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Level selection menu: implement landmark transitions not involving page change (#12)
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@ -846,7 +846,7 @@ AnimSeq_Celebi:
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ret
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AnimSeq_LevelSelectionMenuWalkDown:
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call LevelSelectionMenuHandleMovement
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call LevelSelectionMenuHandleTransition
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ret nc
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ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
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@ -854,7 +854,7 @@ AnimSeq_LevelSelectionMenuWalkDown:
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ret
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AnimSeq_LevelSelectionMenuWalkUp:
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call LevelSelectionMenuHandleMovement
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call LevelSelectionMenuHandleTransition
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ret nc
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ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
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@ -862,7 +862,7 @@ AnimSeq_LevelSelectionMenuWalkUp:
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ret
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AnimSeq_LevelSelectionMenuWalkLeft:
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call LevelSelectionMenuHandleMovement
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call LevelSelectionMenuHandleTransition
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ret nc
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
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@ -870,19 +870,20 @@ AnimSeq_LevelSelectionMenuWalkLeft:
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ret
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AnimSeq_LevelSelectionMenuWalkRight:
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call LevelSelectionMenuHandleMovement
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call LevelSelectionMenuHandleTransition
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ret nc
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
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inc [hl]
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ret
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LevelSelectionMenuHandleMovement:
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LevelSelectionMenuHandleTransition:
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; return carry if apply x/y displacement during this frame
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ld a, [wLevelSelectionMenuStandingStill]
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and a
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ret nz ; nc
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scf
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ret ; c
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farcall _LevelSelectionMenuHandleTransition
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ret
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AnimSeqs_AnonJumptable:
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ld hl, sp+0
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@ -3,6 +3,8 @@ LevelSelectionMenu::
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ldh [hInMenu], a
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ld a, 1 << 2 ; do not clear wShadowOAM during DoNextFrameForAllSprites
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ld [wVramState], a
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ld a, -1
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ld [wUnlockedLevels], a ; debug
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call ClearBGPalettes
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call ClearTilemap
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@ -40,7 +42,7 @@ LevelSelectionMenu::
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.main_loop
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farcall PlaySpriteAnimations
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call DelayFrame
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call JoyTextDelay
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call GetJoypad
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call LevelSelectionMenu_GetValidKeys
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ld hl, hJoyPressed
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ld a, [hl]
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@ -49,8 +51,6 @@ LevelSelectionMenu::
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jp nz, .enter_level
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bit B_BUTTON_F, a
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jp nz, .exit
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ld hl, hJoyLast
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ld a, [hl]
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bit D_DOWN_F, a
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jr nz, .pressed_down
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bit D_UP_F, a
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@ -62,9 +62,55 @@ LevelSelectionMenu::
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jr .main_loop
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.pressed_down
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ld c, DOWN
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jr .start_movement
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.pressed_up
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ld c, UP
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jr .start_movement
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.pressed_left
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ld c, LEFT
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jr .start_movement
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.pressed_right
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ld c, RIGHT
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jr .start_movement
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.start_movement
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; make hl point to the beginning of the transition data for the chosen direction at c
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ld e, c ; also copy direction to e for later
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ld hl, wLevelSelectionMenuLandmarkTransitionsPointer
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld b, -1
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call AdvanceNEntries
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ld bc, wLevelSelectionMenuLandmarkTransitionsPointer
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ld a, l
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ld [bc], a
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inc bc
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ld a, h
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ld [bc], a
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; begin transition
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call LevelSelectionMenu_Delay10Frames
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xor a ; FALSE
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ld [wLevelSelectionMenuStandingStill], a
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ld a, 1 << 7 ; "first step of movement" flag
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ld [wLevelSelectionMenuMovementStepsLeft], a
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call LevelSelectionMenu_SetAnimSeqAndFrameset
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call LevelSelectionMenu_ClearNonPlayerSpriteOAM
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; perform all movements to transition to the new landmark
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.wait_transition_loop
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; wait until the sprite anim has signaled end of all movements
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; by setting wLevelSelectionMenuStandingStill to TRUE
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farcall PlaySpriteAnimations
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call DelayFrame
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ld a, [wLevelSelectionMenuStandingStill]
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and a
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jr z, .wait_transition_loop
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call LevelSelectionMenu_InitLandmark
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call LevelSelectionMenu_DrawDirectionalArrows
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jr .main_loop
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.enter_level
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@ -160,6 +206,8 @@ LevelSelectionMenu_InitTilemap:
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dw LevelSelectionMenuPage4Tilemap
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LevelSelectionMenu_InitPlayerSprite:
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; initialize the anim struct of the player's sprite.
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; because ClearSpriteAnims was called before, it's always loaded to wSpriteAnim1
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push af
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depixel 0, 0
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ld b, SPRITE_ANIM_INDEX_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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@ -185,7 +233,7 @@ LevelSelectionMenu_InitPlayerSprite:
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ret
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LevelSelectionMenu_InitLandmark:
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; make wLevelSelectionMenuCurrentLandmarkTransitionsPointer point
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; make wLevelSelectionMenuLandmarkTransitionsPointer point
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; to the start of the transition data of the current landmark.
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ld a, [wLevelSelectionMenuCurrentLandmark]
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ld e, a
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@ -195,7 +243,7 @@ rept NUM_DIRECTIONS
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ld c, e
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call AdvanceNEntries
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endr
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ld de, wLevelSelectionMenuCurrentLandmarkTransitionsPointer
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ld de, wLevelSelectionMenuLandmarkTransitionsPointer
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ld a, l
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ld [de], a
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inc de
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@ -206,10 +254,10 @@ endr
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LevelSelectionMenu_DrawDirectionalArrows:
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; Draw directional arrows OAM around player sprite for the valid directions.
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; Objects are drawn in OAM after player sprite objects in wWalkingDirection order.
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; Depends on wLevelSelectionMenuCurrentLandmarkTransitionsPointer being initialized.
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; Depends on wLevelSelectionMenuLandmarkTransitionsPointer being initialized.
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call LevelSelectionMenu_GetValidDirections
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ld hl, .OAM
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ld de, wShadowOAM + 4 * SPRITEOAMSTRUCT_LENGTH ; always goes after player sprite
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ld de, wShadowOAM + $4 * SPRITEOAMSTRUCT_LENGTH ; always goes after player sprite
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bit D_DOWN_F, c
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jr z, .next1
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call .DrawArrow
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@ -256,6 +304,32 @@ LevelSelectionMenu_DrawDirectionalArrows:
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db -4, -16, 24 + LEFT
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db -4, 8, 24 + RIGHT
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LevelSelectionMenu_ClearNonPlayerSpriteOAM:
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ld hl, wShadowOAM + $4 * SPRITEOAMSTRUCT_LENGTH
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ld bc, wShadowOAMEnd - (wShadowOAM + $4 * SPRITEOAMSTRUCT_LENGTH)
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xor a
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jp ByteFill
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LevelSelectionMenu_SetAnimSeqAndFrameset:
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; Set the animation sequence and frameset for this movement.
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; direction (in wWalkingDirection order) is provided in e.
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ld bc, wSpriteAnim1
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
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ld a, SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_DOWN
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add e ; add direction
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, [wPlayerGender]
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ld d, a
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ld a, SPRITE_ANIM_FRAMESET_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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add e
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add e ; add direction
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add d ; add gender
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ld [hl], a
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ret
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LevelSelectionMenu_GetLandmarkPage:
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; Return page number (a) of landmark a.
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push hl
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@ -328,9 +402,9 @@ LevelSelectionMenu_GetValidKeys:
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LevelSelectionMenu_GetValidDirections:
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; Return the valid directions according to landmark transitions and unlocked levels.
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; Depends on wLevelSelectionMenuCurrentLandmarkTransitionsPointer being initialized.
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; Depends on wLevelSelectionMenuLandmarkTransitionsPointer being initialized.
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; Return the result in c as a mask of D_<DIR>_F.
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ld hl, wLevelSelectionMenuCurrentLandmarkTransitionsPointer
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ld hl, wLevelSelectionMenuLandmarkTransitionsPointer
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ld a, [hli]
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ld h, [hl]
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ld l, a
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@ -405,6 +479,91 @@ LevelSelectionMenu_Delay10Frames:
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jr nz, .loop
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ret
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_LevelSelectionMenuHandleTransition:
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; Called from the corresponding SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_* animation sequence.
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; This function is here because LevelSelectionMenu_LandmarkTransitions is in this bank.
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; Applies the animation to the player sprite for the current frame.
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ld hl, wLevelSelectionMenuLandmarkTransitionsPointer
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ld a, [hli]
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ld h, [hl]
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ld l, a
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; hl is now somewhere in LevelSelectionMenu_LandmarkTransitions for this transition
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ld de, wLevelSelectionMenuMovementStepsLeft
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ld a, [de]
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bit 7, a
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jr z, .not_first_step
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; if first step of movement, extract the number of steps left of the current movement
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; of the transition, and copy it to wLevelSelectionMenuMovementStepsLeft (clearing bit 7)
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ld a, [hl]
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and %00111111
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ld [de], a
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.not_first_step
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and a
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jr z, .movement_over
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; one less step left to finish this movement
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dec a
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ld [de], a
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; return carry to signal back to apply a displacement during this frame
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scf
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ret
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.movement_over
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; advance pointer to the next movement
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ld hl, wLevelSelectionMenuLandmarkTransitionsPointer
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ld a, [hli]
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ld d, [hl]
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ld e, a
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inc de
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dec hl
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ld [hl], e
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inc hl
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ld [hl], d
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; check if we just ran the last movement of the transition
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; that would be the case if the next byte is the landmark, and the one after it is -1
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inc de
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ld a, [de]
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dec de
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inc a
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jr z, .all_movements_over
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; more movements left. which direction is the next movement?
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ld a, [de]
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and %11000000
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swap a
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srl a
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srl a
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ld e, a ; DOWN / UP / LEFT / RIGHT
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call LevelSelectionMenu_SetAnimSeqAndFrameset
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ld a, 1 << 7 ; "first step of movement" flag
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ld [wLevelSelectionMenuMovementStepsLeft], a
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; return nc to signal back not to apply a displacement during this frame
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xor a
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ret
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.all_movements_over
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; all movements of this transition are over
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; hl is now pointing to the destination landmark byte of this tranisiton
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; end the movement state
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ld a, TRUE
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ld [wLevelSelectionMenuStandingStill], a
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; set new landmark
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ld a, [de]
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ld [wLevelSelectionMenuCurrentLandmark], a
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; make the player sprite face down as the default state
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
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ld a, SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_DOWN
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, [wPlayerGender]
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ld d, a
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ld a, SPRITE_ANIM_FRAMESET_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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add d
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ld [hl], a
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; return nc to signal back not to apply a displacement during this frame
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xor a
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ret
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INCLUDE "data/level_selection_menu.asm"
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LevelSelectionMenuGFX:
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@ -1536,7 +1536,8 @@ SECTION UNION "Miscellaneous WRAM 1", WRAMX
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; level selection menu
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wLevelSelectionMenuCurrentPage:: db
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wLevelSelectionMenuCurrentLandmark:: db
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wLevelSelectionMenuCurrentLandmarkTransitionsPointer:: dw
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wLevelSelectionMenuLandmarkTransitionsPointer:: dw
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wLevelSelectionMenuMovementStepsLeft:: db
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wLevelSelectionMenuStandingStill:: db
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