CheckWarpCollision:: ; 1499a ; Is this tile a warp? ld a, [PlayerStandingTile] cp $60 jr z, .warp cp $68 jr z, .warp and $f0 cp $70 jr z, .warp and a ret .warp scf ret ; 149af CheckDirectionalWarp:: ; 149af ; If this is a directional warp, clear carry (press the designated button to warp). ; Else, set carry (immediate warp). ld a, [PlayerStandingTile] cp $70 ; Warp on down jr z, .directional cp $76 ; Warp on left jr z, .directional cp $78 ; Warp on up jr z, .directional cp $7e ; Warp on right jr z, .directional scf ret .directional xor a ret ; 149c6 CheckWarpFacingDown: ; 149c6 ld de, 1 ld hl, .blocks ld a, [PlayerStandingTile] call IsInArray ret ; 149d3 .blocks ; 149d3 db $71 ; door db $79 db $7a ; stairs db $73 db $7b ; cave entrance db $74 db $7c ; warp pad db $75 db $7d db -1 ; 149dd CheckGrassCollision:: ; 149dd ld a, [PlayerStandingTile] ld hl, .blocks ld de, 1 call IsInArray ret ; 149ea .blocks ; 149ea db $08 db $18 ; tall grass db $14 ; tall grass db $28 db $29 db $48 db $49 db $4a db $4b db $4c db -1 ; 149f5 CheckCutCollision: ; 149f5 ld a, c ld hl, .blocks ld de, 1 call IsInArray ret ; 14a00 .blocks ; 14a00 db $12 ; cut tree db $1a ; cut tree db $10 ; tall grass db $18 ; tall grass db $14 ; tall grass db $1c ; tall grass db -1 ; 14a07 GetWarpSFX:: ; 14a07 ld a, [PlayerStandingTile] ld de, SFX_ENTER_DOOR cp $71 ; door ret z ld de, SFX_WARP_TO cp $7c ; warp pad ret z ld de, SFX_EXIT_BUILDING ret ; 14a1a