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Documentation
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@ -72,7 +72,7 @@
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- **refreshscreen**: RefreshScreen
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- **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.
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## Overworld loop
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## Overworld loop (pokecrystal)
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```
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<f>Primary functions</f> are denoted in red and using indentation
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@ -300,9 +300,9 @@ wMapStatus == MAPSTATUS_HANDLE: <c>the remainder of the code goes at this level<
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> <f>**HandleMapBackground**</f> <c>_UpdateSprites + ScrollScreen</c>
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> <f>CheckPlayerState:</f>\
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> wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == TRUE:\
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> wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == FALSE:\
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> $~~~~$wMapEventStatus <= MAPEVENTS_ON\
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> wPlayerStepFlags[PLAYERSTEP_STOP_F] == TRUE or wPlayerStepFlags[PLAYERSTEP_MIDAIR_F] == TRUE:\
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> wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == TRUE and (wPlayerStepFlags[PLAYERSTEP_STOP_F] == FALSE or wPlayerStepFlags[PLAYERSTEP_MIDAIR_F] == TRUE):\
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> $~~~~$wMapEventStatus <= MAPEVENTS_OFF\
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> else:\
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> $~~~~$wScriptFlags2 <= \$ff\
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@ -334,3 +334,44 @@ $~~~~$wPlayerTurningDirection <= \<direction> | 1 << 7\
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$~~~~$<c>then always returns PLAYERMOVEMENT_FINISH but often is overwritten by caller</c>
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---
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## Board behavior
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### RAM addresses
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- **hCurBoardEvent**: holds a *BOARDEVENT_* value.
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- **wTurnData** ~ **wTurnDataEnd**: not preserved on save, and cleared at the beginning of BoardMenuScript (i.e. on turn begin). It's part of *wMapStatus* ~ *wMapStatusEnd*, so it's also cleared by *StartMap*.
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- **wDieRoll**
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- **wSpacesLeft**
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- Addresses within *wCurMapData* ~ *wCurMapDataEnd*: preserved on save.
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- **wCurTurn**
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- **wCurSpace**
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- **wCurSpaceData**:
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- **wCurSpaceXCoord**
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- **wCurSpaceYCoord**
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- **wCurSpaceEffect**
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- **wCurSpaceNextSpace**.
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- **wTempSpaceData**: shares memory region with string buffers from *wStringBuffer3* onwards. Temporary scope. Same structure as *wCurSpaceData*
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### Workflow
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1) ``OverworldLoop`` is called from ``GameMenu_WorldMap`` with either ``hMapEntryMethod`` = ``MAPSETUP_ENTERLEVEL`` or ``hMapEntryMethod`` = ``MAPSETUP_CONTINUE``.
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2) ``StartMap`` resets ``wCurTurn`` and ``wCurSpace`` if ``MAPSETUP_ENTERLEVEL``. ``StartMap`` sets ``hCurBoardEvent`` to ``BOARDEVENT_DISPLAY_MENU``. ``wScriptFlags2`` is cleared. ``wMapStatus`` is set to ``MAPSTATUS_HANDLE`` causing ``HandleMap`` to be called.
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3) ``MapEvents`` (from ``HandleMap``) calls ``PlayerEvents``. ``CheckBoardEvent`` queues ``BoardMenuScript`` which is executed by ``ScriptEvents``.
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4) ``BoardMenuScript``.``Upkeep`` saves the game, clears ``wTurnData[]``, increases ``wCurTurn``, and loads current space to ``wCurSpaceData[]``.
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- If player exits, the ``exitoverworld`` script sets ``wMapStatus`` to ``MAPSTATUS_DONE``. This causes ``OverworldLoop`` to return back to the game menu.
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5) Player rolls die and the animation plays. After the animation, ``wDisplaySecondarySprites``.``SECONDARYSPRITES_SPACES_LEFT_F`` is set and ``hCurBoardEvent`` is set to ``BOARDEVENT_HANDLE_BOARD``. At the end of this ``HandleMap`` iteration, ``CheckPlayerState`` sets ``wMapEventStatus`` to ``MAPEVENTS_ON`` (``wScriptFlags2`` is not touched so it remains cleared).
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6) In the next ``HandleMap`` iteration, ``CheckBoardEvent`` from ``PlayerEvents`` jumps to ``.board`` and then to ``.no_space_effect`` due to ``wScriptFlags2[4]`` not being set.
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7) Execution continues in ``PlayerEvents``; ``OWPlayerInput`` is eventually called, and thus ``DoPlayerMovement``. Here, ``StepTowardsNextSpace`` computes based on ``wCurSpaceNextSpace`` what direction key to write to ``wCurInput``, causing the player to begin a movement in that direction.
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8) The player may need to turn to a different direction through the ``ChangeDirectionScript`` (when ``DoPlayerMovement`` returns with ``PLAYERMOVEMENT_TURN``). Otherwise or after that, ``CheckPlayerState`` sets ``wMapEventStatus`` to ``MAPEVENTS_OFF``,
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9) When the step finishes (i.e. ``PLAYERSTEP_STOP_F`` becomes set) in some ``HandleMap`` iteration, ``CheckPlayerState`` sets ``wScriptFlags2`` to $ff and ``wMapEventStatus`` to ``MAPEVENTS_ON``.
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10) In the next ``HandleMap`` iteration, ``CheckBoardEvent.board`` is called with ``wScriptFlags2[4]`` set. Then ``wScriptFlags2[4]`` is reset.
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- If player is not above a tile (``wPlayerTile``) with a space collision, go back to 7).
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11) The corresponding space script is queued to be executed by ``ScriptEvents`` in the current ``HandleMap`` iteration. ``wScriptFlags2[4]`` is reset.
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12) The space script loads the value of ``wCurSpaceNextSpace`` into ``wCurSpace``, loads the new space data to ``wCurSpaceData[]``, and decreases ``wSpacesLeft``.
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- If ``wSpacesLeft`` is non-0, go back to 7).
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13) ``hCurBoardEvent`` is set to ``BOARDEVENT_END_TURN``. ``CheckBoardEvent`` does nothing in this state. In the first subsequent ``HandleMap`` iteration where no other kind of event triggers causing ``PlayerEvents`` to return early, ``hCurBoardEvent`` is set to ``BOARDEVENT_DISPLAY_MENU``.
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14) Go back to 3)
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@ -247,11 +247,11 @@ HandleMapBackground:
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CheckPlayerState:
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ld a, [wPlayerStepFlags]
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bit PLAYERSTEP_CONTINUE_F, a
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jr z, .events
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jr z, .events ; PLAYERSTEP_CONTINUE_F not set
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bit PLAYERSTEP_STOP_F, a
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jr z, .noevents
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jr z, .noevents ; PLAYERSTEP_CONTINUE_F set and PLAYERSTEP_STOP_F not set
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bit PLAYERSTEP_MIDAIR_F, a
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jr nz, .noevents
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jr nz, .noevents ; PLAYERSTEP_CONTINUE_F, PLAYERSTEP_STOP_F, and PLAYERSTEP_MIDAIR_F all set
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call EnableEvents
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.events
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ld a, MAPEVENTS_ON
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