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Level selection menu: function to compute valid directions and directional arrows OAM (#12)
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@ -28,6 +28,7 @@ LevelSelectionMenu_Landmarks:
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MACRO level_selection_menu_landmark_transition
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; any number of (direction, num_steps (in tiles)) pairs
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const_skip
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if (\2 != FALSE)
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rept ((_NARG + -1) / 2) ; repeat once for each (direction, num_steps) pair
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@ -41,6 +42,9 @@ endc
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ENDM
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LevelSelectionMenu_LandmarkTransitions:
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; the transitions are arranged by direction according to wWalkingDirection constants
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const_def
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; LANDMARK_LEVEL_1
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level_selection_menu_landmark_transition DOWN, FALSE
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level_selection_menu_landmark_transition UP, FALSE
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@ -71,6 +75,8 @@ LevelSelectionMenu_LandmarkTransitions:
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level_selection_menu_landmark_transition LEFT, FALSE
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level_selection_menu_landmark_transition RIGHT, FALSE
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assert const_value == NUM_LANDMARKS * NUM_DIRECTIONS
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LevelSelectionMenu_PageGrid:
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db -1, -1, -1, -1
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db -1, 2, 3, -1
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@ -55,11 +55,16 @@ DoNextFrameForAllSprites:
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dec e
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jr nz, .loop
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ld a, [wVramState]
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bit 2, a
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ret nz
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; Clear (wShadowOAM + [wCurSpriteOAMAddr] --> wShadowOAMEnd)
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ld a, [wCurSpriteOAMAddr]
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ld l, a
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ld h, HIGH(wShadowOAM)
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.loop2 ; Clear (wShadowOAM + [wCurSpriteOAMAddr] --> wShadowOAMEnd)
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.loop2
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ld a, l
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cp LOW(wShadowOAMEnd)
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jr nc, .done
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@ -1,6 +1,7 @@
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LevelSelectionMenu::
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xor a
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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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call ClearBGPalettes
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@ -33,13 +34,17 @@ LevelSelectionMenu::
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ld a, [wLevelSelectionMenuCurrentLandmark]
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call LevelSelectionMenu_InitPlayerSprite
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call LevelSelectionMenu_InitLandmark
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call LevelSelectionMenu_DrawDirectionalArrows
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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 LevelSelectionMenu_GetValidKeys
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ld hl, hJoyPressed
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ld a, [hl]
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and c
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bit A_BUTTON_F, a
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jp nz, .enter_level
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bit B_BUTTON_F, a
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@ -79,6 +84,8 @@ LevelSelectionMenu::
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call ClearBGPalettes
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call ClearTilemap
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call ClearSprites
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xor a
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ld [wVramState], a
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ld c, 20
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call DelayFrames
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@ -105,9 +112,12 @@ LevelSelectionMenu::
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call ClearBGPalettes
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call ClearTilemap
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call ClearSprites
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xor a
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ld [wVramState], a
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ret
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LevelSelectionMenu_LoadGFX:
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; load gfx for the background tiles, and for the player and directional arrow sprites
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ld hl, LevelSelectionMenuGFX
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ld de, vTiles2
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call Decompress
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@ -118,6 +128,10 @@ LevelSelectionMenu_LoadGFX:
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ld de, vTiles0
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ld bc, 24 tiles
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call FarCopyBytes
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ld hl, LevelSelectionMenuDirectionalArrowsGFX
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; ld de, vTiles0 + 24 tiles
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ld bc, 4 tiles
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call FarCopyBytes
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ret
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LevelSelectionMenu_InitTilemap:
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@ -170,6 +184,78 @@ LevelSelectionMenu_InitPlayerSprite:
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ld [hl], d
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ret
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LevelSelectionMenu_InitLandmark:
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; make wLevelSelectionMenuCurrentLandmarkTransitionsPointer 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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ld hl, LevelSelectionMenu_LandmarkTransitions
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ld b, -1
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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 a, l
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ld [de], a
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inc de
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ld a, h
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ld [de], a
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ret
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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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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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bit D_DOWN_F, c
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jr z, .next1
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call .DrawArrow
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.next1
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ld hl, .OAM + $3
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bit D_UP_F, c
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jr z, .next2
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call .DrawArrow
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.next2
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ld hl, .OAM + $6
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bit D_LEFT_F, c
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jr z, .next3
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call .DrawArrow
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.next3
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ld hl, .OAM + $9
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bit D_RIGHT_F, c
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call nz, .DrawArrow
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ret
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.DrawArrow:
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ld a, [wSpriteAnim1YCoord]
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add [hl]
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ld [de], a ; y coord
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inc hl
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inc de
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ld a, [wSpriteAnim1XCoord]
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add [hl]
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ld [de], a ; x coord
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inc hl
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inc de
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ld a, [hli]
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ld [de], a ; tile id
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inc de
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gender_to_pal
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ld [de], a ; attr (use the same pal as player sprite)
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inc de
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ret
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.OAM:
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; y offset against wSpriteAnim1YCoord, x offset against wSpriteAnim1XCoord, tile id
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; tiles have been loaded to vTiles0 after the player sprites
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db 8, -4, 24 + DOWN
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db -16, -4, 24 + UP
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db -4, -16, 24 + LEFT
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db -4, 8, 24 + RIGHT
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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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@ -233,6 +319,80 @@ LevelSelectionMenu_GetLandmarkSpawnPoint:
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pop hl
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ret
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LevelSelectionMenu_GetValidKeys:
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call LevelSelectionMenu_GetValidDirections
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ld a, c
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or A_BUTTON | B_BUTTON | SELECT | START
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ld c, a
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ret
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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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; Return the result in c as a mask of D_<DIR>_F.
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ld hl, wLevelSelectionMenuCurrentLandmarkTransitionsPointer
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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 c, 0
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ld a, [hli]
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inc a
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jr z, .next1
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.loop1
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ld a, [hli]
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inc a
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jr nz, .loop1
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call .IsLevelUnlocked
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jr z, .next1
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set D_DOWN_F, c
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.next1
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ld a, [hli]
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inc a
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jr z, .next2
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.loop2
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ld a, [hli]
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inc a
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jr nz, .loop2
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call .IsLevelUnlocked
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jr z, .next2
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set D_UP_F, c
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.next2
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ld a, [hli]
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inc a
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jr z, .next3
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.loop3
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ld a, [hli]
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inc a
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jr nz, .loop3
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call .IsLevelUnlocked
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jr z, .next3
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set D_LEFT_F, c
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.next3
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ld a, [hli]
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inc a
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ret z
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.loop4
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ld a, [hli]
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inc a
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jr nz, .loop4
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call .IsLevelUnlocked
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ret z
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set D_RIGHT_F, c
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ret
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.IsLevelUnlocked:
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push hl
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push bc
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; the landmark byte of this transition is two bytes back
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dec hl
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dec hl
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ld e, [hl]
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ld b, CHECK_FLAG
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call UnlockedLevelsFlagAction
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pop bc
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pop hl
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ret
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LevelSelectionMenu_Delay10Frames:
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; Delay 10 frames while playing sprite anims
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ld a, 10
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@ -261,3 +421,6 @@ INCBIN "gfx/level_selection_menu/page_3.tilemap"
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LevelSelectionMenuPage4Tilemap:
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INCBIN "gfx/level_selection_menu/page_4.tilemap"
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LevelSelectionMenuDirectionalArrowsGFX:
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INCBIN "gfx/level_selection_menu/directional_arrows.2bpp"
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BIN
gfx/level_selection_menu/directional_arrows.png
Executable file
BIN
gfx/level_selection_menu/directional_arrows.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 245 B |
@ -42,3 +42,16 @@ AddNTimes::
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dec a
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jr nz, .loop
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ret
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; advance c [b]-terminated table entries in hl
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AdvanceNEntries::
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ld a, c
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and a
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ret z
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.loop
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ld a, [hli]
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cp b
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jr nz, .loop
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dec c
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jr nz, .loop
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ret
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@ -94,3 +94,10 @@ if _NARG == 0
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sine_table 32
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endc
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ENDM
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; Abstractions
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MACRO gender_to_pal
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; preserve all registers but a
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ld a, [wPlayerGender]
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ENDM
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@ -1536,6 +1536,7 @@ 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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wLevelSelectionMenuStandingStill:: db
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@ -1726,6 +1727,7 @@ wSolvedUnownPuzzle::
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wVramState::
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; bit 0: overworld sprite updating on/off
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; bit 1: something to do with sprite updates
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; bit 2: do not clear wShadowOAM during DoNextFrameForAllSprites
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; bit 6: something to do with text
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; bit 7: on when surf initiates
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; flickers when climbing waterfall
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