MarkTownVisitedAndLoadMissableObjects:: ld a, [wCurMap] cp ROUTE_1 jr nc, .notInTown ld c, a ld b, FLAG_SET ld hl, wTownVisitedFlag ; mark town as visited (for flying) predef FlagActionPredef .notInTown ld hl, MapHSPointers ld a, [wCurMap] ld b, $0 ld c, a add hl, bc add hl, bc ld a, [hli] ; load missable objects pointer in hl ld h, [hl] ; fall through LoadMissableObjects: ld l, a push hl ld de, MissableObjects ; calculate difference between out pointer and the base pointer ld a, l sub e jr nc, .asm_f13c dec h .asm_f13c ld l, a ld a, h sub d ld h, a ld a, h ldh [hDividend], a ld a, l ldh [hDividend+1], a xor a ldh [hDividend+2], a ldh [hDividend+3], a ld a, $3 ldh [hDivisor], a ld b, $2 call Divide ; divide difference by 3, resulting in the global offset (number of missable items before ours) ld a, [wCurMap] ld b, a ldh a, [hDividend+3] ld c, a ; store global offset in c ld de, wMissableObjectList pop hl .writeMissableObjectsListLoop ld a, [hli] cp -1 jr z, .done ; end of list cp b jr nz, .done ; not for current map anymore ld a, [hli] inc hl ld [de], a ; write (map-local) sprite ID inc de ld a, c inc c ld [de], a ; write (global) missable object index inc de jr .writeMissableObjectsListLoop .done ld a, -1 ld [de], a ; write sentinel ret InitializeMissableObjectsFlags: ld hl, wMissableObjectFlags ld bc, wMissableObjectFlagsEnd - wMissableObjectFlags xor a call FillMemory ; clear missable objects flags ld hl, MissableObjects xor a ld [wMissableObjectCounter], a .missableObjectsLoop ld a, [hli] cp -1 ; end of list ret z push hl inc hl ld a, [hl] cp HIDE jr nz, .skip ld hl, wMissableObjectFlags ld a, [wMissableObjectCounter] ld c, a ld b, FLAG_SET call MissableObjectFlagAction ; set flag if Item is hidden .skip ld hl, wMissableObjectCounter inc [hl] pop hl inc hl inc hl jr .missableObjectsLoop ; tests if current sprite is a missable object that is hidden/has been removed IsObjectHidden: ldh a, [hCurrentSpriteOffset] swap a ld b, a ld hl, wMissableObjectList .loop ld a, [hli] cp -1 jr z, .notHidden ; not missable -> not hidden cp b ld a, [hli] jr nz, .loop ld c, a ld b, FLAG_TEST ld hl, wMissableObjectFlags call MissableObjectFlagAction ld a, c and a jr nz, .hidden .notHidden xor a .hidden ldh [hIsHiddenMissableObject], a ret ; adds missable object (items, leg. pokemon, etc.) to the map ; [wMissableObjectIndex]: index of the missable object to be added (global index) ShowObject: ShowObject2: ld hl, wMissableObjectFlags ld a, [wMissableObjectIndex] ld c, a ld b, FLAG_RESET call MissableObjectFlagAction ; reset "removed" flag jp UpdateSprites ; removes missable object (items, leg. pokemon, etc.) from the map ; [wMissableObjectIndex]: index of the missable object to be removed (global index) HideObject: ld hl, wMissableObjectFlags ld a, [wMissableObjectIndex] ld c, a ld b, FLAG_SET call MissableObjectFlagAction ; set "removed" flag jp UpdateSprites MissableObjectFlagAction: ; identical to FlagAction push hl push de push bc ; bit ld a, c ld d, a and 7 ld e, a ; byte ld a, d srl a srl a srl a add l ld l, a jr nc, .ok inc h .ok ; d = 1 << e (bitmask) inc e ld d, 1 .shift dec e jr z, .shifted sla d jr .shift .shifted ld a, b and a jr z, .reset cp 2 jr z, .read .set ld a, [hl] ld b, a ld a, d or b ld [hl], a jr .done .reset ld a, [hl] ld b, a ld a, d xor $ff and b ld [hl], a jr .done .read ld a, [hl] ld b, a ld a, d and b .done pop bc pop de pop hl ld c, a ret