CheckWarpCollision:: ; Is this tile a warp? ld a, [wPlayerTile] cp COLL_PIT jr z, .warp cp COLL_PIT_68 jr z, .warp and $f0 cp HI_NYBBLE_WARPS jr z, .warp and a ret .warp scf ret CheckDirectionalWarp:: ; If this is a directional warp, clear carry (press the designated button to warp). ; Else, set carry (immediate warp). ld a, [wPlayerTile] cp COLL_WARP_CARPET_DOWN jr z, .directional cp COLL_WARP_CARPET_LEFT jr z, .directional cp COLL_WARP_CARPET_UP jr z, .directional cp COLL_WARP_CARPET_RIGHT jr z, .directional scf ret .directional xor a ret CheckWarpFacingDown: ld de, 1 ld hl, .blocks ld a, [wPlayerTile] call IsInArray ret .blocks db COLL_DOOR db COLL_DOOR_79 db COLL_STAIRCASE db COLL_STAIRCASE_73 db COLL_CAVE db COLL_CAVE_74 db COLL_WARP_PANEL db COLL_DOOR_75 db COLL_DOOR_7D db -1 CheckGrassCollision:: ld a, [wPlayerTile] ld hl, .blocks ld de, 1 call IsInArray ret .blocks db COLL_CUT_08 db COLL_TALL_GRASS db COLL_LONG_GRASS db COLL_CUT_28 db COLL_WATER db COLL_GRASS_48 db COLL_GRASS_49 db COLL_GRASS_4A db COLL_GRASS_4B db COLL_GRASS_4C db -1 CheckCutCollision: ld a, c ld hl, .blocks ld de, 1 call IsInArray ret .blocks db COLL_CUT_TREE db COLL_CUT_TREE_1A db COLL_TALL_GRASS_10 db COLL_TALL_GRASS db COLL_LONG_GRASS db COLL_LONG_GRASS_1C db -1 GetWarpSFX:: ld a, [wPlayerTile] ld de, SFX_ENTER_DOOR cp COLL_DOOR ret z ld de, SFX_WARP_TO cp COLL_WARP_PANEL ret z ld de, SFX_EXIT_BUILDING ret