pokecrystal-board/engine/spawn_points.asm
PikalaxALT 60cd04b023 Trainer data structure and field move functions
Trainer data in map scripts is now a macro-defined structure.

Field move functions in main.asm are now nearly completely annotated, with local references.

Trailing white space deleted.
2015-07-18 23:45:39 -04:00

108 lines
2.4 KiB
NASM

SpawnPoints: ; 0x152ab
const_def
spawn: MACRO
; name, map, y, x
\1\@ EQUS "SPAWN_\1"
const \1\@
map \2
db \3, \4
ENDM
spawn HOME, KRISS_HOUSE_2F, 3, 3
spawn DEBUG, VIRIDIAN_POKECENTER_1F, 5, 3
spawn PALLET, PALLET_TOWN, 5, 6
spawn VIRIDIAN, VIRIDIAN_CITY, 23, 26
spawn PEWTER, PEWTER_CITY, 13, 26
spawn CERULEAN, CERULEAN_CITY, 19, 22
spawn ROCK_TUNNEL, ROUTE_10_NORTH, 11, 2
spawn VERMILION, VERMILION_CITY, 9, 6
spawn LAVENDER, LAVENDER_TOWN, 5, 6
spawn SAFFRON, SAFFRON_CITY, 9, 30
spawn CELADON, CELADON_CITY, 29, 10
spawn FUCHSIA, FUCHSIA_CITY, 19, 28
spawn CINNABAR, CINNABAR_ISLAND, 11, 12
spawn INDIGO, ROUTE_23, 9, 6
spawn NEW_BARK, NEW_BARK_TOWN, 13, 6
spawn CHERRYGROVE, CHERRYGROVE_CITY, 29, 4
spawn VIOLET, VIOLET_CITY, 31, 26
spawn UNION_CAVE, ROUTE_32, 11, 74
spawn AZALEA, AZALEA_TOWN, 15, 10
spawn CIANWOOD, CIANWOOD_CITY, 23, 44
spawn GOLDENROD, GOLDENROD_CITY, 15, 28
spawn OLIVINE, OLIVINE_CITY, 13, 22
spawn ECRUTEAK, ECRUTEAK_CITY, 23, 28
spawn MAHOGANY, MAHOGANY_TOWN, 15, 14
spawn LAKE, LAKE_OF_RAGE, 21, 29
spawn BLACKTHORN, BLACKTHORN_CITY, 21, 30
spawn MT_SILVER, SILVER_CAVE_OUTSIDE, 23, 20
spawn FAST_SHIP, FAST_SHIP_CABINS_SW_SSW_NW, 6, 2
NUM_SPAWNS EQU const_value
const_value = -1
spawn N_A, N_A, -1, -1
LoadSpawnPoint: ; 1531f
; loads the spawn point in wd001
push hl
push de
ld a, [wd001]
cp SPAWN_N_A
jr z, .spawn_n_a
ld l, a
ld h, 0
add_n_times hl, hl, 2 ; multiply hl by 4
ld de, SpawnPoints
add hl, de
ld a, [hli]
ld [MapGroup], a
ld a, [hli]
ld [MapNumber], a
ld a, [hli]
ld [XCoord], a
ld a, [hli]
ld [YCoord], a
.spawn_n_a
pop de
pop hl
ret
; 15344
IsSpawnPoint: ; 15344
; Checks if the map loaded in de is a spawn point. Returns carry if it's a spawn point.
ld hl, SpawnPoints
ld c, 0
.loop
ld a, [hl]
cp SPAWN_N_A
jr z, .nope
cp d
jr nz, .next
inc hl
ld a, [hld]
cp e
jr z, .yes
.next
push bc
ld bc, 4
add hl, bc
pop bc
inc c
jr .loop
.nope
and a
ret
.yes
scf
ret
; 15363