCommon
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
call BankswitchCommon
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
CopySignData::
ld de, wSignCoords ; start of sign coords
ld bc, wSignTextIDs ; start of sign text ids
ld a, [wNumSigns] ; number of signs
.signcopyloop
push af
ld a, [hli]
ld [de], a ; copy y coord
inc de
ld a, [hli]
ld [de], a ; copy x coord
inc de
ld a, [hli]
ld [bc], a ; copy sign text id
inc bc
pop af
dec a
jr nz, .signcopyloop
ret
; function to load map data
LoadMapData::
ldh a, [hLoadedROMBank]
push af
call DisableLCD
call ResetMapVariables
call LoadTextBoxTilePatterns
call LoadMapHeader
call InitMapSprites ; load tile pattern data for sprites
call LoadScreenRelatedData
call CopyMapViewToVRAM
ld a, $01
ld [wUpdateSpritesEnabled], a
call EnableLCD
ld b, $09
call RunPaletteCommand
call LoadPlayerSpriteGraphics
ld a, [wd732]
and 1 << 4 | 1 << 3 ; fly warp or dungeon warp
jr nz, .restoreRomBank
ld a, [wFlags_D733]
bit 1, a
jr nz, .restoreRomBank
call UpdateMusic6Times ; music related
call PlayDefaultMusicFadeOutCurrent ; music related
.restoreRomBank
pop af
call BankswitchCommon
ret
LoadScreenRelatedData::
call LoadTileBlockMap
call LoadTilesetTilePatternData
call LoadCurrentMapView
ret
ReloadMapAfterSurfingMinigame::
ldh a, [hLoadedROMBank]
push af
call DisableLCD
call ResetMapVariables
ld a, [wCurMap]
call SwitchToMapRomBank
call LoadScreenRelatedData
call CopyMapViewToVRAM
ld de, vBGMap1
call CopyMapViewToVRAM2
call EnableLCD
call ReloadMapSpriteTilePatterns
pop af
call BankswitchCommon
jr FinishReloadingMap
ReloadMapAfterPrinter::
ldh a, [hLoadedROMBank]
push af
ld a, [wCurMap]
call SwitchToMapRomBank
call LoadTileBlockMap
pop af
call BankswitchCommon
FinishReloadingMap:
jpfar SetMapSpecificScriptFlagsOnMapReload
ret ; useless
ResetMapVariables::
ld a, $98
ld [wMapViewVRAMPointer + 1], a
xor a
ld [wMapViewVRAMPointer], a
ldh [hSCY], a
ldh [hSCX], a
ld [wWalkCounter], a
ld [wUnusedD119], a
ld [wSpriteSetID], a
ld [wWalkBikeSurfStateCopy], a
ret
CopyMapViewToVRAM::
; copy current map view to VRAM
ld de, vBGMap0
CopyMapViewToVRAM2:
ld hl, wTileMap
ld b, SCREEN_HEIGHT
.vramCopyLoop
ld c, SCREEN_WIDTH
.vramCopyInnerLoop
ld a, [hli]
ld [de], a
inc e
dec c
jr nz, .vramCopyInnerLoop
ld a, BG_MAP_WIDTH - SCREEN_WIDTH
add e
ld e, a
jr nc, .noCarry
inc d
.noCarry
dec b
jr nz, .vramCopyLoop
ret
; function to switch to the ROM bank that a map is stored in
; Input: a = map number
SwitchToMapRomBank::
push hl
push bc
ld c, a
ld b, $00
ld a, BANK(MapHeaderBanks)
call BankswitchHome
ld hl, MapHeaderBanks
add hl, bc
ld a, [hl]
ldh [hMapROMBank], a
call BankswitchBack
ldh a, [hMapROMBank]
call BankswitchCommon
pop bc
pop hl
ret
GetMapHeaderPointer::
ldh a, [hLoadedROMBank]
push af
ld a, BANK(MapHeaderPointers)
call BankswitchCommon
push de
ld a, [wCurMap]
ld e, a
ld d, $0
ld hl, MapHeaderPointers
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
pop de
pop af
jp BankswitchCommon
IgnoreInputForHalfSecond:
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 ; in bank 0
call Bankswitch
jp PlayDefaultMusic ; update map/player state?
; Handle the player jumping down
; a ledge in the overworld.
HandleMidJump::
ld a, [wd736]
bit 6, a ; jumping down a ledge?
ret z
farcall _HandleMidJump
ret
IsSpinning::
ld a, [wd736]
bit 7, a
ret z ; no spinning
farjp LoadSpinnerArrowTiles ; spin while moving
Func_0ffe::
jpfar IsPlayerTalkingToPikachu
InitSprites::
ld a, [hli]
ld [wNumSprites], a ; save the number of sprites
push hl
push de
push bc
call ZeroSpriteStateData
call DisableRegularSprites
ld hl, wMapSpriteData
ld bc, $20
xor a
call FillMemory
pop bc
pop de
pop hl
ld a, [wNumSprites]
and a ; are sprites existant?
ret z ; don't copy sprite data if not
ld b, a
ld c, $0
ld de, wSprite01StateData1
; copy sprite stuff?
.loadSpriteLoop
ld a, [hli]
ld [de], a ; x#SPRITESTATEDATA1_PICTUREID
inc d
ld a, e
add $4
ld e, a
ld a, [hli]
ld [de], a ; x#SPRITESTATEDATA2_MAPY
inc e
ld a, [hli]
ld [de], a ; x#SPRITESTATEDATA2_MAPX
inc e
ld a, [hli]
ld [de], a ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
ld a, [hli]
ldh [hLoadSpriteTemp1], a ; save movement byte 2
ld a, [hli]
ldh [hLoadSpriteTemp2], a ; save text ID and flags byte
push bc
call LoadSprite
pop bc
dec d
ld a, e
add $a
ld e, a
inc c
inc c
dec b
jr nz, .loadSpriteLoop
ret
ZeroSpriteStateData::
; zero out sprite state data for sprites 01-14
; sprite 15 is used for Pikachu
ld hl, wSprite01StateData1
ld de, wSprite01StateData2
xor a
ld b, 14 * $10
.loop
ld [hli], a
ld [de], a
inc e
dec b
jr nz, .loop
ret
DisableRegularSprites::
; disable SPRITESTATEDATA1_IMAGEINDEX (set to $ff) for sprites 01-14
ld hl, wSprite01StateData1ImageIndex
ld de, $10
ld c, $e
.loop
ld [hl], $ff
add hl, de
dec c
jr nz, .loop
ret
LoadSprite::
push hl
ld b, $0
ld hl, wMapSpriteData
add hl, bc
ldh a, [hLoadSpriteTemp1]
ld [hli], a ; store movement byte 2 in byte 0 of sprite entry
ldh a, [hLoadSpriteTemp2]
ld [hl], a ; this appears pointless, since the value is overwritten immediately after
ldh a, [hLoadSpriteTemp2]
ldh [hLoadSpriteTemp1], a
and $3f
ld [hl], a ; store text ID in byte 1 of sprite entry
pop hl
ldh a, [hLoadSpriteTemp1]
bit 6, a
jr nz, .trainerSprite
bit 7, a
jr nz, .itemBallSprite
; for regular sprites
push hl
ld hl, wMapSpriteExtraData
add hl, bc
; zero both bytes, since regular sprites don't use this extra space
xor a
ld [hli], a
ld [hl], a
pop hl
ret
.trainerSprite
ld a, [hli]
ldh [hLoadSpriteTemp1], a ; save trainer class
ld a, [hli]
ldh [hLoadSpriteTemp2], a ; save trainer number (within class)
push hl
ld hl, wMapSpriteExtraData
add hl, bc
ldh a, [hLoadSpriteTemp1]
ld [hli], a ; store trainer class in byte 0 of the entry
ldh a, [hLoadSpriteTemp2]
ld [hl], a ; store trainer number in byte 1 of the entry
pop hl
ret
.itemBallSprite
ld a, [hli]
ldh [hLoadSpriteTemp1], a ; save item number
push hl
ld hl, wMapSpriteExtraData
add hl, bc
ldh 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
ret
CheckForUserInterruption::
; Return carry if Up+Select+B, Start or A are pressed in c frames.
; Used only in the intro and title screen.
call DelayFrame
push bc
call JoypadLowSensitivity
pop bc
ldh a, [hJoyHeld]
cp D_UP + SELECT + B_BUTTON
jr z, .input
ldh a, [hJoy5]
and START | A_BUTTON
jr nz, .input
dec c
jr nz, CheckForUserInterruption
and a
ret
.input
scf
ret
; function to load position data for destination warp when switching maps
; INPUT:
; a = ID of destination warp within destination map
LoadDestinationWarpPosition::
ld b, a
ldh a, [hLoadedROMBank]
push af
ld a, [wPredefParentBank]
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
ld a, b
add a
add a
ld c, a
ld b, 0
add hl, bc
ld bc, 4
ld de, wCurrentTileBlockMapViewPointer
call CopyData
pop af
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
ret