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baa0dc5a96
This is an informed attempt at reorganizing the engine/ directory by creating categorized subdirectories, in order to make it easier to navigate and find things. The directories created are as follows: * engine/game: Contains all "minigames", things like the unown puzzle and slot machine. * engine/gfx: Contains all handling of graphics. From loading palettes to playing animations. * engine/link: Contains all multiplayer functionality. * engine/menu: Contains all generic/misc. menus and menu code. Other, more specialized menus are in their own subdirectories (pokedex, pokegear, party menu, etc). * engine/overworld: Contains all handling of the overworld. From loading and connecting maps to wild encounters and the scripting engine. * engine/pokegear: In the same vein as engine/pokedex, except it could use some more splitting up. * engine/pokemon: Contains everything related to manipulating pokemon data. From the pokemon storage system to evolution and mail. * engine/printer: Contains everything related to printing things as well as the printer communication. * engine/title: Contains intro sequences, title screens and credits.
63 lines
811 B
NASM
63 lines
811 B
NASM
INCLUDE "data/maps/spawn_points.asm"
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LoadSpawnPoint: ; 1531f
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; loads the spawn point in wDefaultSpawnpoint
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push hl
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push de
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ld a, [wDefaultSpawnpoint]
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cp SPAWN_N_A
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jr z, .spawn_n_a
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ld l, a
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ld h, 0
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add hl, hl
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add hl, hl
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ld de, SpawnPoints
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add hl, de
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ld a, [hli]
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ld [wMapGroup], a
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ld a, [hli]
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ld [wMapNumber], a
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ld a, [hli]
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ld [wXCoord], a
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ld a, [hli]
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ld [wYCoord], a
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.spawn_n_a
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pop de
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pop hl
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ret
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; 15344
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IsSpawnPoint: ; 15344
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; Checks if the map loaded in de is a spawn point. Returns carry if it's a spawn point.
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ld hl, SpawnPoints
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ld c, 0
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.loop
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ld a, [hl]
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cp SPAWN_N_A
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jr z, .nope
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cp d
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jr nz, .next
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inc hl
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ld a, [hld]
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cp e
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jr z, .yes
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.next
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push bc
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ld bc, 4 ; length of a spawn table entry
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add hl, bc
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pop bc
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inc c
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jr .loop
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.nope
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and a
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ret
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.yes
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scf
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ret
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; 15363
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