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Restored StandingTile and introduced LastTile
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@@ -378,7 +378,7 @@ CheckTileEvent: ; 96874
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ret
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.warp_tile
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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call CheckPitTile
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jr nz, .not_pit
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ld a, PLAYEREVENT_FALL
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@@ -161,7 +161,7 @@ CanUseSweetScent:: ; 97cfd
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jr nc, .no
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.ice_check
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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call CheckIceTile
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jr z, .no
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scf
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@@ -235,7 +235,7 @@ ChooseWildEncounter_BugContest:: ; 97d31
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; 97d64
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TryWildEncounter_BugContest: ; 97d64
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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call CheckSuperTallGrassTile
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ld b, 40 percent
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jr z, .ok
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@@ -234,14 +234,14 @@ CheckFacingObject:: ; 6fd9
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call CheckCounterTile
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jr nz, .asm_6ff1
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ld a, [PlayerNextMapX]
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ld a, [PlayerStandingMapX]
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sub d
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cpl
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inc a
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add d
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ld d, a
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ld a, [PlayerNextMapY]
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ld a, [PlayerStandingMapY]
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sub e
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cpl
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inc a
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@@ -482,9 +482,9 @@ IsPersonMovingOffEdgeOfScreen: ; 70ed
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; 7113
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Function7113: ; unreferenced
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ld a, [PlayerNextMapX]
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ld a, [PlayerStandingMapX]
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ld d, a
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ld a, [PlayerNextMapY]
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ld a, [PlayerStandingMapY]
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ld e, a
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ld bc, ObjectStructs
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xor a
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@@ -118,7 +118,7 @@ DoPlayerMovement:: ; 80000
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; Tiles such as waterfalls and warps move the player
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; in a given direction, overriding input.
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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ld c, a
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call CheckWhirlpoolTile
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jr c, .asm_800c4
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@@ -277,7 +277,7 @@ DoPlayerMovement:: ; 80000
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cp 2
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jr z, .bump
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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call CheckIceTile
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jr nc, .ice
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@@ -362,7 +362,7 @@ DoPlayerMovement:: ; 80000
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; 801f3
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.TryJump: ; 801f3
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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ld e, a
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and $f0
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cp $a0 ; ledge
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@@ -413,7 +413,7 @@ DoPlayerMovement:: ; 80000
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ld d, 0
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ld hl, .EdgeWarps
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add hl, de
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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cp [hl]
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jr nz, .not_warp
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@@ -615,7 +615,7 @@ DoPlayerMovement:: ; 80000
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; tile collision pointer
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.table1
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db STANDING, FACE_CURRENT, 0, 0
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dw PlayerNextTile
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dw PlayerStandingTile
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.table2
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db RIGHT, FACE_RIGHT, 1, 0
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dw TileRight
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@@ -634,13 +634,13 @@ DoPlayerMovement:: ; 80000
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ld a, 0
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ld [hMapObjectIndexBuffer], a
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; Load the next X coordinate into d
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ld a, [PlayerNextMapX]
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ld a, [PlayerStandingMapX]
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ld d, a
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ld a, [WalkingX]
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add d
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ld d, a
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; Load the next Y coordinate into e
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ld a, [PlayerNextMapY]
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ld a, [PlayerStandingMapY]
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ld e, a
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ld a, [WalkingY]
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add e
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@@ -817,7 +817,7 @@ CheckStandingOnIce:: ; 80404
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jr z, .not_ice
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cp $f0
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jr z, .not_ice
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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call CheckIceTile
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jr nc, .yep
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ld a, [PlayerState]
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@@ -1,6 +1,6 @@
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CheckWarpCollision:: ; 1499a
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; Is this tile a warp?
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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cp $60
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jr z, .warp
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cp $68
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@@ -19,7 +19,7 @@ CheckWarpCollision:: ; 1499a
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CheckDirectionalWarp:: ; 149af
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; If this is a directional warp, clear carry (press the designated button to warp).
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; Else, set carry (immediate warp).
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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cp $70 ; Warp on down
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jr z, .not_warp
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cp $76 ; Warp on left
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@@ -39,7 +39,7 @@ CheckDirectionalWarp:: ; 149af
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CheckWarpFacingDown: ; 149c6
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ld de, 1
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ld hl, .blocks
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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call IsInArray
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ret
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; 149d3
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@@ -58,7 +58,7 @@ CheckWarpFacingDown: ; 149c6
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; 149dd
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CheckGrassCollision:: ; 149dd
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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ld hl, .blocks
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ld de, 1
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call IsInArray
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@@ -98,7 +98,7 @@ CheckCutCollision: ; 149f5
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; 14a07
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Function14a07:: ; 14a07
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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ld de, $1f
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cp $71 ; door
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ret z
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@@ -349,7 +349,7 @@ CheckMovingOffEdgeOfMap:: ; 104820 (41:4820)
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ret
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.down
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ld a, [PlayerNextMapY]
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ld a, [PlayerStandingMapY]
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sub 4
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ld b, a
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ld a, [MapHeight]
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@@ -360,7 +360,7 @@ CheckMovingOffEdgeOfMap:: ; 104820 (41:4820)
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ret
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.up
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ld a, [PlayerNextMapY]
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ld a, [PlayerStandingMapY]
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sub 4
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cp -1
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jr z, .ok
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@@ -368,7 +368,7 @@ CheckMovingOffEdgeOfMap:: ; 104820 (41:4820)
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ret
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.left
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ld a, [PlayerNextMapX]
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ld a, [PlayerStandingMapX]
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sub $4
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cp -1
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jr z, .ok
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@@ -376,7 +376,7 @@ CheckMovingOffEdgeOfMap:: ; 104820 (41:4820)
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ret
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.right
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ld a, [PlayerNextMapX]
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ld a, [PlayerStandingMapX]
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sub 4
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ld b, a
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ld a, [MapWidth]
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