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More map object work
This commit is contained in:
36
home/map.asm
36
home/map.asm
@@ -258,10 +258,10 @@ GetDestinationWarpNumber:: ; 2252
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; 2266
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.GetDestinationWarpNumber ; 2266
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ld a, [PlayerMapY]
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ld a, [PlayerNextMapY]
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sub $4
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ld e, a
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ld a, [PlayerMapX]
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ld a, [PlayerNextMapX]
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sub $4
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ld d, a
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ld a, [wCurrMapWarpCount]
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@@ -570,11 +570,11 @@ ReadWarps:: ; 23da
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ReadCoordEvents:: ; 23f1
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ld a, [hli]
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ld c, a
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ld [wCurrentMapXYTriggerCount], a
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ld [wCurrentNextMapXYTriggerCount], a
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ld a, l
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ld [wCurrentMapXYTriggerHeaderPointer], a
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ld [wCurrentNextMapXYTriggerHeaderPointer], a
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ld a, h
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ld [wCurrentMapXYTriggerHeaderPointer + 1], a
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ld [wCurrentNextMapXYTriggerHeaderPointer + 1], a
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ld a, c
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and a
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@@ -1594,9 +1594,9 @@ Function2914:: ; 2914
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call GetLeftRightCollision
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call GetUpDownCollision
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; get coords of current tile
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ld a, [PlayerMapX]
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ld a, [PlayerNextMapX]
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ld d, a
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ld a, [PlayerMapY]
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ld a, [PlayerNextMapY]
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ld e, a
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call GetCoordTile
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ld [PlayerStandingTile], a
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@@ -1623,9 +1623,9 @@ Function2914:: ; 2914
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; 294d
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GetUpDownCollision:: ; 294d
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ld a, [PlayerMapX]
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ld a, [PlayerNextMapX]
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ld d, a
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ld a, [PlayerMapY]
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ld a, [PlayerNextMapY]
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ld e, a
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push de
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@@ -1643,9 +1643,9 @@ GetUpDownCollision:: ; 294d
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; 296c
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GetLeftRightCollision:: ; 296c
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ld a, [PlayerMapX]
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ld a, [PlayerNextMapX]
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ld d, a
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ld a, [PlayerMapY]
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ld a, [PlayerNextMapY]
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ld e, a
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push de
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@@ -1772,10 +1772,10 @@ endr
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ld h, [hl]
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ld l, a
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ld a, [PlayerMapX]
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ld a, [PlayerNextMapX]
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add d
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ld d, a
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ld a, [PlayerMapY]
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ld a, [PlayerNextMapY]
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add e
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ld e, a
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ld a, [hl]
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@@ -1928,9 +1928,9 @@ CheckIfFacingTileCoordIsSign:: ; 2aaa
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ret
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; 2ad4
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CheckCurrentMapXYTriggers:: ; 2ad4
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CheckCurrentNextMapXYTriggers:: ; 2ad4
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; If there are no xy triggers, we don't need to be here.
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ld a, [wCurrentMapXYTriggerCount]
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ld a, [wCurrentNextMapXYTriggerCount]
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and a
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ret z
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; Copy the trigger count into c.
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@@ -1947,7 +1947,7 @@ CheckCurrentMapXYTriggers:: ; 2ad4
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CheckStandingOnXYTrigger:: ; 2ae7
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; Checks to see if you are standing on an xy-trigger. If yes, copies the trigger to EngineBuffer1 and sets carry.
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ld hl, wCurrentMapXYTriggerHeaderPointer
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ld hl, wCurrentNextMapXYTriggerHeaderPointer
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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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@@ -1955,10 +1955,10 @@ CheckStandingOnXYTrigger:: ; 2ae7
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call CheckTriggers
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ld b, a
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; Load your current coordinates into de. This will be used to check if your position is in the xy-trigger table for the current map.
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ld a, [PlayerMapX]
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ld a, [PlayerNextMapX]
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sub 4
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ld d, a
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ld a, [PlayerMapY]
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ld a, [PlayerNextMapY]
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sub 4
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ld e, a
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@@ -6,7 +6,9 @@ GetSpritePalette:: ; 17ff
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push de
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push bc
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ld c, a
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callba _GetSpritePalette
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ld a, c
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pop bc
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pop de
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@@ -15,7 +17,7 @@ GetSpritePalette:: ; 17ff
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; 180e
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Function180e:: ; 180e
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GetSpriteVTile:: ; 180e
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push hl
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push bc
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ld hl, UsedSprites + 2
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@@ -571,7 +573,7 @@ endr
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ld [hl], a
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ld a, [bc]
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inc bc
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ld hl, OBJECT_11
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ld hl, OBJECT_ACTION
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add hl, de
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ld [hl], a
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ld a, [bc]
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@@ -659,6 +661,7 @@ GetObjectSprite:: ; 1af1
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; 1af8
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SetSpriteDirection:: ; 1af8
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; preserves other flags
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push af
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ld hl, OBJECT_FACING
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add hl, bc
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