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https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
Implement View Map mode [commit 5]: make View Map mode work from branch space (#29)
This commit is contained in:
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8f3e9b04e2
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2df937cbee
@ -194,4 +194,4 @@ DEF DIE_NUMBERS_OAM_FIRST_TILE EQU BOARD_MENU_OAM_FIRST_TILE
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DEF BRANCH_ARROWS_OAM_FIRST_TILE EQU DIE_NUMBERS_OAM_FIRST_TILE + 40 ; DIE_NUMBER_SIZE * 10
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DEF VIEW_MAP_MODE_OAM_FIRST_TILE EQU SECONDARY_SPRITES_FIRST_TILE
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DEF VIEW_MAP_MODE_OAM_FIRST_TILE EQU BOARD_MENU_OAM_FIRST_TILE + 45 ; max(BRANCH_ARROWS_OAM_FIRST_TILE + NUM_DIRECTIONS, BOARD_MENU_ITEM_SIZE * NUM_BOARD_MENU_ITEMS)
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@ -331,6 +331,7 @@ DEF NUM_UNOWN_PUZZLES EQU const_value
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const BOARDEVENT_END_TURN ; 3
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const BOARDEVENT_VIEW_MAP_MODE ; 4
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const BOARDEVENT_REDISPLAY_MENU ; 5
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const BOARDEVENT_RESUME_BRANCH ; 6
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DEF NUM_BOARD_EVENTS EQU const_value - 1
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; exitoverworld arguments
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@ -51,3 +51,4 @@ MapSetupCommands:
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add_mapsetup EnableTextAcceleration ; 2c
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add_mapsetup ConstructAndEnableOverworldHUD ; 2d
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add_mapsetup EnableOverworldHUD ; 2e
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add_mapsetup SpawnInCustomFacing ; 2f
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@ -183,6 +183,7 @@ MapSetupScript_ExitViewMap:
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mapsetup LoadMapObjects
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mapsetup EnableLCD
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mapsetup LoadMapPalettes
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mapsetup SpawnInCustomFacing ; restore player's facing if in branch space
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mapsetup RefreshMapSprites
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mapsetup FadeInPalettesFromWhite
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mapsetup ActivateMapAnims
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@ -75,9 +75,7 @@ BoardMenuScript::
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.ViewMap:
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callasm .EnterViewMapMode
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appearplayermock
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closetext
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callasm .ViewMapModeOAM
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end
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.EnterViewMapMode:
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@ -99,15 +97,12 @@ BoardMenuScript::
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ld [wViewMapModeDisplacementY], a
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ld [wViewMapModeDisplacementX], a
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call DisableOverworldHUD
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ld hl, wPlayerFlags
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set INVISIBLE_F, [hl]
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ret
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.ViewMapModeOAM:
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; this runs after closetext to prevent graphical glitches with the board menu OAM
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farcall LoadViewMapModeGFX
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ld hl, wDisplaySecondarySprites
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set SECONDARYSPRITES_VIEW_MAP_MODE_F, [hl]
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ld hl, wPlayerFlags
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set INVISIBLE_F, [hl]
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farcall MockPlayerObject
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ret
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.SubmenuCallback:
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@ -137,9 +137,9 @@ LandedInRegularSpaceScript_AfterSpaceEffect:
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ret
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BranchSpaceScript::
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scall .ArriveToBranchSpaceScript
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.prompt_player
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callasm .PromptPlayerToChooseDirection
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scall ArriveToBranchSpaceScript
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BranchSpaceScript_PromptPlayer::
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callasm PromptPlayerToChooseBranchDirection
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iffalse .print_technique_required
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wait 200
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end
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@ -149,14 +149,14 @@ BranchSpaceScript::
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writetext .TechniqueRequiredText
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waitbutton
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closetext
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sjump .prompt_player
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sjump BranchSpaceScript_PromptPlayer
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.TechniqueRequiredText:
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text "A new TECHNIQUE is"
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line "required!"
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done
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.ArriveToBranchSpaceScript:
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ArriveToBranchSpaceScript:
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playsound SFX_TWINKLE
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wait 400
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callasm .ArriveToBranchSpace
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@ -199,20 +199,25 @@ rept NUM_DIRECTIONS
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endr
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ret
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.PromptPlayerToChooseDirection:
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; sample a dpad press
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PromptPlayerToChooseBranchDirection:
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; sample a dpad press or SELECT button
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ld hl, wTempSpaceBranchStruct
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call GetJoypad
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ldh a, [hJoyPressed]
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and D_PAD
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jr z, .PromptPlayerToChooseDirection
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and D_PAD | SELECT
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jr z, PromptPlayerToChooseBranchDirection
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cp SELECT ; check if SELECT pressed along with no dpad key
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jr nz, .not_select
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jp .EnterViewMapMode
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.not_select
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; determine the status (ok/invalid/unavailable) of the chosen direction
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bit D_RIGHT_F, a
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jr z, .not_right
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, .PromptPlayerToChooseDirection
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jr z, PromptPlayerToChooseBranchDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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jr .direction_chosen
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@ -223,7 +228,7 @@ endr
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jr z, .not_left
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, .PromptPlayerToChooseDirection
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jr z, PromptPlayerToChooseBranchDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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jr .direction_chosen
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@ -234,7 +239,7 @@ endr
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jr z, .not_up
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, .PromptPlayerToChooseDirection
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jr z, PromptPlayerToChooseBranchDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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jr .direction_chosen
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@ -243,7 +248,7 @@ endr
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inc hl
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, .PromptPlayerToChooseDirection
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jr z, PromptPlayerToChooseBranchDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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; fallthrough
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@ -263,6 +268,37 @@ endr
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ldh [hScriptVar], a
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jp PlayClickSFX
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.EnterViewMapMode:
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ld a, BOARDEVENT_VIEW_MAP_MODE
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ldh [hCurBoardEvent], a
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ld a, TRUE
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ld [wViewMapModeRange], a
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ld a, [wMapGroup]
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ld [wBeforeViewMapMapGroup], a
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ld a, [wMapNumber]
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ld [wBeforeViewMapMapNumber], a
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ld a, [wXCoord]
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ld [wBeforeViewMapXCoord], a
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ld a, [wYCoord]
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ld [wBeforeViewMapYCoord], a
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xor a
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ld [wViewMapModeDisplacementY], a
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ld [wViewMapModeDisplacementX], a
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call DisableOverworldHUD
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ld hl, wPlayerFlags
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set INVISIBLE_F, [hl]
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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res SECONDARYSPRITES_BRANCH_ARROWS_F, [hl]
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farcall MockPlayerObject
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call UpdateSprites
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farcall LoadViewMapModeGFX
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ld hl, wDisplaySecondarySprites
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set SECONDARYSPRITES_VIEW_MAP_MODE_F, [hl]
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ld a, TRUE
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ldh [hScriptVar], a
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jp PlayClickSFX
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UnionSpaceScript::
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callasm .ArriveToUnionSpace
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end
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@ -338,8 +338,9 @@ CheckBoardEvent:
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dw .menu ; BOARDEVENT_DISPLAY_MENU
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dw .board ; BOARDEVENT_HANDLE_BOARD
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dw .none ; BOARDEVENT_END_TURN
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dw .mapview ; BOARDEVENT_VIEW_MAP_MODE
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dw .viewmap ; BOARDEVENT_VIEW_MAP_MODE
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dw .menu ; BOARDEVENT_REDISPLAY_MENU
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dw .branch ; BOARDEVENT_RESUME_BRANCH
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assert_table_length NUM_BOARD_EVENTS + 1
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.none
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@ -375,7 +376,7 @@ CheckBoardEvent:
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scf
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ret
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.mapview
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.viewmap
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; check if player pressed B and if so queue the script to exit View Map mode
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ldh a, [hJoyDown]
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and D_PAD
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@ -384,16 +385,27 @@ CheckBoardEvent:
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bit B_BUTTON_F, a
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ret z ; nc
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; B was pressed
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ld a, BANK(.ExitMapViewModeScript)
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ld hl, .ExitMapViewModeScript
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ld a, BANK(.ExitViewMapModeScript)
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ld hl, .ExitViewMapModeScript
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call CallScript
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scf
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ret
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.ExitMapViewModeScript:
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.ExitViewMapModeScript:
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reloadmapafterviewmapmode
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end
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.branch
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; special handler to resume branch space after returning from View Map mode.
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; skip scall to .ArriveToBranchSpaceScript not to recompute branch struct.
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ld a, BOARDEVENT_HANDLE_BOARD
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ldh [hCurBoardEvent], a
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ld a, BANK(BranchSpaceScript)
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ld hl, BranchSpaceScript_PromptPlayer
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call CallScript
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scf
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ret
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.no_space_effect
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; continue moving in board
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xor a
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@ -99,7 +99,7 @@ WriteObjectXY::
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and a
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ret
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RefreshPlayerCoords:
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RefreshPlayerCoords::
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ld a, [wXCoord]
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add 4
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ld d, a
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@ -855,3 +855,77 @@ QueueFollowerFirstStep:
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.same_xy
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scf
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ret
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MockPlayerObject::
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; refresh wPlayerObjectYCoord and wPlayerObjectXCoord
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farcall RefreshPlayerCoords
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; copy default sprite object to the last object struct
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ld hl, .DefaultPlayerObject
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ld de, wMap{d:LAST_OBJECT}Object
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ld bc, OBJECT_EVENT_SIZE + 1
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call CopyBytes
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; adjust sprite id and palette number
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ld hl, .PlayerObjectFields
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.loop
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ld a, [wPlayerGender]
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cp [hl]
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inc hl
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jr nz, .next1
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ld a, [wPlayerState]
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cp [hl]
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inc hl
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jr nz, .next2
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; found a match
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ld a, [hli] ; sprite
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ld [wMap{d:LAST_OBJECT}ObjectSprite], a
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ld a, [hl] ; palette | objecttype
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ld [wMap{d:LAST_OBJECT}ObjectPalette], a ; also wMap{d:LAST_OBJECT}ObjectType
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jr .copy_player_coords
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.next1
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inc hl
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.next2
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inc hl
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inc hl
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ld a, [hl]
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cp -1
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jr nz, .loop
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.copy_player_coords
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; copy player's coordinates
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ld hl, wPlayerObjectYCoord
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ld de, wMap{d:LAST_OBJECT}ObjectYCoord
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ld a, [hli]
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ld [de], a
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inc de
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ld a, [hl] ; wPlayerObjectXCoord
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ld [de], a ; wMap{d:LAST_OBJECT}ObjectXCoord
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; set facing direction
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ld a, [wPlayerDirection]
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srl a
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srl a
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maskbits NUM_DIRECTIONS
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ld b, SPRITEMOVEDATA_STANDING_DOWN
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add b
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ld [wMap{d:LAST_OBJECT}ObjectMovement], a
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; display mocked player object
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; it will go to the last wMapObjects slot and to whichever wObjectStructs slot
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; wObjectStructs[n][MAPOBJECT_OBJECT_STRUCT_ID] links both structs
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ld a, NUM_OBJECTS - 1
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call UnmaskCopyMapObjectStruct
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ret
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.DefaultPlayerObject:
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db -1 ; MAPOBJECT_OBJECT_STRUCT_ID
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object_event 0, 0, SPRITE_CHRIS, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1
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.PlayerObjectFields:
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; [wPlayerGender], [wPlayerState], sprite id, palette
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db 0, PLAYER_NORMAL, SPRITE_CHRIS, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
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db 1 << PLAYERGENDER_FEMALE_F, PLAYER_NORMAL, SPRITE_KRIS, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
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db 0, PLAYER_SURF, SPRITE_SURF, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
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db 1 << PLAYERGENDER_FEMALE_F, PLAYER_SURF, SPRITE_SURF, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
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db 0, PLAYER_BIKE, SPRITE_CHRIS_BIKE, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
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db 1 << PLAYERGENDER_FEMALE_F, PLAYER_BIKE, SPRITE_KRIS_BIKE, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
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db -1
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@ -236,7 +236,6 @@ ScriptCommandTable:
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dw Script_checksave ; a9
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dw Script_exitoverworld ; aa
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dw Script_reloadmapafterviewmapmode ; ab
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dw Script_appearplayermock ; ac
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assert_table_length NUM_EVENT_COMMANDS
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StartScript:
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@ -962,69 +961,6 @@ Script_variablesprite:
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ld [hl], a
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ret
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Script_appearplayermock:
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ld hl, .DefaultPlayerObject
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ld de, wMap{d:LAST_OBJECT}Object
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ld bc, OBJECT_EVENT_SIZE + 1
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call CopyBytes
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; adjust sprite id and palette number
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ld hl, .PlayerObjectFields
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.loop
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ld a, [wPlayerGender]
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cp [hl]
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inc hl
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jr nz, .next1
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ld a, [wPlayerState]
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cp [hl]
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inc hl
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jr nz, .next2
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; found a match
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ld a, [hli] ; sprite
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ld [wMap{d:LAST_OBJECT}ObjectSprite], a
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ld a, [hl] ; palette | objecttype
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ld [wMap{d:LAST_OBJECT}ObjectPalette], a ; also wMap{d:LAST_OBJECT}ObjectType
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jr .copy_player_coords
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.next1
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inc hl
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.next2
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inc hl
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inc hl
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ld a, [hl]
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cp -1
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jr nz, .loop
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.copy_player_coords
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; copy player's coordinates
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ld hl, wPlayerObjectYCoord
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ld de, wMap{d:LAST_OBJECT}ObjectYCoord
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ld a, [hli]
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ld [de], a
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inc de
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ld a, [hl] ; wPlayerObjectXCoord
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ld [de], a ; wMap{d:LAST_OBJECT}ObjectXCoord
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; display mocked player object
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; it will go to the last wMapObjects slot and to whichever wObjectStructs slot
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; wObjectStructs[n][MAPOBJECT_OBJECT_STRUCT_ID] links both structs
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ld a, NUM_OBJECTS - 1
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call UnmaskCopyMapObjectStruct
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ret
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.DefaultPlayerObject:
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db -1 ; MAPOBJECT_OBJECT_STRUCT_ID
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object_event 0, 0, SPRITE_CHRIS, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1
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.PlayerObjectFields:
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; [wPlayerGender], [wPlayerState], sprite id, palette
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db 0, PLAYER_NORMAL, SPRITE_CHRIS, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
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db 1 << PLAYERGENDER_FEMALE_F, PLAYER_NORMAL, SPRITE_KRIS, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
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db 0, PLAYER_SURF, SPRITE_SURF, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
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db 1 << PLAYERGENDER_FEMALE_F, PLAYER_SURF, SPRITE_SURF, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
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db 0, PLAYER_BIKE, SPRITE_CHRIS_BIKE, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
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db 1 << PLAYERGENDER_FEMALE_F, PLAYER_BIKE, SPRITE_KRIS_BIKE, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
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db -1
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Script_appear:
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call GetScriptByte
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call GetScriptObject
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@ -1275,7 +1211,24 @@ Script_reloadmapafterviewmapmode:
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ldh [hMapEntryMethod], a
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ld a, SPAWN_FROM_RAM
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ld [wDefaultSpawnpoint], a
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ld a, [wSpacesLeft]
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and a
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ld a, BOARDEVENT_REDISPLAY_MENU
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jr z, .in_board_menu
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; .in_branch_space
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ld hl, wDisplaySecondarySprites
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set SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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set SECONDARYSPRITES_BRANCH_ARROWS_F, [hl]
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ld hl, wPlayerSpriteSetupFlags
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; get the facing direction from the mocked object's facing direction
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ld a, [wMap{d:LAST_OBJECT}ObjectMovement]
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sub SPRITEMOVEDATA_STANDING_DOWN
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ld [hl], a
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set PLAYERSPRITESETUP_CUSTOM_FACING_F, [hl]
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ld a, BOARDEVENT_RESUME_BRANCH
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.in_board_menu
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ldh [hCurBoardEvent], a
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_VIEW_MAP_MODE_F, [hl]
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@ -1076,9 +1076,4 @@ MACRO reloadmapafterviewmapmode
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db reloadmapafterviewmapmode_command
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ENDM
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const appearplayermock_command ; $ac
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MACRO appearplayermock
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db appearplayermock_command
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ENDM
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DEF NUM_EVENT_COMMANDS EQU const_value
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