From c11c53e0d792584a70b2c786df1c2bc9dfd50749 Mon Sep 17 00:00:00 2001 From: xCrystal Date: Fri, 15 Sep 2023 20:04:16 +0200 Subject: [PATCH] Documentation (Overworld loop) --- docs/develop/index.md | 274 ++++++++++++++++++++++++++- engine/events/mom_phone.asm | 2 +- engine/overworld/events.asm | 22 +-- engine/overworld/player_movement.asm | 4 - engine/overworld/scripting.asm | 4 +- 5 files changed, 278 insertions(+), 28 deletions(-) diff --git a/docs/develop/index.md b/docs/develop/index.md index a50fb982a..56f2c4325 100755 --- a/docs/develop/index.md +++ b/docs/develop/index.md @@ -1,4 +1,11 @@ -### Functions + + +## Functions #### Apply VRAM/OAM @@ -60,7 +67,270 @@ - **TransferOverworldHUDToBGMap**: Transfer overworld HUD to vBGMap1/vBGMap3 during v/hblank(s). Tilemap is read from wOverworldHUDTiles, attrmap is all PAL_BG_TEXT | PRIORITY. - **RefreshOverworldHUD**: ConstructOverworldHUDTilemap + TransferOverworldHUDToBGMap -### Scripts +## Scripts - **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 + +``` +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 +> wOverworldDelay <= 2 2 is *MaxOverworldDelay*\ +> MapEventStatus == 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 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_MAPSCRIPT CallScript 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 = 0 in 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() and r3_player_event = PLAYEREVENT_MAPSCRIPT / r3_player_event = PLAYEREVENT_ITEMBALL / *load trainer data* and r3_player_event = PLAYEREVENT_TALKTOTRAINER includes rock and boulder objects (PLAYEREVENT_MAPSCRIPT case)\ +>>> $~~~~~~~~$*if bg event (signpost) in current coords and facing, and event's flag set if any*: CallScript( / HiddenItemScript) and r3_player_event = PLAYEREVENT_MAPSCRIPT\ +>>> $~~~~~~~~$*if facing to collision event (use cut, whirlpool, waterfall, headbutt, surf)*: *call TryXOW, which returns with CallScript(AskXOW / CantXOW) and thus r3_player_event = PLAYEREVENT_MAPSCRIPT*\ +>>> $~~~~$hJoyPressed[SELECT_F] == TRUE:\ +>>> $~~~~~~~~$CallScript(SelectMenuScript) and r3_player_event = PLAYEREVENT_MAPSCRIPT\ +>>> $~~~~$hJoyPressed[START_F] == TRUE:\ +>>> $~~~~~~~~$CallScript(StartMenuScript) and r3_player_event = PLAYEREVENT_MAPSCRIPT\ +>>> r3_player_event = r2_player_event in these instances is where PlayerMovement returned carry, so OWPlayerInput returns early + +>>> r3_player_event == 0: [j2] + +>> **[j1]**\ +>> wScriptMode <= SCRIPT_READ\ +>> wScriptRunning <= *loaded script from whatever jumped straight to [j1] OR r3_player_event* + +>>> DoPlayerEvent (wScriptRunning == TRUE and wScriptRunning != PLAYEREVENT_MAPSCRIPT): if there is a non-PLAYEREVENT_MAPSCRIPT script requested during this loop iteration, DoPlayerEvent pushes it to make it be executed by ScriptEvents. So the code up to [j2] below here **is actually executed by ScriptEvents and *NOT* right now**.\ +>>> All scripts below finish with the *end* script unless otherwise stated (e.g. by the *endall* script) + +>>> wScriptRunning == PLAYEREVENT_SEENBYTRAINER:\ +>>> $~~~~$SeenByTrainerScript + StartBattleWithMapTrainerScript + +>>> wScriptRunning == PLAYEREVENT_TALKTOTRAINER:\ +>>> $~~~~$TalkToTrainerScript + StartBattleWithMapTrainerScript + +>>> wScriptRunning == PLAYEREVENT_ITEMBALL:\ +>>> $~~~~$FindItemInBallScript + +>>> wScriptRunning == PLAYEREVENT_CONNECTION:\ +>>> $~~~~$hMapEntryMethod <= MAPSETUP_CONNECTION\ +>>> $~~~~$wMapStatus <= MAPSTATUS_ENTER\ +>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE + +>>> wScriptRunning == PLAYEREVENT_WARP:\ +>>> $~~~~$*play warp sound*\ +>>> $~~~~$hMapEntryMethod <= MAPSETUP_DOOR\ +>>> $~~~~$wMapStatus <= MAPSTATUS_ENTER\ +>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE this write is exactly what the 'end' script also does + +>>> wScriptRunning == PLAYEREVENT_FALL:\ +>>> $~~~~$hMapEntryMethod <= MAPSETUP_FALL\ +>>> $~~~~$wMapStatus <= MAPSTATUS_ENTER\ +>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE\ +>>> $~~~~$*play fall sound 1*\ +>>> $~~~~$*apply fall movement*\ +>>> $~~~~$*play fall sound 2* + +>>> wScriptRunning == PLAYEREVENT_WHITEOUT:\ +>>> $~~~~$OverworldWhiteoutScript + Script_Whiteout ends with hMapEntryMethod <= MAPSETUP_WARP + wMapStatus <= MAPSTATUS_ENTER + *endall* + +>>> wScriptRunning == PLAYEREVENT_HATCH:\ +>>> $~~~~$OverworldHatchEgg + +>>> wScriptRunning == PLAYEREVENT_JOYCHANGEFACING:\ +>>> $~~~~$wScriptDelay <= 3\ +>>> $~~~~$wScriptMode <= SCRIPT_WAIT\ +>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE\ +>>> $~~~~$wScriptFlags2[4] == TRUE enable wild encounters + +>> **[j2]**\ +>> wScriptFlags2 <= 0 + +>> ScriptEvents: executes scripts requested this loop by CallScript (PLAYEREVENT_MAPSCRIPT) + +>> wScriptFlags[SCRIPT_RUNNING] = TRUE\ +>> while wScriptFlags[SCRIPT_RUNNING] == TRUE: breaks after *end* or similar script command + +>> $~~~~$wScriptMode == SCRIPT_OFF:\ +>> $~~~~~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE + +>> $~~~~$wScriptMode == SCRIPT_READ:\ +>> $~~~~~~~~$**(...)** + +>> $~~~~$wScriptMode == SCRIPT_WAIT_MOVEMENT:\ +>> $~~~~~~~~$**(...)** + +>> $~~~~$wScriptMode == SCRIPT_WAIT:\ +>> $~~~~~~~~$**(...)** + +> wMapStatus != MAPSTATUS_HANDLE: [j3] jump if any script during this iteration changed wMapStatus (some warp ocurred) + +> **HandleMapObjects**: + +>> **HandleNPCStep** **Includes player object!** At the beginning of each object, clears wPlayerStepVectorX, wPlayerStepVectorY, and wPlayerStepFlags, and sets wPlayerStepDirection to STANDING. HandleObjectStep is called for each visible object. This calls HandleStepType, which processes StepTypesJumptable by STEP_TYPE_. These functions manipulate wPlayerStepFlags among other things. + +>> _HandlePlayerStep (wPlayerStepFlags != 0): + +>>> wPlayerStepFlags(PLAYERSTEP_START_F) == TRUE:\ +>>> $~~~~$wHandlePlayerStep <= 4\ +>>> $~~~~$*Scroll map in the direction at wPlayerStepDirection*\ +>>> $~~~~$wHandlePlayerStep <= wHandlePlayerStep - 1 +>>> $~~~~$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX\ +>>> $~~~~$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY\ +>>> else wPlayerStepFlags(PLAYERSTEP_STOP_F) == TRUE:\ +>>> $~~~~$*Increase or decrease wYCoord or wXCoord according to wPlayerStepDirection*\ +>>> $~~~~$wHandlePlayerStep <= wHandlePlayerStep - 1\ +>>> $~~~~$wHandlePlayerStep == 1: BufferScreen\ +>>> $~~~~$wHandlePlayerStep == 0: GetMovementPermissions Update *wPlayerTile*, *wTilePermissions*, *wTileDown*, *wTileUp*, *wTileLeft*, and/or *wTileRight*\ +>>> $~~~~$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX\ +>>> $~~~~$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY\ +>>> else wPlayerStepFlags(PLAYERSTEP_CONTINUE_F) == TRUE: same as PLAYERSTEP_STOP_F case except don't update *wYCoord* or *wXCoord*\ +>>> $~~~~$wHandlePlayerStep <= wHandlePlayerStep - 1\ +>>> $~~~~$wHandlePlayerStep == 1: BufferScreen\ +>>> $~~~~$wHandlePlayerStep == 0: GetMovementPermissions Update wPlayerTile, wTilePermissions, wTileDown, wTileUp, wTileLeft, and/or wTileRight\ +>>> $~~~~$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX\ +>>> $~~~~$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY + +>> **CheckObjectEnteringVisibleRange** (wPlayerStepFlags[PLAYERSTEP_STOP_F] == TRUE) + +> DelayFrames(wOverworldDelay) + +> **HandleMapBackground** _UpdateSprites + ScrollScreen + +> CheckPlayerState:\ +> wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == TRUE:\ +> $~~~~$wMapEventStatus <= MAPEVENTS_ON\ +> wPlayerStepFlags[PLAYERSTEP_STOP_F] == TRUE or wPlayerStepFlags[PLAYERSTEP_MIDAIR_F] == TRUE:\ +> $~~~~$wMapEventStatus <= MAPEVENTS_OFF\ +> else:\ +> $~~~~$wScriptFlags2 <= \$ff\ +> $~~~~$wMapEventStatus <= MAPEVENTS_ON + +> **[j3]** + +--- +***End of overworld loop. The remainder are intermediate functions*** + +--- + +Every script executed by ScriptEvents finishes with the some form of the **end** command. It returns (by updating wScriptPos and wScriptBank) to a parent script if any, and otherwise:\ +wScriptRunning <= FALSE\ +wScriptMode <= SCRIPT_OFF\ +wScriptFlags[SCRIPT_RUNNING] = FALSE\ +The **endall** command is like *end*, but also finishes parent scripts regardless. + +--- + +DoStep: + +wWalkingDirection == STANDING:\ +$~~~~$wPlayerTurningDirection <= 0\ +$~~~~$wMovementAnimation <= movement_step_sleep\ +else:\ +$~~~~$wMovementAnimation <= \ +$~~~~$wPlayerTurningDirection <= \ | 1 << 7\ +$~~~~$then always returns PLAYERMOVEMENT_FINISH but often is overwritten by caller + +--- diff --git a/engine/events/mom_phone.asm b/engine/events/mom_phone.asm index 7fb1add57..ee1a9a7e0 100644 --- a/engine/events/mom_phone.asm +++ b/engine/events/mom_phone.asm @@ -20,7 +20,7 @@ MomTriesToBuySomething:: ret nc ld b, BANK(.Script) ld de, .Script - farcall LoadScriptBDE + farcall LoadMemScript scf ret diff --git a/engine/overworld/events.asm b/engine/overworld/events.asm index 9fa83ff66..c3ed8ca50 100644 --- a/engine/overworld/events.asm +++ b/engine/overworld/events.asm @@ -30,7 +30,7 @@ EnableEvents:: ld [wScriptFlags2], a ret -CheckBit5_ScriptFlags2: +CheckBit5_ScriptFlags2: ; unreferenced ld hl, wScriptFlags2 bit 5, [hl] ret @@ -132,15 +132,10 @@ EnterMap: ld [wMapStatus], a ret -UnusedWait30Frames: ; unreferenced - ld c, 30 - call DelayFrames - ret - HandleMap: call ResetOverworldDelay call HandleMapTimeAndJoypad - farcall HandleCmdQueue ; no need to farcall + call HandleCmdQueue call MapEvents ; Not immediately entering a connected map will cause problems. @@ -275,8 +270,6 @@ PlayerEvents: ret CheckTrainerBattle_GetPlayerEvent: - nop - nop call CheckTrainerBattle jr nc, .nope @@ -320,7 +313,6 @@ CheckTileEvent: call RandomEncounter ret c - jr .ok ; pointless .ok xor a @@ -368,9 +360,7 @@ SetUpFiveStepWildEncounterCooldown: ld [wWildEncounterCooldown], a ret -SetMinTwoStepWildEncounterCooldown: -; dummied out - ret +SetMinTwoStepWildEncounterCooldown: ; unreferenced ld a, [wWildEncounterCooldown] cp 2 ret nc @@ -752,7 +742,6 @@ PlayerMovementPointers: ret .jump: - call SetMinTwoStepWildEncounterCooldown xor a ld c, a ret @@ -967,9 +956,6 @@ PlayerEventScriptPointers: InvalidEventScript: end -UnusedPlayerEventScript: ; unreferenced - end - HatchEggScript: callasm OverworldHatchEgg end @@ -1033,7 +1019,7 @@ RunMemScript:: pop af ret -LoadScriptBDE:: +LoadMemScript:: ; If there's already a script here, don't overwrite. ld hl, wMapReentryScriptQueueFlag ld a, [hl] diff --git a/engine/overworld/player_movement.asm b/engine/overworld/player_movement.asm index 3fe9204dd..b5b4a3a53 100644 --- a/engine/overworld/player_movement.asm +++ b/engine/overworld/player_movement.asm @@ -309,10 +309,6 @@ DoPlayerMovement:: scf ret -.unused ; unreferenced - xor a - ret - .bump xor a ret diff --git a/engine/overworld/scripting.asm b/engine/overworld/scripting.asm index 386b5dc16..12ab4ee84 100644 --- a/engine/overworld/scripting.asm +++ b/engine/overworld/scripting.asm @@ -1198,7 +1198,7 @@ Script_reloadmapafterbattle: jr z, .done ld b, BANK(Script_SpecialBillCall) ld de, Script_SpecialBillCall - farcall LoadScriptBDE + farcall LoadMemScript .done jp Script_reloadmap @@ -2266,8 +2266,6 @@ Script_end: Script_endcallback: call ExitScriptSubroutine - jr c, .dummy -.dummy ld hl, wScriptFlags res 0, [hl] call StopScript