20 KiB
Executable File
Functions
Apply VRAM/OAM
- 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
- UpdateSprites: Compute state of overworld sprites to wShadowOAM. Disable OAM update while editing wShadowOAM, and restore its original state when finished
- ApplyPals: Copy wBGPals1 into wBGPals2 and wOBPals1 into wOBPals2. Does not request pal update during vblank by itself
- 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
- 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
Load font
- LoadFont_NoOAMUpdate: LoadFrame + Hide Window + LoadStandardFont with OAM update disabled
- LoadOverworldFont_NoOAMUpdate: LoadOverworldFontAndFrame + hide Window with OAM update disabled
Textboxes
- Textbox1bpp: TextboxBorder + TextboxAttributes1bpp
- Textbox2bpp: _OverworldTextbox + TextboxAttributes2bpp
- SpeechTextbox1bpp: Textbox1bpp with speech location and dimensions
- SpeechTextbox2bpp: Textbox2bpp with speech location and dimensions
- ClearTextbox: Clear the inside of a speech textbox (fill with " ")
- PrintTextboxText: Print text in speech textbox coordinates with letter delay
- PrintText1bpp, FarPrintText1bpp: SpeechTextbox1bpp + UpdateSprites + ApplyTilemap + ClearTextbox + PrintTextboxText
- PrintText2bpp: SpeechTextbox2bpp + UpdateSprites + ApplyTilemap + ClearTextbox + PrintTextboxText
- MapTextbox: ClearTextbox + redraw tile behind cursor + SafeUpdateSprites + disable OAM update + ApplyTilemap + PrintTextboxText + enable OAM update
- MenuBox: Calls Textbox1bpp or Textbox2bpp, depending on the value at wTextboxFlags[TEXT_2BPP_F], with menu location and dimensions.
Overworld map scrolling
- 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.
- LoadScreenAttrmapPals: Load wAttrmap palette numbers based on the tileset palettes of the current map. Called only by LoadScreenTilemapAndAttrmapPals.
- LoadScreenTilemapAndAttrmapPals: LoadScreenTilemap + LoadScreenAttrmapPals. Often used to reload screen after closing a text box.
Overworld map anchoring
- 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.
- OpenText1bpp, OpenText2bpp: ClearMenuAndWindowData + ReanchorBGMap_NoOAMUpdate + SpeechTextbox1bpp + HDMATransferTilemapAndAttrmap_OpenAndCloseMenu + hide Window
- OpenText1bpp: Loads 1bpp font (LoadFont_NoOAMUpdate)
- OpenText2bpp: Doesn't load 2bpp font
- RefreshScreen: Same as OpenText functions but doesn't call any SpeechTextbox
VRAM transfer
- Request1bpp, Request2bpp: Copy 1bpp or 2bpp tiles at a rate of TILES_PER_CYCLE (8) per frame during vblank. Wait until complete
- Copy1bpp, Copy2bpp: Copy 1bpp or 2bpp tiles immediately
- Get1bpp, Get2bpp: Call Copy1bpp or Copy2bpp if LCD disabled. Request1bpp or Request2bpp otherwise
- HDMATransfer1bpp: Copy 1bpp tiles via HDMA. Maximum 16 tiles per frame
- HDMATransfer2bpp: Copy 2bpp tiles via HDMA. No hardcoded limit. Timing considers 1 tile per hblank
- Get1bppViaHDMA, Get2bppViaHDMA: Call Copy1bpp or Copy2bpp if LCD disabled. HDMATransfer1bpp or HDMATransfer2bpp otherwise
- HDMATransferTilemapAndAttrmap_OpenAndCloseMenu, HDMATransferTilemapAndAttrmap_OverworldEffect: Similar, but with slightly different scanline timing. So they're essentially like RefreshScreen minus the anchoring part.
HUD
- EnableWindowHUD: Configure LCD interrupt in LYC=LY mode with corresponding LYC.
- DisableWindowHUD: Configure LCD interrupt in hblank mode
- LoadHUD: Load the HUD at wWhichHUD to the top of wTilemap and wAttrmap
- LoadWindowHUD: Like LoadHUD, but for HUDs that require a Window overlay. Only does anything if hWindowHUDLY is non-0
- ConstructOverworldHUDTilemap: Draw the overworld HUD's tilemap into wOverworldHUDTiles
- TransferOverworldHUDToBGMap: Transfer overworld HUD to vBGMap1/vBGMap3 during v/hblank(s). Tilemap is read from wOverworldHUDTiles, attrmap is all PAL_BG_TEXT | PRIORITY.
- RefreshOverworldHUD: ConstructOverworldHUDTilemap + TransferOverworldHUDToBGMap
Scripts
- refreshscreen: RefreshScreen
- 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.
Overworld loop
<f>Primary functions</f> are denoted in red and using indentation
<j>*[j<num>]*</j> means jumping ahead
<k>*r<num>_<ret_value>*</k> means break/return from current function with a return value
Horizontal line means end of loop
Bold denotes not documented yet
<c>This denotes a comment</c>
wMapStatus == MAPSTATUS_START:
$$wMapStatus ~ wMapStatusEnd <= 0$wScriptRunning <= 0
$
wMapStatus == MAPSTATUS_START or wMapStatus == MAPSTATUS_ENTER:
$$hMapEntryMethod == MAPSETUP_CONNECTION:$RunMapSetupScript
$
$~~~~~~~~$wScriptFlags2 <= $ff
$$wMapStatus <= MAPSTATUS_HANDLE$hMapEntryMethod <= 0
$
wMapStatus == MAPSTATUS_DONE:
$~~~~$Exit overworld loop
wMapStatus == MAPSTATUS_HANDLE: the remainder of the code goes at this level
wOverworldDelay <= 2 2 is MaxOverworldDelay
MapEventStatus == MAPEVENTS_ON:
$$Refresh pals$Get joypad update hJoyDown, hJoyReleased, hJoyPressed
$
HandleCmdQueue 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.
MapEvents (wMapEventStatus == MAPEVENTS_ON):
PlayerEvents (wScriptRunning == FALSE): wScriptRunning check not to interrupt a running script command with wait/delay mode like applymovement and deactivatefacing
CheckTrainerBattle:
if seen by trainer (if any visible sprite is a trainer not yet beaten facing the player within line of sight):
$$load trainer data to wTempTrainer ~ wTempTrainerEnd$update wSeenTrainerDistance, wSeenTrainerDirection, wSeenTrainerBank, hLastTalked
$
$~~~~$[j1(PLAYEREVENT_SEENBYTRAINER)]
CheckTileEvent:
if warp, coord event, step event, or wild encounter:
$$may also CallScript(<coord_event_script> / Script_ReceivePhoneCall / RepelWoreOffScript / Script_MonFaintedToPoison / WildBattleScript / BugCatchingContestBattleScript)$[j1(PLAYEREVENT_CONNECTION / PLAYEREVENT_FALL / PLAYEREVENT_WARP / PLAYEREVENT_MAPSCRIPT / PLAYEREVENT_HATCH)] step events include: special phone call, repel, poison, happiness, egg, daycare, bike
$
RunMemScript:
if any script at wMapReentryScript: [j1] used for phone scripts
RunSceneScript:
if scene event (wCurMapSceneScriptCount): [j1(PLAYEREVENT_MAPSCRIPT)]
CheckTimeEvents:
if any time event: [j1] used for bug contest, daily events
OWPlayerInput:
PlayerMovement:
DoPlayerMovement:
wCurInput <= hJoyDown if BIKEFLAGS_DOWNHILL_F and hJoyDown & D_PAD == 0, instead load D_DOWN
wMovementAnimation <= movement_step_sleep
wWalkingIntoEdgeWarp <= FALSE
Tile collision checks below consist on reading the current tile wPlayerTile and comparing it to a COLL_ constant or a range of COLL_ constants.
Tile permission checks below on reading the permissions of the tile that the player is walking into: wTilePermissions (applies only to COLL_WALLs) 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).
wPlayerState == PLAYER_NORMAL or wPlayerState = PLAYER_BIKE:
$$update wWalkingDirection, wFacingDirection, wWalkingX, wWalkingY, wWalkingTile, based on wCurInput direction$if on ice tile and wPlayerTurningDirection != 0: wCurInput <= current direction button
$
$$if waterfall tile: wWalkingDirection <= direction, DoStep(STEP_WALK), r1_player_movement = PLAYERMOVEMENT_CONTINUE$if whirlpool tile: r1_player_movement = PLAYERMOVEMENT_FORCE_TURN
$
$$if directions at wWalkingDirection and wPlayerDirection are not the same (turning): DoStep(STEP_TURN), r1_player_movement = PLAYERMOVEMENT_TURN$if door/staircase/cave warp tile (non ladder/carpet): wWalkingDirection <= DOWN, DoStep(STEP_WALK), r1_player_movement = PLAYERMOVEMENT_CONTINUE
$
$$if ledge tile: play sfx, DoStep(STEP_LEDGE), and r1_player_movement = PLAYERMOVEMENT_JUMP$if no bump (land tile permissions or NPC): DoStep(STEP_WALK / STEP_BIKE / STEP_ICE)
$$if leaving water: wPlayerState <= PLAYER_NORMAL, reload music and sprites, and r1_player_movement = PLAYERMOVEMENT_EXIT_WATER$if not leaving water: r1_player_movement = PLAYERMOVEMENT_FINISH
$
$
$$wWalkingDirection == STANDING: wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep$if carpet warp tile matching wWalkingDirection: wWalkingIntoEdgeWarp <= TRUE
$~~~~~~~~$if directions at wWalkingDirection and wPlayerDirection are the same: load warp data, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep, and r1_player_movement = PLAYERMOVEMENT_WARP
$
$~~~~$wWalkingDirection != STANDING: if wWalkingIntoEdgeWarp == FALSE, play bump sound, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_bump
wPlayerState == PLAYER_SURF:
$$update wWalkingDirection, wFacingDirection: wWalkingX, wWalkingY, wWalkingTile, based on wCurInput direction$if on ice tile and wPlayerTurningDirection != 0: wCurInput <= current direction button
$
$$if waterfall tile: wWalkingDirection <= direction, DoStep(STEP_WALK), r1_player_movement = PLAYERMOVEMENT_CONTINUE$if whirlpool tile: r1_player_movement = PLAYERMOVEMENT_FORCE_TURN
$
$$if directions at wWalkingDirection and wPlayerDirection are not the same (turning): DoStep(STEP_TURN), r1_player_movement = PLAYERMOVEMENT_TURN$if door/staircase/cave warp tile (non ladder/carpet): wWalkingDirection <= DOWN, DoStep(STEP_WALK), r1_player_movement = PLAYERMOVEMENT_CONTINUE
$
$$wWalkingDirection == STANDING: wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep$if no bump (water tile permissions or NPC): DoStep(STEP_WALK / STEP_BIKE / STEP_ICE)
$$if leaving water: wPlayerState <= PLAYER_NORMAL, reload music and sprites, and r1_player_movement = PLAYERMOVEMENT_EXIT_WATER$if not leaving water: r1_player_movement = PLAYERMOVEMENT_FINISH
$
$
$~~~~$wWalkingDirection != STANDING: if wWalkingIntoEdgeWarp == FALSE, play bump sound, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_bump
wPlayerNextMovement <= wMovementAnimation
r1_player_movement = PLAYERMOVEMENT_NORMAL
r1_player_movement == PLAYERMOVEMENT_NORMAL or r1_player_movement == PLAYERMOVEMENT_JUMP or r1_player_movement == PLAYERMOVEMENT_FINISH: r2_player_event = 0
r1_player_movement == PLAYERMOVEMENT_WARP: r2_player_event = PLAYEREVENT_WARP
r1_player_movement == PLAYERMOVEMENT_TURN: r2_player_event = PLAYEREVENT_JOYCHANGEFACING
r1_player_movement == PLAYERMOVEMENT_FORCE_TURN: CallScript(Script_ForcedMovement), r2_player_event = PLAYEREVENT_MAPSCRIPT CallScript returns PLAYEREVENT_MAPSCRIPT always
r1_player_movement == PLAYERMOVEMENT_CONTINUE or r1_player_movement == PLAYERMOVEMENT_EXIT_WATER: r2_player_event = -1
r2_player_event == -1: r3_player_event = 0 in this case, apart from r2_player_event = -1, PlayerMovement has also returned nc
r2_player_event == 0: in this case, apart from r2_player_event = 0, PlayerMovement has also returned nc
$$if A_BUTTON in hJoyPressed:$if on ice tile and wPlayerTurningDirection != 0: [j2]
$
$$if bg event (signpost) in current coords and facing, and event's flag set if any: CallScript(<event's script> / HiddenItemScript) and r3_player_event = PLAYEREVENT_MAPSCRIPT$if facing to object event: CallScript(<object's script>) and r3_player_event = PLAYEREVENT_MAPSCRIPT / r3_player_event = PLAYEREVENT_ITEMBALL / load trainer data and r3_player_event = PLAYEREVENT_TALKTOTRAINER includes rock and boulder objects (PLAYEREVENT_MAPSCRIPT case)
$
$$CallScript(SelectMenuScript) and r3_player_event = PLAYEREVENT_MAPSCRIPT$if facing to collision event (use cut, whirlpool, waterfall, headbutt, surf): call TryXOW, which returns with CallScript(AskXOW / CantXOW) and thus r3_player_event = PLAYEREVENT_MAPSCRIPT
$~~~~$hJoyPressed[SELECT_F] == TRUE:
$
$~~~~$hJoyPressed[START_F] == TRUE:
$~~~~~~~~$CallScript(StartMenuScript) and r3_player_event = PLAYEREVENT_MAPSCRIPT
r3_player_event = r2_player_event in these instances is where PlayerMovement returned carry, so OWPlayerInput returns early
r3_player_event == 0: [j2]
[j1]
wScriptMode <= SCRIPT_READ
wScriptRunning <= loaded script from whatever jumped straight to [j1] OR r3_player_event
DoPlayerEvent (wScriptRunning == TRUE and wScriptRunning != PLAYEREVENT_MAPSCRIPT): 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.
All scripts below finish with the end script unless otherwise stated (e.g. by the endall script)
wScriptRunning == PLAYEREVENT_SEENBYTRAINER:
$~~~~$SeenByTrainerScript + StartBattleWithMapTrainerScript
wScriptRunning == PLAYEREVENT_TALKTOTRAINER:
$~~~~$TalkToTrainerScript + StartBattleWithMapTrainerScript
wScriptRunning == PLAYEREVENT_ITEMBALL:
$~~~~$FindItemInBallScript
wScriptRunning == PLAYEREVENT_CONNECTION:
$$wMapStatus <= MAPSTATUS_ENTER$hMapEntryMethod <= MAPSETUP_CONNECTION
$
$~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE
wScriptRunning == PLAYEREVENT_WARP:
$$hMapEntryMethod <= MAPSETUP_DOOR$play warp sound
$
$$wScriptFlags[SCRIPT_RUNNING] = FALSE this write is exactly what the 'end' script also does$wMapStatus <= MAPSTATUS_ENTER
$
wScriptRunning == PLAYEREVENT_FALL:
$$wMapStatus <= MAPSTATUS_ENTER$hMapEntryMethod <= MAPSETUP_FALL
$
$$play fall sound 1$wScriptFlags[SCRIPT_RUNNING] = FALSE
$
$$play fall sound 2$apply fall movement
$
wScriptRunning == PLAYEREVENT_WHITEOUT:
$~~~~$OverworldWhiteoutScript + Script_Whiteout ends with hMapEntryMethod <= MAPSETUP_WARP + wMapStatus <= MAPSTATUS_ENTER + endall
wScriptRunning == PLAYEREVENT_HATCH:
$~~~~$OverworldHatchEgg
wScriptRunning == PLAYEREVENT_JOYCHANGEFACING:
$$wScriptMode <= SCRIPT_WAIT$wScriptDelay <= 3
$
$$wScriptFlags2[4] == TRUE enable wild encounters$wScriptFlags[SCRIPT_RUNNING] = FALSE
$
[j2]
wScriptFlags2 <= 0
ScriptEvents: executes scripts requested this loop by CallScript (PLAYEREVENT_MAPSCRIPT)
wScriptFlags[SCRIPT_RUNNING] = TRUE
while wScriptFlags[SCRIPT_RUNNING] == TRUE: breaks after end or similar script command
$~~~~$wScriptMode == SCRIPT_OFF:
$~~~~~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE
$~~~~$wScriptMode == SCRIPT_READ:
$~~~~~~~~$(...)
$~~~~$wScriptMode == SCRIPT_WAIT_MOVEMENT:
$~~~~~~~~$(...)
$~~~~$wScriptMode == SCRIPT_WAIT:
$~~~~~~~~$(...)
wMapStatus != MAPSTATUS_HANDLE: [j3] jump if any script during this iteration changed wMapStatus (some warp ocurred)
HandleMapObjects:
HandleNPCStep 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.
_HandlePlayerStep (wPlayerStepFlags != 0):
wPlayerStepFlags(PLAYERSTEP_START_F) == TRUE:
$$Scroll map in the direction at wPlayerStepDirection$wHandlePlayerStep <= 4
$
$$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX$wHandlePlayerStep <= wHandlePlayerStep - 1 $
$$Increase or decrease wYCoord or wXCoord according to wPlayerStepDirection$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY
else wPlayerStepFlags(PLAYERSTEP_STOP_F) == TRUE:
$
$$wHandlePlayerStep == 1: BufferScreen$wHandlePlayerStep <= wHandlePlayerStep - 1
$
$$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX$wHandlePlayerStep == 0: GetMovementPermissions Update wPlayerTile, wTilePermissions, wTileDown, wTileUp, wTileLeft, and/or wTileRight
$
$$wHandlePlayerStep <= wHandlePlayerStep - 1$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY
else wPlayerStepFlags(PLAYERSTEP_CONTINUE_F) == TRUE: same as PLAYERSTEP_STOP_F case except don't update wYCoord or wXCoord
$
$$wHandlePlayerStep == 0: GetMovementPermissions Update wPlayerTile, wTilePermissions, wTileDown, wTileUp, wTileLeft, and/or wTileRight$wHandlePlayerStep == 1: BufferScreen
$
$$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX
$
CheckObjectEnteringVisibleRange (wPlayerStepFlags[PLAYERSTEP_STOP_F] == TRUE)
DelayFrames(wOverworldDelay)
HandleMapBackground _UpdateSprites + ScrollScreen
CheckPlayerState:
wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == TRUE:
$$wMapEventStatus <= MAPEVENTS_OFF$wMapEventStatus <= MAPEVENTS_ON
wPlayerStepFlags[PLAYERSTEP_STOP_F] == TRUE or wPlayerStepFlags[PLAYERSTEP_MIDAIR_F] == TRUE:
$
else:
$$wMapEventStatus <= MAPEVENTS_ON$wScriptFlags2 <= $ff
$
[j3]
End of overworld loop. The remainder are intermediate functions
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:
wScriptRunning <= FALSE
wScriptMode <= SCRIPT_OFF
wScriptFlags[SCRIPT_RUNNING] = FALSE
The endall command is like end, but also finishes parent scripts regardless.
DoStep:
wWalkingDirection == STANDING:
$$wMovementAnimation <= movement_step_sleep$wPlayerTurningDirection <= 0
$
else:
$$wPlayerTurningDirection <= <direction> | 1 << 7$wMovementAnimation <= <step (type, direction)>
$
$~~~~$then always returns PLAYERMOVEMENT_FINISH but often is overwritten by caller