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https://gitlab.com/xCrystal/pokecrystal-board.git
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852 lines
12 KiB
NASM
Executable File
852 lines
12 KiB
NASM
Executable File
DoPlayerMovement:: ; 80000
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call .GetDPad
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ld a, movement_step_sleep
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ld [MovementAnimation], a
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xor a
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ld [wd041], a
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call .TranslateIntoMovement
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ld c, a
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ld a, [MovementAnimation]
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ld [wPlayerNextMovement], a
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ret
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.GetDPad:
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ld a, [hJoyDown]
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ld [CurInput], a
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; Standing downhill instead moves down.
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ld hl, BikeFlags
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bit 2, [hl] ; downhill
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ret z
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ld c, a
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and D_PAD
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ret nz
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ld a, c
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or D_DOWN
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ld [CurInput], a
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ret
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; 8002d
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.TranslateIntoMovement:
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ld a, [PlayerState]
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cp PLAYER_NORMAL
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jr z, .Normal
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cp PLAYER_SURF
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jr z, .Surf
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cp PLAYER_SURF_PIKA
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jr z, .Surf
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cp PLAYER_BIKE
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jr z, .Normal
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cp PLAYER_SKATE
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jr z, .Ice
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.Normal:
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call .CheckForced
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call .GetAction
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call .CheckTile
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ret c
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call .CheckTurning
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ret c
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call .TryStep
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ret c
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call .TryJump
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ret c
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call .CheckWarp
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ret c
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jr .NotMoving
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.Surf:
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call .CheckForced
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call .GetAction
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call .CheckTile
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ret c
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call .CheckTurning
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ret c
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call .TrySurf
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ret c
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jr .NotMoving
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.Ice:
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call .CheckForced
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call .GetAction
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call .CheckTile
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ret c
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call .CheckTurning
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ret c
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call .TryStep
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ret c
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call .TryJump
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ret c
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call .CheckWarp
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ret c
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ld a, [WalkingDirection]
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cp STANDING
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jr z, .HitWall
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call .BumpSound
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.HitWall:
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call .StandInPlace
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xor a
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ret
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.NotMoving:
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ld a, [WalkingDirection]
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cp STANDING
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jr z, .Standing
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; Walking into an edge warp won't bump.
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ld a, [EngineBuffer4]
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and a
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jr nz, .CantMove
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call .BumpSound
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.CantMove:
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call ._WalkInPlace
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xor a
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ret
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.Standing:
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call .StandInPlace
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xor a
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ret
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; 800b7
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.CheckTile: ; 800b7
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; Tiles such as waterfalls and warps move the player
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; in a given direction, overriding input.
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ld a, [PlayerStandingTile]
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ld c, a
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call CheckWhirlpoolTile
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jr c, .not_whirlpool
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ld a, 3
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scf
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ret
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.not_whirlpool
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and $f0
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cp HI_NYBBLE_CURRENT
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jr z, .water
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cp HI_NYBBLE_WALK
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jr z, .land1
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cp HI_NYBBLE_WALK_ALT
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jr z, .land2
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cp HI_NYBBLE_WARPS
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jr z, .warps
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jr .no_walk
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.water
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ld a, c
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and 3
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ld c, a
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ld b, 0
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ld hl, .water_table
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add hl, bc
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ld a, [hl]
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ld [WalkingDirection], a
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jr .continue_walk
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.water_table
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db RIGHT ; COLL_WATERFALL_RIGHT
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db LEFT ; COLL_WATERFALL_LEFT
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db UP ; COLL_WATERFALL_UP
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db DOWN ; COLL_WATERFALL
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.land1
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ld a, c
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and 7
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ld c, a
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ld b, 0
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ld hl, .land1_table
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add hl, bc
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ld a, [hl]
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cp STANDING
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jr z, .no_walk
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ld [WalkingDirection], a
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jr .continue_walk
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.land1_table
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db STANDING ; COLL_BRAKE
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db RIGHT ; COLL_WALK_RIGHT
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db LEFT ; COLL_WALK_LEFT
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db UP ; COLL_WALK_UP
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db DOWN ; COLL_WALK_DOWN
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db STANDING ; COLL_BRAKE_45
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db STANDING ; COLL_BRAKE_46
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db STANDING ; COLL_BRAKE_47
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.land2
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ld a, c
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and 7
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ld c, a
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ld b, 0
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ld hl, .land2_table
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add hl, bc
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ld a, [hl]
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cp STANDING
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jr z, .no_walk
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ld [WalkingDirection], a
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jr .continue_walk
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.land2_table
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db RIGHT ; COLL_WALK_RIGHT_ALT
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db LEFT ; COLL_WALK_LEFT_ALT
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db UP ; COLL_WALK_UP_ALT
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db DOWN ; COLL_WALK_DOWN_ALT
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db STANDING ; COLL_BRAKE_ALT
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db STANDING ; COLL_BRAKE_55
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db STANDING ; COLL_BRAKE_56
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db STANDING ; COLL_BRAKE_57
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.warps
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ld a, c
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cp COLL_DOOR
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jr z, .down
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cp COLL_DOOR_79
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jr z, .down
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cp COLL_STAIRCASE
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jr z, .down
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cp COLL_CAVE
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jr nz, .no_walk
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.down
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ld a, DOWN
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ld [WalkingDirection], a
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jr .continue_walk
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.no_walk
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xor a
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ret
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.continue_walk
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ld a, STEP_WALK
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call .DoStep
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ld a, 5
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scf
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ret
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; 80147
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.CheckTurning: ; 80147
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; If the player is turning, change direction first. This also lets
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; the player change facing without moving by tapping a direction.
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ld a, [wPlayerTurningDirection]
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cp 0
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jr nz, .not_turning
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ld a, [WalkingDirection]
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cp STANDING
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jr z, .not_turning
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ld e, a
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ld a, [PlayerDirection]
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rrca
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rrca
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and 3
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cp e
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jr z, .not_turning
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ld a, STEP_TURN
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call .DoStep
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ld a, 2
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scf
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ret
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.not_turning
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xor a
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ret
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; 8016b
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.TryStep: ; 8016b
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; Surfing actually calls .TrySurf directly instead of passing through here.
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ld a, [PlayerState]
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cp PLAYER_SURF
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jr z, .TrySurf
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cp PLAYER_SURF_PIKA
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jr z, .TrySurf
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call .CheckLandPerms
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jr c, .bump
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call .CheckNPC
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and a
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jr z, .bump
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cp 2
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jr z, .bump
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ld a, [PlayerStandingTile]
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call CheckIceTile
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jr nc, .ice
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; Downhill riding is slower when not moving down.
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call .BikeCheck
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jr nz, .walk
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ld hl, BikeFlags
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bit 2, [hl] ; downhill
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jr z, .fast
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ld a, [WalkingDirection]
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cp DOWN
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jr z, .fast
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ld a, STEP_WALK
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call .DoStep
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scf
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ret
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.fast
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ld a, STEP_BIKE
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call .DoStep
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scf
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ret
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.walk
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ld a, STEP_WALK
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call .DoStep
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scf
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ret
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.ice
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ld a, STEP_ICE
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call .DoStep
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scf
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ret
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; unused?
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xor a
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ret
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.bump
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xor a
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ret
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; 801c0
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.TrySurf: ; 801c0
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call .CheckSurfPerms
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ld [wd040], a
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jr c, .surf_bump
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call .CheckNPC
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ld [wd03f], a
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and a
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jr z, .surf_bump
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cp 2
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jr z, .surf_bump
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ld a, [wd040]
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and a
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jr nz, .ExitWater
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ld a, STEP_WALK
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call .DoStep
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scf
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ret
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.ExitWater:
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call .GetOutOfWater
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call PlayMapMusic
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ld a, STEP_WALK
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call .DoStep
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ld a, 6
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scf
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ret
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.surf_bump
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xor a
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ret
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; 801f3
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.TryJump: ; 801f3
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ld a, [PlayerStandingTile]
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ld e, a
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and $f0
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cp HI_NYBBLE_LEDGES
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jr nz, .DontJump
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ld a, e
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and 7
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ld e, a
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ld d, 0
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ld hl, .data_8021e
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add hl, de
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ld a, [FacingDirection]
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and [hl]
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jr z, .DontJump
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ld de, SFX_JUMP_OVER_LEDGE
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call PlaySFX
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ld a, STEP_LEDGE
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call .DoStep
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ld a, 7
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scf
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ret
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.DontJump:
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xor a
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ret
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.data_8021e
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db FACE_RIGHT ; COLL_HOP_RIGHT
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db FACE_LEFT ; COLL_HOP_LEFT
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db FACE_UP ; COLL_HOP_UP
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db FACE_DOWN ; COLL_HOP_DOWN
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db FACE_RIGHT | FACE_DOWN ; COLL_HOP_DOWN_RIGHT
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db FACE_DOWN | FACE_LEFT ; COLL_HOP_DOWN_LEFT
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db FACE_UP | FACE_RIGHT ; COLL_HOP_UP_RIGHT
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db FACE_UP | FACE_LEFT ; COLL_HOP_UP_LEFT
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; 80226
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.CheckWarp: ; 80226
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; Bug: Since no case is made for STANDING here, it will check
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; [.edgewarps + $ff]. This resolves to $3e at $8035a.
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; This causes wd041 to be nonzero when standing on tile $3e,
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; making bumps silent.
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ld a, [WalkingDirection]
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; cp STANDING
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; jr z, .not_warp
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ld e, a
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ld d, 0
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ld hl, .EdgeWarps
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add hl, de
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ld a, [PlayerStandingTile]
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cp [hl]
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jr nz, .not_warp
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ld a, 1
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ld [wd041], a
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ld a, [WalkingDirection]
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; This is in the wrong place.
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cp STANDING
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jr z, .not_warp
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ld e, a
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ld a, [PlayerDirection]
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rrca
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rrca
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and 3
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cp e
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jr nz, .not_warp
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call WarpCheck
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jr nc, .not_warp
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call .StandInPlace
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scf
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ld a, 1
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ret
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.not_warp
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xor a
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ret
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.EdgeWarps:
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db COLL_WARP_CARPET_DOWN
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db COLL_WARP_CARPET_UP
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db COLL_WARP_CARPET_LEFT
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db COLL_WARP_CARPET_RIGHT
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; 8025f
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.DoStep:
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ld e, a
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ld d, 0
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ld hl, .Steps
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add hl, de
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add hl, de
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld a, [WalkingDirection]
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ld e, a
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cp STANDING
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jp z, .StandInPlace
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add hl, de
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ld a, [hl]
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ld [MovementAnimation], a
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ld hl, .FinishFacing
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add hl, de
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ld a, [hl]
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ld [wPlayerTurningDirection], a
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ld a, 4
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ret
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.Steps:
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dw .SlowStep
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dw .NormalStep
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dw .FastStep
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dw .JumpStep
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dw .SlideStep
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dw .TurningStep
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dw .BackJumpStep
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dw .FinishFacing
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.SlowStep:
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slow_step DOWN
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slow_step UP
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slow_step LEFT
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slow_step RIGHT
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.NormalStep:
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step DOWN
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step UP
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step LEFT
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step RIGHT
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.FastStep:
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big_step DOWN
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big_step UP
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big_step LEFT
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big_step RIGHT
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.JumpStep:
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jump_step DOWN
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jump_step UP
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jump_step LEFT
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jump_step RIGHT
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.SlideStep:
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fast_slide_step DOWN
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fast_slide_step UP
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fast_slide_step LEFT
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fast_slide_step RIGHT
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.BackJumpStep:
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jump_step UP
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jump_step DOWN
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jump_step RIGHT
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jump_step LEFT
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.TurningStep:
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turn_step DOWN
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turn_step UP
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turn_step LEFT
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turn_step RIGHT
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.FinishFacing:
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db $80 + DOWN
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db $80 + UP
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db $80 + LEFT
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db $80 + RIGHT
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; 802b3
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.StandInPlace: ; 802b3
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ld a, 0
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ld [wPlayerTurningDirection], a
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ld a, movement_step_sleep
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ld [MovementAnimation], a
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xor a
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ret
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; 802bf
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._WalkInPlace: ; 802bf
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ld a, 0
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ld [wPlayerTurningDirection], a
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ld a, movement_step_bump
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ld [MovementAnimation], a
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xor a
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ret
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; 802cb
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.CheckForced: ; 802cb
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; When sliding on ice, input is forced to remain in the same direction.
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call CheckStandingOnIce
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ret nc
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ld a, [wPlayerTurningDirection]
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cp 0
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ret z
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and 3
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ld e, a
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ld d, 0
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ld hl, .forced_dpad
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add hl, de
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ld a, [CurInput]
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and BUTTONS
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or [hl]
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ld [CurInput], a
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ret
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.forced_dpad
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db D_DOWN, D_UP, D_LEFT, D_RIGHT
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; 802ec
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.GetAction: ; 802ec
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; Poll player input and update movement info.
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ld hl, .table
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ld de, .table2 - .table1
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ld a, [CurInput]
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bit D_DOWN_F, a
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jr nz, .d_down
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bit D_UP_F, a
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jr nz, .d_up
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bit D_LEFT_F, a
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jr nz, .d_left
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bit D_RIGHT_F, a
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jr nz, .d_right
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; Standing
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jr .update
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.d_down add hl, de
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.d_up add hl, de
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.d_left add hl, de
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.d_right add hl, de
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.update
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ld a, [hli]
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ld [WalkingDirection], a
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ld a, [hli]
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ld [FacingDirection], a
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ld a, [hli]
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ld [WalkingX], a
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ld a, [hli]
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ld [WalkingY], a
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld a, [hl]
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ld [WalkingTile], a
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ret
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.table
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; struct:
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; walk direction
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; facing
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; x movement
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; y movement
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; tile collision pointer
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.table1
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db STANDING, FACE_CURRENT, 0, 0
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dw PlayerStandingTile
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.table2
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db RIGHT, FACE_RIGHT, 1, 0
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dw TileRight
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db LEFT, FACE_LEFT, -1, 0
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dw TileLeft
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db UP, FACE_UP, 0, -1
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dw TileUp
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db DOWN, FACE_DOWN, 0, 1
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dw TileDown
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; 80341
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.CheckNPC: ; 80341
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; Returns 0 if there is an NPC in front that you can't move
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; Returns 1 if there is no NPC in front
|
|
; Returns 2 if there is a movable NPC in front
|
|
ld a, 0
|
|
ld [hMapObjectIndexBuffer], a
|
|
; Load the next X coordinate into d
|
|
ld a, [PlayerStandingMapX]
|
|
ld d, a
|
|
ld a, [WalkingX]
|
|
add d
|
|
ld d, a
|
|
; Load the next Y coordinate into e
|
|
ld a, [PlayerStandingMapY]
|
|
ld e, a
|
|
ld a, [WalkingY]
|
|
add e
|
|
ld e, a
|
|
; Find an object struct with coordinates equal to d,e
|
|
ld bc, ObjectStructs ; redundant
|
|
callba IsNPCAtCoord
|
|
jr nc, .is_npc
|
|
call .CheckStrengthBoulder
|
|
jr c, .no_bump
|
|
|
|
xor a
|
|
ret
|
|
|
|
.is_npc
|
|
ld a, 1
|
|
ret
|
|
|
|
.no_bump
|
|
ld a, 2
|
|
ret
|
|
; 8036f
|
|
|
|
.CheckStrengthBoulder: ; 8036f
|
|
|
|
ld hl, BikeFlags
|
|
bit 0, [hl] ; using strength
|
|
jr z, .not_boulder
|
|
|
|
ld hl, OBJECT_DIRECTION_WALKING
|
|
add hl, bc
|
|
ld a, [hl]
|
|
cp STANDING
|
|
jr nz, .not_boulder
|
|
|
|
ld hl, OBJECT_PALETTE
|
|
add hl, bc
|
|
bit 6, [hl]
|
|
jr z, .not_boulder
|
|
|
|
ld hl, OBJECT_FLAGS2
|
|
add hl, bc
|
|
set 2, [hl]
|
|
|
|
ld a, [WalkingDirection]
|
|
ld d, a
|
|
ld hl, OBJECT_RANGE
|
|
add hl, bc
|
|
ld a, [hl]
|
|
and $fc
|
|
or d
|
|
ld [hl], a
|
|
|
|
scf
|
|
ret
|
|
|
|
.not_boulder
|
|
xor a
|
|
ret
|
|
; 8039e
|
|
|
|
.CheckLandPerms: ; 8039e
|
|
; Return 0 if walking onto land and tile permissions allow it.
|
|
; Otherwise, return carry.
|
|
|
|
ld a, [TilePermissions]
|
|
ld d, a
|
|
ld a, [FacingDirection]
|
|
and d
|
|
jr nz, .NotWalkable
|
|
|
|
ld a, [WalkingTile]
|
|
call .CheckWalkable
|
|
jr c, .NotWalkable
|
|
|
|
xor a
|
|
ret
|
|
|
|
.NotWalkable:
|
|
scf
|
|
ret
|
|
; 803b4
|
|
|
|
.CheckSurfPerms: ; 803b4
|
|
; Return 0 if moving in water, or 1 if moving onto land.
|
|
; Otherwise, return carry.
|
|
|
|
ld a, [TilePermissions]
|
|
ld d, a
|
|
ld a, [FacingDirection]
|
|
and d
|
|
jr nz, .NotSurfable
|
|
|
|
ld a, [WalkingTile]
|
|
call .CheckSurfable
|
|
jr c, .NotSurfable
|
|
|
|
and a
|
|
ret
|
|
|
|
.NotSurfable:
|
|
scf
|
|
ret
|
|
; 803ca
|
|
|
|
.BikeCheck: ; 803ca
|
|
ld a, [PlayerState]
|
|
cp PLAYER_BIKE
|
|
ret z
|
|
cp PLAYER_SKATE
|
|
ret
|
|
; 803d3
|
|
|
|
.CheckWalkable: ; 803d3
|
|
; Return 0 if tile a is land. Otherwise, return carry.
|
|
|
|
call GetTileCollision
|
|
and a ; LANDTILE?
|
|
ret z
|
|
scf
|
|
ret
|
|
; 803da
|
|
|
|
.CheckSurfable: ; 803da
|
|
; Return 0 if tile a is water, or 1 if land.
|
|
; Otherwise, return carry.
|
|
|
|
call GetTileCollision
|
|
cp WATERTILE
|
|
jr z, .Water
|
|
|
|
; Can walk back onto land from water.
|
|
and a ; LANDTILE?
|
|
jr z, .Land
|
|
|
|
jr .Neither
|
|
|
|
.Water:
|
|
xor a
|
|
ret
|
|
|
|
.Land:
|
|
ld a, 1
|
|
and a
|
|
ret
|
|
|
|
.Neither:
|
|
scf
|
|
ret
|
|
; 803ee
|
|
|
|
.BumpSound: ; 803ee
|
|
|
|
call CheckSFX
|
|
ret c
|
|
ld de, SFX_BUMP
|
|
call PlaySFX
|
|
ret
|
|
; 803f9
|
|
|
|
.GetOutOfWater: ; 803f9
|
|
push bc
|
|
ld a, PLAYER_NORMAL
|
|
ld [PlayerState], a
|
|
call ReplaceKrisSprite ; UpdateSprites
|
|
pop bc
|
|
ret
|
|
; 80404
|
|
|
|
CheckStandingOnIce:: ; 80404
|
|
ld a, [wPlayerTurningDirection]
|
|
cp 0
|
|
jr z, .not_ice
|
|
cp $f0
|
|
jr z, .not_ice
|
|
ld a, [PlayerStandingTile]
|
|
call CheckIceTile
|
|
jr nc, .yep
|
|
ld a, [PlayerState]
|
|
cp PLAYER_SKATE
|
|
jr nz, .not_ice
|
|
|
|
.yep
|
|
scf
|
|
ret
|
|
|
|
.not_ice
|
|
and a
|
|
ret
|
|
; 80422
|
|
|
|
StopPlayerForEvent:: ; 80422
|
|
ld hl, wPlayerNextMovement
|
|
ld a, movement_step_sleep
|
|
cp [hl]
|
|
ret z
|
|
|
|
ld [hl], a
|
|
ld a, 0
|
|
ld [wPlayerTurningDirection], a
|
|
ret
|
|
; 80430
|