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Level selection menu: main logic of landmark transitions involving page change (#12)
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@ -1,9 +1,14 @@
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; TILE_WIDTH represents the top/left border tile, $8/$10 represent the OAM screen position offsets, and 4 are custom offsets
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; TILE_WIDTH represents the top/left border tile, $8/$10 represent the OAM screen position offsets,
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; and 4 are custom offsets to make the player sprite centered in a 8x8 tile rather than in a 16x16 square.
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DEF LEVELSELECTIONMENU_LANDMARK_OFFSET_X EQU TILE_WIDTH + $8 + 4
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DEF LEVELSELECTIONMENU_LANDMARK_OFFSET_Y EQU TILE_WIDTH + $10 + 4
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MACRO level_selection_menu_landmark
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; page number, xcoord (in tiles), ycoord (in tiles), ptr to name, spawn point (SPAWN_*)
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; xcoord ranges between 0 and 17 (SCREEN_WIDTH points minus two)
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; when crossing pages, x=17 and x=0 are adjacent (one tile apart)
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; ycoord ranges between 0 and 13 (SCREEN_HEIGH points minus four)
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; when crossing pages, y=13 and y=0 are adjacent (one tile apart)
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db \1
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db LEVELSELECTIONMENU_LANDMARK_OFFSET_X + \2 * TILE_WIDTH
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db LEVELSELECTIONMENU_LANDMARK_OFFSET_Y + \3 * TILE_WIDTH
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@ -58,20 +63,20 @@ LevelSelectionMenu_LandmarkTransitions:
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level_selection_menu_landmark_transition RIGHT, FALSE
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; LANDMARK_LEVEL_3
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level_selection_menu_landmark_transition DOWN, 6, LANDMARK_LEVEL_5
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level_selection_menu_landmark_transition DOWN, 7, DOWN, 1, LANDMARK_LEVEL_5
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level_selection_menu_landmark_transition UP, 5, RIGHT, 2, DOWN, 3, LANDMARK_LEVEL_2
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level_selection_menu_landmark_transition LEFT, 7, LEFT, 2, LANDMARK_LEVEL_4
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level_selection_menu_landmark_transition LEFT, 7, LEFT, 4, LANDMARK_LEVEL_4
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level_selection_menu_landmark_transition RIGHT, 7, LANDMARK_LEVEL_1
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; LANDMARK_LEVEL_4
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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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level_selection_menu_landmark_transition LEFT, FALSE
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level_selection_menu_landmark_transition RIGHT, 7, RIGHT, 2, LANDMARK_LEVEL_3
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level_selection_menu_landmark_transition RIGHT, 7, RIGHT, 4, LANDMARK_LEVEL_3
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; LANDMARK_LEVEL_5
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level_selection_menu_landmark_transition DOWN, FALSE
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level_selection_menu_landmark_transition UP, 6, LANDMARK_LEVEL_3
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level_selection_menu_landmark_transition UP, 7, UP, 1, LANDMARK_LEVEL_3
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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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@ -79,8 +84,9 @@ 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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db -1, 0, 1, -1
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db -1, 1, 0, -1
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db -1, 3, 2, -1
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db -1, -1, -1, -1
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DEF LEVELSELECTIONMENU_PAGE_GRID_WIDTH EQU 4
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DEF LEVELSELECTIONMENU_PAGE_GRID_HEIGHT EQU 4
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@ -29,6 +29,8 @@ LevelSelectionMenu::
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ld b, CGB_LEVEL_SELECTION_MENU
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call GetCGBLayout ; apply and commit attrmap (takes 4 frames) and pals
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call SetPalettes
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xor a
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ldh [hBGMapMode], a
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ld de, MUSIC_GAME_CORNER
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call PlayMusic
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@ -105,6 +107,7 @@ LevelSelectionMenu::
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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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call LevelSelectionMenu_DoPageChangeEvent
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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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@ -136,8 +139,8 @@ LevelSelectionMenu::
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call DelayFrames
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ld a, [wLevelSelectionMenuCurrentLandmark]
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ld [wDefaultSpawnpoint], a
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call LevelSelectionMenu_GetLandmarkSpawnPoint
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ld [wDefaultSpawnpoint], a
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ld a, MAPSETUP_WARP
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ld [hMapEntryMethod], a
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xor a
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@ -210,13 +213,10 @@ LevelSelectionMenu_InitPlayerSprite:
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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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; all the SPRITE_ANIM_* related to the level selection menu are sorted by direction, then by gender
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ld b, SPRITE_ANIM_INDEX_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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ld a, [wPlayerGender]
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bit PLAYERGENDER_FEMALE_F, a
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jr z, .got_gender
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ld b, SPRITE_ANIM_INDEX_LEVEL_SELECTION_MENU_FEMALE_WALK_DOWN
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.got_gender
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ld a, b
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add b
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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@ -224,6 +224,7 @@ LevelSelectionMenu_InitPlayerSprite:
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pop af
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ld e, a
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call LevelSelectionMenu_GetLandmarkCoords
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; wSpriteAnim1*Coord contain the coord of the bottom right object of the player sprite
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
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ld [hl], e
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@ -330,6 +331,146 @@ LevelSelectionMenu_SetAnimSeqAndFrameset:
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ld [hl], a
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ret
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LevelSelectionMenu_DoPageChangeEvent:
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ld de, .Events
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ld bc, wSpriteAnim1
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.loop
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ld a, [de] ; SPRITE_ANIM_SEQ_* or $00 table terminator
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and a
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ret z
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inc de
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
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cp [hl]
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jr nz, .next1
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ld a, [de] ; SPRITEANIMSTRUCT_YCOORD or SPRITEANIMSTRUCT_XCOORD
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ld l, a
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ld h, 0
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add hl, bc
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inc de
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ld a, [de] ; X/Y coordinate
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cp [hl]
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jr nz, .next2
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; this entry matches
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inc de
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ld a, [de]
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ld l, a
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inc de
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ld a, [de]
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ld h, a
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jp hl
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.next1
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inc de
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.next2
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inc de
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inc de
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inc de
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jr .loop
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; LEVELSELECTIONMENU_PAGE_EDGE_* represent values when the player sprite is at:
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; UU
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; =========UU=========
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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;LL------------------RR
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;LL------------------RR
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =========DD=========
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; =========DD=========
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; ====================
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; for movements spanning two pages, when one edge is reached, the page change occurs
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; and the player appears in the other page at the coordinate of the new edge.
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; hence, for calculating movement length, it's as if both pages were adjacent without the border frame.
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DEF PAGE_EDGE_DOWN EQU $90
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DEF PAGE_EDGE_UP EQU $10
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DEF PAGE_EDGE_LEFT EQU $08
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DEF PAGE_EDGE_RIGHT EQU $a8
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DEF PAGE_CHANGE_FADE_FRAMES EQU 16
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DEF PAGE_CHANGE_NON_FADE_FRAMES EQU 13
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; total frame delay of page change is 16 + 13 + 16 = 45 frames
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MACRO page_change_event
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; SPRITE_ANIM_SEQ_* to match, Match object's X or Y, X/Y coordinate, Action if both SPRITE_ANIM_SEQ_* and X/Y match
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db \1, \2, \3
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dw \4
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ENDM
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.Events:
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page_change_event SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_DOWN, SPRITEANIMSTRUCT_YCOORD, PAGE_EDGE_DOWN, .PageChangeDown
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page_change_event SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_UP, SPRITEANIMSTRUCT_YCOORD, PAGE_EDGE_UP, .PageChangeUp
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page_change_event SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_LEFT, SPRITEANIMSTRUCT_XCOORD, PAGE_EDGE_LEFT, .PageChangeLeft
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page_change_event SPRITE_ANIM_SEQ_LEVEL_SELECTION_MENU_WALK_RIGHT, SPRITEANIMSTRUCT_XCOORD, PAGE_EDGE_RIGHT, .PageChangeRight
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db $0
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.PageChangeDown:
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call .PageChangeFadeOut
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ld a, PAGE_EDGE_UP
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ld [wSpriteAnim1YCoord], a ; respawn in opposite edge
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ld e, DOWN
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jr .PageChange_Common
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.PageChangeUp:
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call .PageChangeFadeOut
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ld a, PAGE_EDGE_DOWN
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ld [wSpriteAnim1YCoord], a ; respawn in opposite edge
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ld e, UP
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jr .PageChange_Common
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.PageChangeLeft:
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call .PageChangeFadeOut
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ld a, PAGE_EDGE_RIGHT
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ld [wSpriteAnim1XCoord], a ; respawn in opposite edge
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ld e, LEFT
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jr .PageChange_Common
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.PageChangeRight:
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call .PageChangeFadeOut
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ld a, PAGE_EDGE_LEFT
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ld [wSpriteAnim1XCoord], a ; respawn in opposite edge
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ld e, RIGHT
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jr .PageChange_Common
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.PageChange_Common:
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; set new page and redraw screen
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call LevelSelectionMenu_GetNewPage
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ld [wLevelSelectionMenuCurrentPage], a
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call LevelSelectionMenu_InitTilemap
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ld b, CGB_LEVEL_SELECTION_MENU
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call GetCGBLayout
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xor a
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ldh [hBGMapMode], a
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ld c, PAGE_CHANGE_NON_FADE_FRAMES
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call DelayFrames
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call .PageChangeFadeIn
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; adjust steps left for the "duplicate" movement of the player leaving and entering a page
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ld hl, wLevelSelectionMenuMovementStepsLeft
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ld a, [hl]
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add 2 * TILE_WIDTH
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ld [hl], a
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ret
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.PageChangeFadeOut:
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ld c, PAGE_CHANGE_FADE_FRAMES
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call DelayFrames
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ret
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.PageChangeFadeIn:
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ld c, PAGE_CHANGE_FADE_FRAMES
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call DelayFrames
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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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@ -467,6 +608,42 @@ LevelSelectionMenu_GetValidDirections:
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pop hl
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ret
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LevelSelectionMenu_GetNewPage:
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; return in a the new page that the player is ending up at during this movement involving page change.
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; direction (in wWalkingDirection order) is provided in e.
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ld hl, LevelSelectionMenu_PageGrid - 1
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ld c, LEVELSELECTIONMENU_PAGE_GRID_WIDTH * LEVELSELECTIONMENU_PAGE_GRID_HEIGHT + 1
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.loop
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inc hl
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dec c
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jr z, .out_of_bounds
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ld a, [wLevelSelectionMenuCurrentPage]
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cp [hl]
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jr nz, .loop
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; find the next page in the grid according to movement direction
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ld a, e
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ld bc, LEVELSELECTIONMENU_PAGE_GRID_WIDTH
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cp DOWN
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jr z, .ok
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ld bc, -LEVELSELECTIONMENU_PAGE_GRID_WIDTH
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cp UP
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jr z, .ok
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ld bc, -1
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cp LEFT
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jr z, .ok
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ld bc, 1
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.ok
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add hl, bc
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ld a, [hl]
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cp -1
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jr z, .out_of_bounds
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ret
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.out_of_bounds
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ld a, 1
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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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@ -500,9 +677,11 @@ _LevelSelectionMenuHandleTransition:
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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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; 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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.done
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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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