ref: b44a10a43a1fa4a558b4c593d0a610571ecb3a50
dir: /home/map_objects.asm/
; checks if the player's coordinates match an arrow movement tile's coordinates ; and if so, decodes the RLE movement data ; b = player Y ; c = player X DecodeArrowMovementRLE:: ld a, [hli] cp $ff ret z ; no match in the list cp b jr nz, .nextArrowMovementTileEntry1 ld a, [hli] cp c jr nz, .nextArrowMovementTileEntry2 ld a, [hli] ld d, [hl] ld e, a ld hl, wSimulatedJoypadStatesEnd call DecodeRLEList dec a ld [wSimulatedJoypadStatesIndex], a ret .nextArrowMovementTileEntry1 inc hl .nextArrowMovementTileEntry2 inc hl inc hl jr DecodeArrowMovementRLE TextScript_ItemStoragePC:: call SaveScreenTilesToBuffer2 ld b, BANK(PlayerPC) ld hl, PlayerPC jr bankswitchAndContinue TextScript_BillsPC:: call SaveScreenTilesToBuffer2 ld b, BANK(BillsPC_) ld hl, BillsPC_ jr bankswitchAndContinue TextScript_GameCornerPrizeMenu:: ; XXX find a better name for this function ; special_F7 ld b, BANK(CeladonPrizeMenu) ld hl, CeladonPrizeMenu bankswitchAndContinue:: call Bankswitch jp HoldTextDisplayOpen ; continue to main text-engine function TextScript_PokemonCenterPC:: ld b, BANK(ActivatePC) ld hl, ActivatePC jr bankswitchAndContinue StartSimulatingJoypadStates:: xor a ld [wOverrideSimulatedJoypadStatesMask], a ld [wSpritePlayerStateData2MovementByte1], a ld hl, wd730 set 7, [hl] ret IsItemInBag:: ; given an item_id in b ; set zero flag if item isn't in player's bag ; else reset zero flag ; related to Pokémon Tower and ghosts predef GetQuantityOfItemInBag ld a, b and a ret DisplayPokedex:: ld [wd11e], a farjp _DisplayPokedex SetSpriteFacingDirectionAndDelay:: call SetSpriteFacingDirection ld c, 6 jp DelayFrames SetSpriteFacingDirection:: ld a, SPRITESTATEDATA1_FACINGDIRECTION ldh [hSpriteDataOffset], a call GetPointerWithinSpriteStateData1 ldh a, [hSpriteFacingDirection] ld [hl], a ret SetSpriteImageIndexAfterSettingFacingDirection:: ld de, SPRITESTATEDATA1_IMAGEINDEX - SPRITESTATEDATA1_FACINGDIRECTION add hl, de ld [hl], a ret ; tests if the player's coordinates are in a specified array ; INPUT: ; hl = address of array ; OUTPUT: ; [wCoordIndex] = if there is match, the matching array index ; sets carry if the coordinates are in the array, clears carry if not ArePlayerCoordsInArray:: ld a, [wYCoord] ld b, a ld a, [wXCoord] ld c, a ; fallthrough CheckCoords:: xor a ld [wCoordIndex], a .loop ld a, [hli] cp $ff ; reached terminator? jr z, .notInArray push hl ld hl, wCoordIndex inc [hl] pop hl .compareYCoord cp b jr z, .compareXCoord inc hl jr .loop .compareXCoord ld a, [hli] cp c jr nz, .loop .inArray scf ret .notInArray and a ret ; tests if a boulder's coordinates are in a specified array ; INPUT: ; hl = address of array ; [hSpriteIndex] = index of boulder sprite ; OUTPUT: ; [wCoordIndex] = if there is match, the matching array index ; sets carry if the coordinates are in the array, clears carry if not CheckBoulderCoords:: push hl ld hl, wSpritePlayerStateData2MapY ldh a, [hSpriteIndex] swap a ld d, $0 ld e, a add hl, de ld a, [hli] sub $4 ; because sprite coordinates are offset by 4 ld b, a ld a, [hl] sub $4 ; because sprite coordinates are offset by 4 ld c, a pop hl jp CheckCoords GetPointerWithinSpriteStateData1:: ld h, HIGH(wSpriteStateData1) jr _GetPointerWithinSpriteStateData GetPointerWithinSpriteStateData2:: ld h, HIGH(wSpriteStateData2) _GetPointerWithinSpriteStateData: ldh a, [hSpriteDataOffset] ld b, a ldh a, [hSpriteIndex] swap a add b ld l, a ret ; decodes a $ff-terminated RLEncoded list ; each entry is a pair of bytes <byte value> <repetitions> ; the final $ff will be replicated in the output list and a contains the number of bytes written ; de: input list ; hl: output list DecodeRLEList:: xor a ld [wRLEByteCount], a ; count written bytes here .listLoop ld a, [de] cp $ff jr z, .endOfList ldh [hRLEByteValue], a ; store byte value to be written inc de ld a, [de] ld b, $0 ld c, a ; number of bytes to be written ld a, [wRLEByteCount] add c ld [wRLEByteCount], a ; update total number of written bytes ldh a, [hRLEByteValue] call FillMemory ; write a c-times to output inc de jr .listLoop .endOfList ld a, $ff ld [hl], a ; write final $ff ld a, [wRLEByteCount] inc a ; include sentinel in counting ret ; sets movement byte 1 for sprite [hSpriteIndex] to $FE and byte 2 to [hSpriteMovementByte2] SetSpriteMovementBytesToFE:: push hl call GetSpriteMovementByte1Pointer ld [hl], $fe call GetSpriteMovementByte2Pointer ldh a, [hSpriteMovementByte2] ld [hl], a pop hl ret ; sets both movement bytes for sprite [hSpriteIndex] to $FF SetSpriteMovementBytesToFF:: push hl call GetSpriteMovementByte1Pointer ld [hl], $FF call GetSpriteMovementByte2Pointer ld [hl], $FF ; prevent person from walking? pop hl ret ; returns the sprite movement byte 1 pointer for sprite [hSpriteIndex] in hl GetSpriteMovementByte1Pointer:: ld h, $C2 ldh a, [hSpriteIndex] swap a add 6 ld l, a ret ; returns the sprite movement byte 2 pointer for sprite [hSpriteIndex] in hl GetSpriteMovementByte2Pointer:: push de ld hl, wMapSpriteData ldh a, [hSpriteIndex] dec a add a ld d, 0 ld e, a add hl, de pop de ret