mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
337 lines
20 KiB
Markdown
Executable File
337 lines
20 KiB
Markdown
Executable File
<style>
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c { color: #8f8f8f }
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f { color: #bf1f1f }
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j { color: #1f1fbf }
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k { color: #1f7f1f }
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</style>
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## Functions
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#### Apply VRAM/OAM
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- **SafeUpdateSprites**: Set BG map mode to 0 (disabled) and disable OAM update + UpdateSprites + enable OAM update + DelayFrame + restore original state of BG map mode and OAM update
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- **UpdateSprites**: Compute state of overworld sprites to wShadowOAM. Disable OAM update while editing wShadowOAM, and restore its original state when finished
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- **ApplyPals**: Copy wBGPals1 into wBGPals2 and wOBPals1 into wOBPals2. Does not request pal update during vblank by itself
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- **ApplyAttrmap**: Set BG map mode to 2 (pals) and delay 4 frames, and finally restore original state BG map mode. If LCD disabled instead copy all pals at once immediately
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- **ApplyTilemap**: Set BG map mode to 1 (tiles) and delay 4 frames. If wSpriteUpdatesEnabled is non-0, instead call CopyTilemapAtOnce to do it all in one frame. This delays the next vblank to LY ~$7f
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#### Load font
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- **LoadFont_NoOAMUpdate**: LoadFrame + Hide Window + LoadStandardFont with OAM update disabled
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- **LoadOverworldFont_NoOAMUpdate**: LoadOverworldFontAndFrame + hide Window with OAM update disabled
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#### Textboxes
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- **Textbox1bpp**: TextboxBorder + TextboxAttributes1bpp
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- **Textbox2bpp**: _OverworldTextbox + TextboxAttributes2bpp
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- **SpeechTextbox1bpp**: Textbox1bpp with speech location and dimensions
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- **SpeechTextbox2bpp**: Textbox2bpp with speech location and dimensions
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- **ClearTextbox**: Clear the inside of a speech textbox (fill with " ")
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- **PrintTextboxText**: Print text in speech textbox coordinates with letter delay
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- **PrintText1bpp**, **FarPrintText1bpp**: SpeechTextbox1bpp + UpdateSprites + ApplyTilemap + ClearTextbox + PrintTextboxText
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- **PrintText2bpp**: SpeechTextbox2bpp + UpdateSprites + ApplyTilemap + ClearTextbox + PrintTextboxText
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- **MapTextbox**: ClearTextbox + redraw tile behind cursor + SafeUpdateSprites + disable OAM update + ApplyTilemap + PrintTextboxText + enable OAM update
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- **MenuBox**: Calls Textbox1bpp or Textbox2bpp, depending on the value of wText2bpp, with menu location and dimensions.
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#### Overworld map scrolling
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- **LoadScreenTilemap**: From the metatile-based 24x20 map in wSurroundingTiles, load the corresponding 20x18 tiles to wTilemap. Later, BackupBGMap* from ScrollMap* copies new row/column from wTilemap to wBGMapBuffer. _ScrollBGMapPalettes populates wBGMapPalBuffer based on the tiles at wBGMapBuffer. These are read during vblank by UpdateBGMapBuffer.
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- **LoadScreenAttrmapPals**: Load wAttrmap palette numbers based on the tileset palettes of the current map. Called only by LoadScreenTilemapAndAttrmapPals.
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- **LoadScreenTilemapAndAttrmapPals**: LoadScreenTilemap + LoadScreenAttrmapPals. Often used to reload screen after closing a text box.
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#### Overworld map anchoring
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- **ReanchorBGMap_NoOAMUpdate**: LoadScreenTilemapAndAttrmapPals + HDMATransferTilemapAndAttrmap_OpenAndCloseMenu, then fill BG map with all black while Window is displayed, finally anchor map and objects. Shall by followed by CopyTilemapAtOnce or by a HDMATransferTilemapAndAttrmap_* to redraw the screen.
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- **OpenText1bpp**, **OpenText2bpp**: ClearMenuAndWindowData + ReanchorBGMap_NoOAMUpdate + SpeechTextbox1bpp + HDMATransferTilemapAndAttrmap_OpenAndCloseMenu + hide Window
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- **OpenText1bpp**: Loads 1bpp font (LoadFont_NoOAMUpdate)
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- **OpenText2bpp**: Doesn't load 2bpp font
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- **RefreshScreen**: Same as OpenText functions but doesn't call any SpeechTextbox
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#### VRAM transfer
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- **Request1bpp**, **Request2bpp**: Copy 1bpp or 2bpp tiles at a rate of TILES_PER_CYCLE (8) per frame during vblank. Wait until complete
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- **Copy1bpp**, **Copy2bpp**: Copy 1bpp or 2bpp tiles immediately
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- **Get1bpp**, **Get2bpp**: Call Copy1bpp or Copy2bpp if LCD disabled. Request1bpp or Request2bpp otherwise
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- **HDMATransfer1bpp**: Copy 1bpp tiles via HDMA. Maximum 16 tiles per frame
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- **HDMATransfer2bpp**: Copy 2bpp tiles via HDMA. No hardcoded limit. Timing considers 1 tile per hblank
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- **Get1bppViaHDMA**, **Get2bppViaHDMA**: Call Copy1bpp or Copy2bpp if LCD disabled. HDMATransfer1bpp or HDMATransfer2bpp otherwise
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- **HDMATransferTilemapAndAttrmap_OpenAndCloseMenu**, **HDMATransferTilemapAndAttrmap_OverworldEffect**: Similar, but with slightly different scanline timing. So they're essentially like RefreshScreen minus the anchoring part.
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#### HUD
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- **EnableWindowHUD**: Configure LCD interrupt in LYC=LY mode with corresponding LYC.
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- **DisableWindowHUD**: Configure LCD interrupt in hblank mode
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- **LoadHUD**: Load the HUD at wWhichHUD to the top of wTilemap and wAttrmap
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- **LoadWindowHUD**: Like LoadHUD, but for HUDs that require a Window overlay. Only does anything if hWindowHUDLY is non-0
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- **ConstructOverworldHUDTilemap**: Draw the overworld HUD's tilemap into wOverworldHUDTiles
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- **TransferOverworldHUDToBGMap**: Transfer overworld HUD to vBGMap1/vBGMap3 during v/hblank(s). Tilemap is read from wOverworldHUDTiles, attrmap is all PAL_BG_TEXT | PRIORITY.
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- **RefreshOverworldHUD**: ConstructOverworldHUDTilemap + TransferOverworldHUDToBGMap
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## Scripts
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- **refreshscreen**: RefreshScreen
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- **reloadmappart**: LoadScreenTilemapAndAttrmapPals + GetMovementPermissions + HDMATransferTilemapAndAttrmap_OverworldEffect + UpdateSprites. Similar to refreshscreen, but does not reanchor. On the other hand, it refreshes movement permissions. Often used after a block change or field move, which can affect collisions.
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## Overworld loop
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```
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<f>Primary functions</f> are denoted in red and using indentation
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<j>*[j<num>]*</j> means jumping ahead
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<k>*r<num>_<ret_value>*</k> means break/return from current function with a return value
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Horizontal line means end of loop
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Bold denotes not documented yet
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<c>This denotes a comment</c>
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```
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wMapStatus == MAPSTATUS_START:\
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$~~~~$wScriptRunning <= 0\
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$~~~~$wMapStatus ~ wMapStatusEnd <= 0
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wMapStatus == MAPSTATUS_START or wMapStatus == MAPSTATUS_ENTER:\
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$~~~~$**RunMapSetupScript**\
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$~~~~$hMapEntryMethod == MAPSETUP_CONNECTION:\
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$~~~~~~~~$wScriptFlags2 <= \$ff\
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$~~~~$hMapEntryMethod <= 0\
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$~~~~$wMapStatus <= MAPSTATUS_HANDLE
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---
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wMapStatus == MAPSTATUS_DONE:\
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$~~~~$*Exit overworld loop*
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---
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wMapStatus == MAPSTATUS_HANDLE: <c>the remainder of the code goes at this level</c>
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> hOverworldDelay <= 2 <c>2 is *MaxOverworldDelay*</c>\
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> MapEventStatus == MAPEVENTS_ON:\
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>$~~~~$*Get joypad* <c>update hJoyDown, hJoyReleased, hJoyPressed</c>\
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>$~~~~$*Refresh pals*
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> HandleCmdQueue <c>runs cmds queued by callbacks of type MAPCALLBACK_CMDQUEUE that execute the writecmdqueue script. Used only for stone tables, where any boulder from that table that is on a pit tile is made to disappear.</c>
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> <f>MapEvents (wMapEventStatus == MAPEVENTS_ON):</f>
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>> <f>PlayerEvents (wScriptRunning == FALSE):</f> <c>wScriptRunning check not to interrupt a running script command with wait/delay mode like applymovement and deactivatefacing</c>
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>>> <f>CheckTrainerBattle:</f>\
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>>> *if seen by trainer (if any visible sprite is a trainer not yet beaten facing the player within line of sight)*:\
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>>>$~~~~$*update wSeenTrainerDistance, wSeenTrainerDirection, wSeenTrainerBank, hLastTalked*\
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>>>$~~~~$*load trainer data to wTempTrainer ~ wTempTrainerEnd*\
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>>>$~~~~$<j>[j1(PLAYEREVENT_SEENBYTRAINER)]</j>
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>>> <f>CheckTileEvent:</f>\
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>>> *if warp, coord event, step event, or wild encounter*:\
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>>> $~~~~$<j>[j1(PLAYEREVENT_CONNECTION / PLAYEREVENT_FALL / PLAYEREVENT_WARP / PLAYEREVENT_MAPSCRIPT / PLAYEREVENT_HATCH)]</j> <c>step events include: special phone call, repel, poison, happiness, egg, daycare, bike</c>\
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>>> $~~~~$*may also* CallScript(<coord_event_script> / Script_ReceivePhoneCall / RepelWoreOffScript / Script_MonFaintedToPoison / WildBattleScript / BugCatchingContestBattleScript)
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>>> <f>**RunMemScript**:</f>\
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>>> *if any script at wMapReentryScript*: <j>[j1]</j> <c>used for phone scripts</c>
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>>> <f>**RunSceneScript**:</f>\
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>>> *if scene event (wCurMapSceneScriptCount)*: <j>[j1(PLAYEREVENT_MAPSCRIPT)]</j>
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>>> <f>**CheckTimeEvents**:</f>\
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>>> *if any time event*: <j>[j1]</j> <c>used for bug contest, daily events</c>
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>>> <f>OWPlayerInput:</f>
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>>>> <f>PlayerMovement:</f>
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>>>>> <f>DoPlayerMovement:</f>
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>>>>> wCurInput <= hJoyDown <c>if BIKEFLAGS_DOWNHILL_F and hJoyDown & D_PAD == 0, instead load D_DOWN </c>\
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>>>>> wMovementAnimation <= movement_step_sleep\
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>>>>> wWalkingIntoEdgeWarp <= FALSE
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>>>>> <c>Tile collision checks below consist on reading the current tile *wPlayerTile* and comparing it to a *COLL_* constant or a range of *COLL_* constants.</c>\
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>>>>> <c>Tile permission checks below on reading the permissions of the tile that the player is walking into: *wTilePermissions* (applies only to *COLL_WALL*s) and *wWalkingTile* (*LAND_TILE*, *WATER_TILE*, or *WALL_TILE* for the tile in the walking direction; *WALL_TILE* permission is not the same as a *COLL_WALL* collision).</c>\
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>>>>> wPlayerState == PLAYER_NORMAL or wPlayerState = PLAYER_BIKE:\
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>>>>> $~~~~$*if on ice tile and wPlayerTurningDirection != 0: wCurInput <= current direction button*\
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>>>>> $~~~~$*update wWalkingDirection, wFacingDirection, wWalkingX, wWalkingY, wWalkingTile, based on wCurInput direction*\
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>>>>> $~~~~$*if whirlpool tile: <k>r1_player_movement = PLAYERMOVEMENT_FORCE_TURN</k>*\
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>>>>> $~~~~$*if waterfall tile: wWalkingDirection <= direction, DoStep(STEP_WALK), <k>r1_player_movement = PLAYERMOVEMENT_CONTINUE</k>*\
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>>>>> $~~~~$*if door/staircase/cave warp tile (non ladder/carpet): wWalkingDirection <= DOWN, DoStep(STEP_WALK), <k>r1_player_movement = PLAYERMOVEMENT_CONTINUE</k>*\
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>>>>> $~~~~$*if directions at wWalkingDirection and wPlayerDirection are not the same (turning): DoStep(STEP_TURN), <k>r1_player_movement = PLAYERMOVEMENT_TURN</k>*\
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>>>>> $~~~~$*if no bump (land tile permissions or NPC): DoStep(STEP_WALK / STEP_BIKE / STEP_ICE)*\
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>>>>> $~~~~~~~~$*if not leaving water: <k>r1_player_movement = PLAYERMOVEMENT_FINISH</k>*\
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>>>>> $~~~~~~~~$*if leaving water: wPlayerState <= PLAYER_NORMAL, reload music and sprites, and <k>r1_player_movement = PLAYERMOVEMENT_EXIT_WATER</k>*\
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>>>>> $~~~~$*if ledge tile: play sfx, DoStep(STEP_LEDGE), and <k>r1_player_movement = PLAYERMOVEMENT_JUMP</k>*\
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>>>>> $~~~~$*if carpet warp tile matching wWalkingDirection: wWalkingIntoEdgeWarp <= TRUE*\
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>>>>> $~~~~~~~~$*if directions at wWalkingDirection and wPlayerDirection are the same: load warp data, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep, and <k>r1_player_movement = PLAYERMOVEMENT_WARP</k>*\
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>>>>> $~~~~$wWalkingDirection == STANDING: wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep\
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>>>>> $~~~~$wWalkingDirection != STANDING: if wWalkingIntoEdgeWarp == FALSE, *play bump sound*, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_bump
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>>>>> wPlayerState == PLAYER_SURF:\
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>>>>> $~~~~$*if on ice tile and wPlayerTurningDirection != 0: wCurInput <= current direction button*\
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>>>>> $~~~~$*update wWalkingDirection, wFacingDirection: wWalkingX, wWalkingY, wWalkingTile, based on wCurInput direction*\
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>>>>> $~~~~$*if whirlpool tile: <k>r1_player_movement = PLAYERMOVEMENT_FORCE_TURN</k>*\
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>>>>> $~~~~$*if waterfall tile: wWalkingDirection <= direction, DoStep(STEP_WALK), <k>r1_player_movement = PLAYERMOVEMENT_CONTINUE</k>*\
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>>>>> $~~~~$*if door/staircase/cave warp tile (non ladder/carpet): wWalkingDirection <= DOWN, DoStep(STEP_WALK), <k>r1_player_movement = PLAYERMOVEMENT_CONTINUE</k>*\
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>>>>> $~~~~$*if directions at wWalkingDirection and wPlayerDirection are not the same (turning): DoStep(STEP_TURN), <k>r1_player_movement = PLAYERMOVEMENT_TURN</k>*\
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>>>>> $~~~~$*if no bump (water tile permissions or NPC): DoStep(STEP_WALK / STEP_BIKE / STEP_ICE)*\
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>>>>> $~~~~~~~~$*if not leaving water: <k>r1_player_movement = PLAYERMOVEMENT_FINISH</k>*\
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>>>>> $~~~~~~~~$*if leaving water: wPlayerState <= PLAYER_NORMAL, reload music and sprites, and <k>r1_player_movement = PLAYERMOVEMENT_EXIT_WATER</k>*\
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>>>>> $~~~~$wWalkingDirection == STANDING: wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep\
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>>>>> $~~~~$wWalkingDirection != STANDING: if wWalkingIntoEdgeWarp == FALSE, *play bump sound*, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_bump
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>>>>> wPlayerNextMovement <= wMovementAnimation\
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>>>>> <k>r1_player_movement = PLAYERMOVEMENT_NORMAL</k>
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>>>> r1_player_movement == PLAYERMOVEMENT_NORMAL or r1_player_movement == PLAYERMOVEMENT_JUMP or r1_player_movement == PLAYERMOVEMENT_FINISH: <k>r2_player_event = 0</k>\
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>>>> r1_player_movement == PLAYERMOVEMENT_WARP: <k>r2_player_event = PLAYEREVENT_WARP</k>\
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>>>> r1_player_movement == PLAYERMOVEMENT_TURN: <k>r2_player_event = PLAYEREVENT_JOYCHANGEFACING</k>\
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>>>> r1_player_movement == PLAYERMOVEMENT_FORCE_TURN: CallScript(Script_ForcedMovement), <k>r2_player_event = PLAYEREVENT_MAPSCRIPT</k> <c>CallScript returns PLAYEREVENT_MAPSCRIPT always</c>\
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>>>> r1_player_movement == PLAYERMOVEMENT_CONTINUE or r1_player_movement == PLAYERMOVEMENT_EXIT_WATER: <k>r2_player_event = -1</k>
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>>> r2_player_event == -1: <k>r3_player_event = 0</k> <c>in this case, apart from r2_player_event = -1, PlayerMovement has also returned nc</c>\
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>>> r2_player_event == 0: <c>in this case, apart from r2_player_event = 0, PlayerMovement has also returned nc</c>\
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>>> $~~~~$*if on ice tile and wPlayerTurningDirection != 0*: <j>[j2]</j>\
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>>> $~~~~$if A_BUTTON in hJoyPressed:\
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>>> $~~~~~~~~$*if facing to object event*: CallScript(<object's script>) and <k>r3_player_event = PLAYEREVENT_MAPSCRIPT</k> / <k>r3_player_event = PLAYEREVENT_ITEMBALL</k> / *load trainer data* and <k>r3_player_event = PLAYEREVENT_TALKTOTRAINER</k> <c>includes rock and boulder objects (PLAYEREVENT_MAPSCRIPT case)</c>\
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>>> $~~~~~~~~$*if bg event (signpost) in current coords and facing, and event's flag set if any*: CallScript(<event's script> / HiddenItemScript) and <k>r3_player_event = PLAYEREVENT_MAPSCRIPT</k>\
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>>> $~~~~~~~~$*if facing to collision event (use cut, whirlpool, waterfall, headbutt, surf)*: *call TryXOW, which returns with CallScript(AskXOW / CantXOW) and thus <k>r3_player_event = PLAYEREVENT_MAPSCRIPT</k>*\
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>>> $~~~~$hJoyPressed[SELECT_F] == TRUE:\
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>>> $~~~~~~~~$CallScript(SelectMenuScript) and <k>r3_player_event = PLAYEREVENT_MAPSCRIPT</k>\
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>>> $~~~~$hJoyPressed[START_F] == TRUE:\
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>>> $~~~~~~~~$CallScript(StartMenuScript) and <k>r3_player_event = PLAYEREVENT_MAPSCRIPT</k>\
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>>> <k>r3_player_event = r2_player_event</k> <c>in these instances is where PlayerMovement returned carry, so OWPlayerInput returns early</c>
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>>> r3_player_event == 0: <j>[j2]</j>
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>> <j>**[j1]**</j>\
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>> wScriptMode <= SCRIPT_READ\
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>> wScriptRunning <= *loaded script from whatever jumped straight to [j1] OR r3_player_event*
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>>> <f>DoPlayerEvent (wScriptRunning == TRUE and wScriptRunning != PLAYEREVENT_MAPSCRIPT):</f> <c>if there is a non-PLAYEREVENT_MAPSCRIPT script requested during this loop iteration, DoPlayerEvent pushes it to make it be executed by ScriptEvents. So the code up to [j2] below here **is actually executed by ScriptEvents and *NOT* right now**.</c>\
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>>> <c>All scripts below finish with the *end* script unless otherwise stated (e.g. by the *endall* script)</c>
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>>> wScriptRunning == PLAYEREVENT_SEENBYTRAINER:\
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>>> $~~~~$SeenByTrainerScript + StartBattleWithMapTrainerScript
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>>> wScriptRunning == PLAYEREVENT_TALKTOTRAINER:\
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>>> $~~~~$TalkToTrainerScript + StartBattleWithMapTrainerScript
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>>> wScriptRunning == PLAYEREVENT_ITEMBALL:\
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>>> $~~~~$FindItemInBallScript
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>>> wScriptRunning == PLAYEREVENT_CONNECTION:\
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>>> $~~~~$hMapEntryMethod <= MAPSETUP_CONNECTION\
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>>> $~~~~$wMapStatus <= MAPSTATUS_ENTER\
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>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE
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>>> wScriptRunning == PLAYEREVENT_WARP:\
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>>> $~~~~$*play warp sound*\
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>>> $~~~~$hMapEntryMethod <= MAPSETUP_DOOR\
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>>> $~~~~$wMapStatus <= MAPSTATUS_ENTER\
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>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE <c>this write is exactly what the 'end' script also does</c>
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>>> wScriptRunning == PLAYEREVENT_FALL:\
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>>> $~~~~$hMapEntryMethod <= MAPSETUP_FALL\
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>>> $~~~~$wMapStatus <= MAPSTATUS_ENTER\
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>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE\
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>>> $~~~~$*play fall sound 1*\
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>>> $~~~~$*apply fall movement*\
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>>> $~~~~$*play fall sound 2*
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>>> wScriptRunning == PLAYEREVENT_WHITEOUT:\
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>>> $~~~~$OverworldWhiteoutScript + Script_Whiteout <c>ends with hMapEntryMethod <= MAPSETUP_WARP + wMapStatus <= MAPSTATUS_ENTER + *endall*</c>
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>>> wScriptRunning == PLAYEREVENT_HATCH:\
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>>> $~~~~$OverworldHatchEgg
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>>> wScriptRunning == PLAYEREVENT_JOYCHANGEFACING:\
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>>> $~~~~$wScriptDelay <= 3\
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>>> $~~~~$wScriptMode <= SCRIPT_WAIT\
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>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE\
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>>> $~~~~$wScriptFlags2[4] == TRUE <c>enable wild encounters</c>
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>> <j>**[j2]**</j>\
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>> wScriptFlags2 <= 0
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>> <f>ScriptEvents:</f> <c>executes scripts requested this loop by CallScript (PLAYEREVENT_MAPSCRIPT)</c>
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>> wScriptFlags[SCRIPT_RUNNING] = TRUE\
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>> while wScriptFlags[SCRIPT_RUNNING] == TRUE: <c>breaks after *end* or similar script command</c>
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>> $~~~~$wScriptMode == SCRIPT_OFF:\
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>> $~~~~~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE
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>> $~~~~$wScriptMode == SCRIPT_READ:\
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>> $~~~~~~~~$**(...)**
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>> $~~~~$wScriptMode == SCRIPT_WAIT_MOVEMENT:\
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>> $~~~~~~~~$**(...)**
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>> $~~~~$wScriptMode == SCRIPT_WAIT:\
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>> $~~~~~~~~$**(...)**
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> wMapStatus != MAPSTATUS_HANDLE: <j>[j3]</j> <c>jump if any script during this iteration changed wMapStatus (some warp ocurred)</c>
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> <f>**HandleMapObjects**:</f>
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>> **HandleNPCStep** <c>**Includes player object!** At the beginning of each object, clears wPlayerStepVectorX, wPlayerStepVectorY, and wPlayerStepFlags, and sets wPlayerStepDirection to STANDING. HandleObjectStep is called for each visible object. This calls HandleStepType, which processes StepTypesJumptable by STEP_TYPE_. These functions manipulate wPlayerStepFlags among other things.</c>
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>> <f>_HandlePlayerStep (wPlayerStepFlags != 0):</f>
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>>> wPlayerStepFlags(PLAYERSTEP_START_F) == TRUE:\
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>>> $~~~~$wHandlePlayerStep <= 4\
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>>> $~~~~$*Scroll map in the direction at wPlayerStepDirection*\
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>>> $~~~~$wHandlePlayerStep <= wHandlePlayerStep - 1
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>>> $~~~~$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX\
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>>> $~~~~$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY\
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>>> else wPlayerStepFlags(PLAYERSTEP_STOP_F) == TRUE:\
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>>> $~~~~$*Increase or decrease wYCoord or wXCoord according to wPlayerStepDirection*\
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>>> $~~~~$wHandlePlayerStep <= wHandlePlayerStep - 1\
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>>> $~~~~$wHandlePlayerStep == 1: BufferScreen\
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>>> $~~~~$wHandlePlayerStep == 0: GetMovementPermissions <c>Update *wPlayerTile*, *wTilePermissions*, *wTileDown*, *wTileUp*, *wTileLeft*, and/or *wTileRight*</c>\
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>>> $~~~~$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX\
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>>> $~~~~$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY\
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>>> else wPlayerStepFlags(PLAYERSTEP_CONTINUE_F) == TRUE: <c>same as PLAYERSTEP_STOP_F case except don't update *wYCoord* or *wXCoord*</c>\
|
|
>>> $~~~~$wHandlePlayerStep <= wHandlePlayerStep - 1\
|
|
>>> $~~~~$wHandlePlayerStep == 1: BufferScreen\
|
|
>>> $~~~~$wHandlePlayerStep == 0: GetMovementPermissions <c>Update wPlayerTile, wTilePermissions, wTileDown, wTileUp, wTileLeft, and/or wTileRight</c>\
|
|
>>> $~~~~$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX\
|
|
>>> $~~~~$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY
|
|
|
|
>> **CheckObjectEnteringVisibleRange** (wPlayerStepFlags[PLAYERSTEP_STOP_F] == TRUE)
|
|
|
|
> DelayFrames(hOverworldDelay)
|
|
|
|
> <f>**HandleMapBackground**</f> <c>_UpdateSprites + ScrollScreen</c>
|
|
|
|
> <f>CheckPlayerState:</f>\
|
|
> wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == TRUE:\
|
|
> $~~~~$wMapEventStatus <= MAPEVENTS_ON\
|
|
> wPlayerStepFlags[PLAYERSTEP_STOP_F] == TRUE or wPlayerStepFlags[PLAYERSTEP_MIDAIR_F] == TRUE:\
|
|
> $~~~~$wMapEventStatus <= MAPEVENTS_OFF\
|
|
> else:\
|
|
> $~~~~$wScriptFlags2 <= \$ff\
|
|
> $~~~~$wMapEventStatus <= MAPEVENTS_ON
|
|
|
|
> <j>**[j3]**</j>
|
|
|
|
---
|
|
<c>***End of overworld loop. The remainder are intermediate functions***</c>
|
|
|
|
---
|
|
|
|
<c>Every script executed by ScriptEvents finishes with the some form of the **end** command. It returns (by updating wScriptPos and wScriptBank) to a parent script if any, and otherwise:</c>\
|
|
wScriptRunning <= FALSE\
|
|
wScriptMode <= SCRIPT_OFF\
|
|
wScriptFlags[SCRIPT_RUNNING] = FALSE\
|
|
<c>The **endall** command is like *end*, but also finishes parent scripts regardless.</c>
|
|
|
|
---
|
|
|
|
<f>DoStep:</f>
|
|
|
|
wWalkingDirection == STANDING:\
|
|
$~~~~$wPlayerTurningDirection <= 0\
|
|
$~~~~$wMovementAnimation <= movement_step_sleep\
|
|
else:\
|
|
$~~~~$wMovementAnimation <= <step (type, direction)>\
|
|
$~~~~$wPlayerTurningDirection <= \<direction> | 1 << 7\
|
|
$~~~~$<c>then always returns PLAYERMOVEMENT_FINISH but often is overwritten by caller</c>
|
|
|
|
---
|