diff --git a/docs/develop/index.md b/docs/develop/index.md
index b7dc33285..0c613680a 100755
--- a/docs/develop/index.md
+++ b/docs/develop/index.md
@@ -72,269 +72,6 @@
- **refreshscreen**: RefreshScreen
- **reloadmappart**: LoadScreenTilemapAndAttrmapPals + GetMovementPermissions + HDMATransferTilemapAndAttrmap_OverworldEffect + UpdateSprites. Similar to refreshscreen, but does not reanchor. On the other hand, it refreshes movement permissions. Often used after a block change or field move, which can affect collisions.
-## Overworld loop (pokecrystal)
-
-```
-Primary functions are denoted in red and using indentation
-*[j]* means jumping ahead
-*r_* means break/return from current function with a return value
-Horizontal line means end of loop
-Bold denotes not documented yet
-This denotes a comment
-```
-
-wMapStatus == MAPSTATUS_START:\
-$~~~~$wScriptRunning <= 0\
-$~~~~$wMapStatus ~ wMapStatusEnd <= 0
-
-wMapStatus == MAPSTATUS_START or wMapStatus == MAPSTATUS_ENTER:\
-$~~~~$**RunMapSetupScript**\
-$~~~~$hMapEntryMethod == MAPSETUP_CONNECTION:\
-$~~~~~~~~$wScriptFlags2 <= \$ff\
-$~~~~$hMapEntryMethod <= 0\
-$~~~~$wMapStatus <= MAPSTATUS_HANDLE
-
----
-
-wMapStatus == MAPSTATUS_DONE:\
-$~~~~$*Exit overworld loop*
-
----
-
-wMapStatus == MAPSTATUS_HANDLE: the remainder of the code goes at this level
-> hOverworldDelay <= 2 2 is *MaxOverworldDelay*\
-> wMapEventStatus == MAPEVENTS_ON:\
->$~~~~$*Get joypad* update hJoyDown, hJoyReleased, hJoyPressed\
->$~~~~$*Refresh pals*
-
-> HandleCmdQueue runs cmds queued by callbacks of type MAPCALLBACK_CMDQUEUE that execute the writecmdqueue script. Used only for stone tables, where any boulder from that table that is on a pit tile is made to disappear.
-
-> MapEvents (wMapEventStatus == MAPEVENTS_ON):
-
->> PlayerEvents (wScriptRunning == FALSE):wScriptRunning check not to interrupt a running script command with wait/delay mode like applymovement and deactivatefacing
-
->>> CheckTrainerBattle:\
->>> *if seen by trainer (if any visible sprite is a trainer not yet beaten facing the player within line of sight)*:\
->>>$~~~~$*update wSeenTrainerDistance, wSeenTrainerDirection, wSeenTrainerBank, hLastTalked*\
->>>$~~~~$*load trainer data to wTempTrainer ~ wTempTrainerEnd*\
->>>$~~~~$[j1(PLAYEREVENT_SEENBYTRAINER)]
-
->>> CheckTileEvent:\
->>> *if warp, coord event, step event, or wild encounter*:\
->>> $~~~~$[j1(PLAYEREVENT_CONNECTION / PLAYEREVENT_FALL / PLAYEREVENT_WARP / PLAYEREVENT_MAPSCRIPT / PLAYEREVENT_HATCH)]step events include: special phone call, repel, poison, happiness, egg, daycare, bike\
->>> $~~~~$*may also* CallScript( / Script_ReceivePhoneCall / RepelWoreOffScript / Script_MonFaintedToPoison / WildBattleScript / BugCatchingContestBattleScript)
-
->>> **RunMemScript**:\
->>> *if any script at wMapReentryScript*: [j1]used for phone scripts
-
->>> **RunSceneScript**:\
->>> *if scene event (wCurMapSceneScriptCount)*: [j1(PLAYEREVENT_MAPSCRIPT)]
-
->>> **CheckTimeEvents**:\
->>> *if any time event*: [j1]used for bug contest, daily events
-
->>> OWPlayerInput:
-
->>>> PlayerMovement:
-
->>>>> DoPlayerMovement:
-
->>>>> wCurInput <= hJoyDown if BIKEFLAGS_DOWNHILL_F and hJoyDown & D_PAD == 0, instead load D_DOWN \
->>>>> wMovementAnimation <= movement_step_sleep\
->>>>> wWalkingIntoEdgeWarp <= FALSE
-
->>>>> Tile collision checks below consist on reading the current tile *wPlayerTile* and comparing it to a *COLL_* constant or a range of *COLL_* constants.\
->>>>> Tile permission checks below consist on reading the permissions of the tile that the player is walking into: *wTilePermissions* (applies only to *COLL_WALL*s) and *wWalkingTile* (*LAND_TILE*, *WATER_TILE*, or *WALL_TILE* for the tile in the walking direction; *WALL_TILE* permission is not the same as a *COLL_WALL* collision).\
->>>>> wPlayerState == PLAYER_NORMAL or wPlayerState = PLAYER_BIKE:\
->>>>> $~~~~$*if on ice tile and wPlayerTurningDirection != 0: wCurInput <= current direction button*\
->>>>> $~~~~$*update wWalkingDirection, wFacingDirection, wWalkingX, wWalkingY, wWalkingTile, based on wCurInput direction*\
->>>>> $~~~~$*if whirlpool tile: r1_player_movement = PLAYERMOVEMENT_FORCE_TURN*\
->>>>> $~~~~$*if waterfall tile: wWalkingDirection <= direction, DoStep(STEP_WALK), r1_player_movement = PLAYERMOVEMENT_CONTINUE*\
->>>>> $~~~~$*if door/staircase/cave warp tile (non ladder/carpet): wWalkingDirection <= DOWN, DoStep(STEP_WALK), r1_player_movement = PLAYERMOVEMENT_CONTINUE*\
->>>>> $~~~~$*if directions at wWalkingDirection and wPlayerDirection are not the same (turning): DoStep(STEP_TURN), r1_player_movement = PLAYERMOVEMENT_TURN*\
->>>>> $~~~~$*if no bump (land tile permissions or NPC): DoStep(STEP_WALK / STEP_BIKE / STEP_ICE)*\
->>>>> $~~~~~~~~$*if not leaving water: r1_player_movement = PLAYERMOVEMENT_FINISH*\
->>>>> $~~~~~~~~$*if leaving water: wPlayerState <= PLAYER_NORMAL, reload music and sprites, and r1_player_movement = PLAYERMOVEMENT_EXIT_WATER*\
->>>>> $~~~~$*if ledge tile: play sfx, DoStep(STEP_LEDGE), and r1_player_movement = PLAYERMOVEMENT_JUMP*\
->>>>> $~~~~$*if carpet warp tile matching wWalkingDirection: wWalkingIntoEdgeWarp <= TRUE*\
->>>>> $~~~~~~~~$*if directions at wWalkingDirection and wPlayerDirection are the same: load warp data, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep, and r1_player_movement = PLAYERMOVEMENT_WARP*\
->>>>> $~~~~$wWalkingDirection == STANDING: wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep\
->>>>> $~~~~$wWalkingDirection != STANDING: if wWalkingIntoEdgeWarp == FALSE, *play bump sound*, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_bump
-
->>>>> wPlayerState == PLAYER_SURF:\
->>>>> $~~~~$*if on ice tile and wPlayerTurningDirection != 0: wCurInput <= current direction button*\
->>>>> $~~~~$*update wWalkingDirection, wFacingDirection: wWalkingX, wWalkingY, wWalkingTile, based on wCurInput direction*\
->>>>> $~~~~$*if whirlpool tile: r1_player_movement = PLAYERMOVEMENT_FORCE_TURN*\
->>>>> $~~~~$*if waterfall tile: wWalkingDirection <= direction, DoStep(STEP_WALK), r1_player_movement = PLAYERMOVEMENT_CONTINUE*\
->>>>> $~~~~$*if door/staircase/cave warp tile (non ladder/carpet): wWalkingDirection <= DOWN, DoStep(STEP_WALK), r1_player_movement = PLAYERMOVEMENT_CONTINUE*\
->>>>> $~~~~$*if directions at wWalkingDirection and wPlayerDirection are not the same (turning): DoStep(STEP_TURN), r1_player_movement = PLAYERMOVEMENT_TURN*\
->>>>> $~~~~$*if no bump (water tile permissions or NPC): DoStep(STEP_WALK / STEP_BIKE / STEP_ICE)*\
->>>>> $~~~~~~~~$*if not leaving water: r1_player_movement = PLAYERMOVEMENT_FINISH*\
->>>>> $~~~~~~~~$*if leaving water: wPlayerState <= PLAYER_NORMAL, reload music and sprites, and r1_player_movement = PLAYERMOVEMENT_EXIT_WATER*\
->>>>> $~~~~$wWalkingDirection == STANDING: wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep\
->>>>> $~~~~$wWalkingDirection != STANDING: if wWalkingIntoEdgeWarp == FALSE, *play bump sound*, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_bump
-
->>>>> wPlayerNextMovement <= wMovementAnimation\
->>>>> r1_player_movement = PLAYERMOVEMENT_NORMAL
-
->>>> r1_player_movement == PLAYERMOVEMENT_NORMAL or r1_player_movement == PLAYERMOVEMENT_JUMP or r1_player_movement == PLAYERMOVEMENT_FINISH: r2_player_event = 0\
->>>> r1_player_movement == PLAYERMOVEMENT_WARP: r2_player_event = PLAYEREVENT_WARP\
->>>> r1_player_movement == PLAYERMOVEMENT_TURN: r2_player_event = PLAYEREVENT_JOYCHANGEFACING\
->>>> r1_player_movement == PLAYERMOVEMENT_FORCE_TURN: CallScript(Script_ForcedMovement), r2_player_event = PLAYEREVENT_MAPSCRIPTCallScript returns PLAYEREVENT_MAPSCRIPT always\
->>>> r1_player_movement == PLAYERMOVEMENT_CONTINUE or r1_player_movement == PLAYERMOVEMENT_EXIT_WATER: r2_player_event = -1
-
->>> r2_player_event == -1: r3_player_event = 0in this case, apart from r2_player_event = -1, PlayerMovement has also returned nc\
->>> r2_player_event == 0: in this case, apart from r2_player_event = 0, PlayerMovement has also returned nc\
->>> $~~~~$*if on ice tile and wPlayerTurningDirection != 0*: [j2]\
->>> $~~~~$if A_BUTTON in hJoyPressed:\
->>> $~~~~~~~~$*if facing to object event*: CallScript(