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overworld.asm
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overworld.asm
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HandleMidJump::
; Handle the player jumping down
; a ledge in the overworld.
farjp _HandleMidJump
EnterMap::
; Load a new map.
ld a, A_BUTTON | B_BUTTON | SELECT | START | D_RIGHT | D_LEFT | D_UP | D_DOWN
ld [wJoyIgnore], a
call LoadMapData
farcall ClearVariablesOnEnterMap
ld hl, wStatusFlags2
bit BIT_WILD_ENCOUNTER_COOLDOWN, [hl]
jr z, .skipGivingThreeStepsOfNoRandomBattles
ld a, 3 ; minimum number of steps between battles
ld [wNumberOfNoRandomBattleStepsLeft], a
.skipGivingThreeStepsOfNoRandomBattles
ld hl, wStatusFlags4
bit BIT_BATTLE_OVER_OR_BLACKOUT, [hl]
res BIT_BATTLE_OVER_OR_BLACKOUT, [hl]
call z, ResetUsingStrengthOutOfBattleBit
call nz, MapEntryAfterBattle
ld hl, wStatusFlags6
ld a, [hl]
and (1 << BIT_FLY_WARP) | (1 << BIT_DUNGEON_WARP)
jr z, .didNotEnterUsingFlyWarpOrDungeonWarp
res BIT_FLY_WARP, [hl]
farcall EnterMapAnim
call UpdateSprites
.didNotEnterUsingFlyWarpOrDungeonWarp
farcall CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road
ld hl, wStatusFlags3
res BIT_NO_NPC_FACE_PLAYER, [hl]
call UpdateSprites
ld hl, wCurrentMapScriptFlags
set BIT_CUR_MAP_LOADED_1, [hl]
set BIT_CUR_MAP_LOADED_2, [hl]
xor a
ld [wJoyIgnore], a
OverworldLoop::
call DelayFrame
OverworldLoopLessDelay::
call DelayFrame
call LoadGBPal
ld a, [wMovementFlags]
bit BIT_LEDGE_OR_FISHING, a
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)
farcall SafariZoneCheck
ld a, [wSafariZoneGameOver]
and a
jp nz, WarpFound2
ld hl, wStatusFlags3
bit BIT_WARP_FROM_CUR_SCRIPT, [hl]
res BIT_WARP_FROM_CUR_SCRIPT, [hl]
jp nz, WarpFound2
ld a, [wStatusFlags6]
and (1 << BIT_FLY_WARP) | (1 << BIT_DUNGEON_WARP)
jp nz, HandleFlyWarpOrDungeonWarp
ld a, [wCurOpponent]
and a
jp nz, .newBattle
ld a, [wStatusFlags5]
bit BIT_SCRIPTED_MOVEMENT_STATE, a
jr z, .notSimulating
ldh a, [hJoyHeld]
jr .checkIfStartIsPressed
.notSimulating
ldh a, [hJoyPressed]
.checkIfStartIsPressed
bit BIT_START, a
jr z, .startButtonNotPressed
; if START is pressed
xor a ; TEXT_START_MENU
ldh [hTextID], a
jp .displayDialogue
.startButtonNotPressed
bit BIT_A_BUTTON, a
jp z, .checkIfDownButtonIsPressed
; if A is pressed
ld a, [wStatusFlags5]
bit BIT_UNKNOWN_5_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
call IsSpriteOrSignInFrontOfPlayer
ldh a, [hTextID]
and a
jp z, OverworldLoop
.displayDialogue
predef GetTileAndCoordsInFrontOfPlayer
call UpdateSprites
ld a, [wMiscFlags]
bit BIT_TURNING, a
jr nz, .checkForOpponent
bit BIT_SEEN_BY_TRAINER, a
jr nz, .checkForOpponent
lda_coord 8, 9
ld [wTilePlayerStandingOn], a ; checked when using Surf for forbidden tile pairs
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 PrepareForSpecialWarp
ld a, [wCurMap]
call SwitchToMapRomBank ; switch to the ROM bank of the current map
ld hl, wCurMapTileset
set BIT_NO_PREVIOUS_MAP, [hl]
.changeMap
jp EnterMap
.checkForOpponent
ld a, [wCurOpponent]
and a
jp nz, .newBattle
jp OverworldLoop
.noDirectionButtonsPressed
ld hl, wMiscFlags
res BIT_TURNING, [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
ldh a, [hJoyHeld] ; current joypad state
bit BIT_D_DOWN, a
jr z, .checkIfUpButtonIsPressed
ld a, 1
ld [wSpritePlayerStateData1YStepVector], a
ld a, PLAYER_DIR_DOWN
jr .handleDirectionButtonPress
.checkIfUpButtonIsPressed
bit BIT_D_UP, a
jr z, .checkIfLeftButtonIsPressed
ld a, -1
ld [wSpritePlayerStateData1YStepVector], a
ld a, PLAYER_DIR_UP
jr .handleDirectionButtonPress
.checkIfLeftButtonIsPressed
bit BIT_D_LEFT, a
jr z, .checkIfRightButtonIsPressed
ld a, -1
ld [wSpritePlayerStateData1XStepVector], a
ld a, PLAYER_DIR_LEFT
jr .handleDirectionButtonPress
.checkIfRightButtonIsPressed
bit BIT_D_RIGHT, a
jr z, .noDirectionButtonsPressed
ld a, 1
ld [wSpritePlayerStateData1XStepVector], a
.handleDirectionButtonPress
ld [wPlayerDirection], a ; new direction
ld a, [wStatusFlags5]
bit BIT_SCRIPTED_MOVEMENT_STATE, a
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, wMiscFlags
set BIT_TURNING, [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, wMovementFlags
bit BIT_STANDING_ON_WARP, [hl]
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, [wMovementFlags]
bit BIT_SPINNING, a
jr z, .noSpinning
farcall LoadSpinnerArrowTiles
.noSpinning
call UpdateSprites
.moveAhead2
ld hl, wMiscFlags
res BIT_TURNING, [hl]
ld a, [wWalkBikeSurfState]
dec a ; riding a bike?
jr nz, .normalPlayerSpriteAdvancement
ld a, [wMovementFlags]
bit BIT_LEDGE_OR_FISHING, a
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, [wStatusFlags5]
bit BIT_SCRIPTED_MOVEMENT_STATE, a
jr nz, .doneStepCounting ; if button presses are being simulated, don't count steps
; step counting
ld hl, wStepCounter
dec [hl]
ld a, [wStatusFlags2]
bit BIT_WILD_ENCOUNTER_COOLDOWN, a
jr z, .doneStepCounting
ld hl, wNumberOfNoRandomBattleStepsLeft
dec [hl]
jr nz, .doneStepCounting
ld hl, wStatusFlags2
res BIT_WILD_ENCOUNTER_COOLDOWN, [hl]
.doneStepCounting
CheckEvent EVENT_IN_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, wMovementFlags
res BIT_STANDING_ON_WARP, [hl]
jp nc, CheckWarpsNoCollision ; check for warps if there was no battle
.battleOccurred
ld hl, wStatusFlags3
res BIT_TALKED_TO_TRAINER, [hl]
ld hl, wStatusFlags7
res BIT_TRAINER_BATTLE, [hl]
ld hl, wCurrentMapScriptFlags
set BIT_CUR_MAP_LOADED_1, [hl]
set BIT_CUR_MAP_LOADED_2, [hl]
xor a
ldh [hJoyHeld], a
ld a, [wCurMap]
cp CINNABAR_GYM
jr nz, .notCinnabarGym
SetEvent EVENT_2A7
.notCinnabarGym
ld hl, wStatusFlags4
set BIT_BATTLE_OVER_OR_BLACKOUT, [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
.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, [wStatusFlags3]
bit BIT_ON_DUNGEON_WARP, a
jr nz, .noBattle
call IsPlayerCharacterBeingControlledByGame
jr nz, .noBattle ; no battle if the player character is under the game's control
ld a, [wStatusFlags4]
bit BIT_NO_BATTLES, a
jr nz, .noBattle
farjp 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
ldh 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, wMovementFlags
set BIT_STANDING_ON_WARP, [hl]
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, [wStatusFlags7]
bit BIT_FORCED_WARP, 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
; 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
CheckWarpsNoCollisionRetry1::
inc hl
CheckWarpsNoCollisionRetry2::
inc hl
inc hl
jp ContinueCheckWarpsNoCollisionLoop
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 [wUnusedLastMapWidth], a
ldh 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
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
ld hl, wStatusFlags6
set BIT_FLY_WARP, [hl]
call LeaveMapAnim
jr .skipMapChangeSound
.notWarpPad
call PlayMapChangeSound
.skipMapChangeSound
ld hl, wMovementFlags
res BIT_STANDING_ON_DOOR, [hl]
res BIT_EXITING_DOOR, [hl]
jr .done
.goBackOutside
ld a, [wLastMap]
ld [wCurMap], a
call PlayMapChangeSound
xor a
ld [wMapPalOffset], a
.done
ld hl, wMovementFlags
set BIT_STANDING_ON_DOOR, [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, [wWestConnectedMap]
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, [wEastConnectedMap]
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, [wNorthConnectedMap]
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, [wSouthConnectedMap]
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
; x#SPRITESTATEDATA2_IMAGEBASEOFFSET without loading any tile patterns.
farcall InitMapSprites
call LoadTileBlockMap
jp OverworldLoopLessDelay
.didNotEnterConnectedMap
jp OverworldLoop
; function to play a sound when changing maps
PlayMapChangeSound::
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, wStatusFlags4
res BIT_BATTLE_OVER_OR_BLACKOUT, [hl]
ld a, BANK(ResetStatusAndHalveMoneyOnBlackout) ; also BANK(PrepareForSpecialWarp) and BANK(SpecialEnterMap)
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
call ResetStatusAndHalveMoneyOnBlackout
call PrepareForSpecialWarp
call PlayDefaultMusicFadeOutCurrent
jp SpecialEnterMap
StopMusic::
ld [wAudioFadeOutControl], a
ld a, SFX_STOP_ALL_MUSIC
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, wStatusFlags6
set BIT_FLY_OR_DUNGEON_WARP, [hl]
res BIT_ALWAYS_ON_BIKE, [hl]
call LeaveMapAnim
ld a, BANK(PrepareForSpecialWarp)
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
call PrepareForSpecialWarp
jp SpecialEnterMap
LeaveMapAnim::
farjp _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
ldh a, [hTileAnimations]
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/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 FarCopyData2
; this loads the current map's complete tile map (which references blocks, not individual tiles) to wOverworldMap
; it can also load partial tile maps of connected maps into a border of length 3 around the current map
LoadTileBlockMap::
; fill wOverworldMap-wOverworldMapEnd 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]
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, [wCurMapDataPtr] ; tile map pointer
ld e, a
ld a, [wCurMapDataPtr + 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, [wNorthConnectedMap]
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, [wNorthConnectionStripLength]
ldh [hNorthSouthConnectionStripWidth], a
ld a, [wNorthConnectedMapWidth]
ldh [hNorthSouthConnectedMapWidth], a
call LoadNorthSouthConnectionsTileMap
.southConnection
ld a, [wSouthConnectedMap]
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, [wSouthConnectionStripLength]
ldh [hNorthSouthConnectionStripWidth], a
ld a, [wSouthConnectedMapWidth]
ldh [hNorthSouthConnectedMapWidth], a
call LoadNorthSouthConnectionsTileMap
.westConnection
ld a, [wWestConnectedMap]
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, [wWestConnectionStripLength]
ld b, a
ld a, [wWestConnectedMapWidth]
ldh [hEastWestConnectedMapWidth], a
call LoadEastWestConnectionsTileMap
.eastConnection
ld a, [wEastConnectedMap]
cp $ff
jr z, .done
call SwitchToMapRomBank
ld a, [wEastConnectionStripSrc]
ld l, a
ld a, [wEastConnectionStripSrc + 1]
ld h, a