Func_70510: ; 70510 (1c:4510) call Func_706ef ld a, $ec ld [$c104], a call Delay3 push hl call GBFadeIn2 ld hl, W_FLAGS_D733 bit 7, [hl] res 7, [hl] jr nz, .asm_70568 ld a, (SFX_02_4c - SFX_Headers_02) / 3 call PlaySound ld hl, $d732 bit 4, [hl] res 4, [hl] pop hl jr nz, .asm_7055e call Func_705aa ld a, (SFX_02_4f - SFX_Headers_02) / 3 call PlaySound call Func_70787 ld a, b and a jr nz, .asm_7055b ld hl, wWhichTrade ; $cd3d xor a ld [hli], a inc a ld [hli], a ld a, $8 ld [hli], a ld [hl], $ff ld hl, $cd48 call Func_70730 .asm_70558 call Func_2307 .asm_7055b jp Func_70772 .asm_7055e ld c, $32 call DelayFrames call Func_705aa jr .asm_7055b .asm_70568 pop hl ld de, BirdSprite ; $4d80 ld hl, $8000 ld bc, (BANK(BirdSprite) << 8) + $0c call CopyVideoData call Func_706d7 ld a, (SFX_02_50 - SFX_Headers_02) / 3 call PlaySound ld hl, wWhichTrade ; $cd3d xor a ld [hli], a ld a, $c ld [hli], a ld [hl], $8 ld de, FlyAnimationEnterScreenCoords ; $4592 call Func_706ae call LoadPlayerSpriteGraphics jr .asm_70558 FlyAnimationEnterScreenCoords: ; 70592 (1c:4592) ; y, x pairs ; This is the sequence of screen coordinates used by the overworld ; Fly animation when the player is entering a map. db $05, $98 db $0F, $90 db $18, $88 db $20, $80 db $27, $78 db $2D, $70 db $32, $68 db $36, $60 db $39, $58 db $3B, $50 db $3C, $48 db $3C, $40 Func_705aa: ; 705aa (1c:45aa) ld hl, wWhichTrade ; $cd3d ld a, $10 ld [hli], a ld a, $3c ld [hli], a call Func_7077f ld [hl], a jp Func_70755 _DoFlyOrTeleportAwayGraphics: ; 705ba (1c:45ba) call Func_706ef call Func_70787 ld a, b and a jr z, .asm_705ef dec a jp nz, Func_7067d .asm_705c8 ld a, (SFX_02_4b - SFX_Headers_02) / 3 call PlaySound ld hl, wWhichTrade ; $cd3d ld a, $f0 ld [hli], a ld a, $ec ld [hli], a call Func_7077f ld [hl], a call Func_70755 call Func_70787 ld a, b dec a jr z, .asm_705e9 ld c, $a call DelayFrames .asm_705e9 call GBFadeOut2 jp Func_70772 .asm_705ef ld a, $4 call StopMusic ld a, [$d732] bit 6, a jr z, .asm_70610 ld hl, wWhichTrade ; $cd3d ld a, $10 ld [hli], a ld a, $ff ld [hli], a xor a ld [hli], a ld [hl], $a1 ld hl, $cd48 call Func_70730 jr .asm_705c8 .asm_70610 call Func_706d7 ld hl, wWhichTrade ; $cd3d ld a, $ff ld [hli], a ld a, $8 ld [hli], a ld [hl], $c call Func_706ae ld a, (SFX_02_50 - SFX_Headers_02) / 3 call PlaySound ld hl, wWhichTrade ; $cd3d xor a ld [hli], a ld a, $c ld [hli], a ld [hl], $c ld de, FlyAnimationScreenCoords1 ; $464f call Func_706ae ld c, $28 call DelayFrames ld hl, $cd3e ld a, $b ld [hli], a ld [hl], $8 ld de, FlyAnimationScreenCoords2 ; $4667 call Func_706ae call GBFadeOut2 jp Func_70772 FlyAnimationScreenCoords1: ; 7064f (1c:464f) ; y, x pairs ; This is the sequence of screen coordinates used by the first part ; of the Fly overworld animation. db $3C, $48 db $3C, $50 db $3B, $58 db $3A, $60 db $39, $68 db $37, $70 db $37, $78 db $33, $80 db $30, $88 db $2D, $90 db $2A, $98 db $27, $A0 FlyAnimationScreenCoords2: ; 70667 (1c:4667) ; y, x pairs ; This is the sequence of screen coordinates used by the second part ; of the Fly overworld animation. db $1A, $90 db $19, $80 db $17, $70 db $15, $60 db $12, $50 db $0F, $40 db $0C, $30 db $09, $20 db $05, $10 db $00, $00 db $F0, $00 Func_7067d: ; 7067d (1c:467d) ld a, $ff ld [$cfcb], a ld a, [$c302] ld [$c30a], a ld a, [$c306] ld [$c30e], a ld a, $a0 ld [wOAMBuffer], a ld [$c304], a ld c, $2 call DelayFrames ld a, $a0 ld [$c308], a ld [$c30c], a call GBFadeOut2 ld a, $1 ld [$cfcb], a jp Func_70772 Func_706ae: ; 706ae (1c:46ae) ld a, [$cd3f] xor $1 ld [$cd3f], a ld [$c102], a call Delay3 ld a, [wWhichTrade] ; $cd3d cp $ff jr z, .asm_706cd ld hl, $c104 ld a, [de] inc de ld [hli], a inc hl ld a, [de] inc de ld [hl], a .asm_706cd ld a, [$cd3e] dec a ld [$cd3e], a jr nz, Func_706ae ret Func_706d7: ; 706d7 (1c:46d7) ld de, BirdSprite ; $4d80 ld hl, $8000 ld bc, (BANK(BirdSprite) << 8) + $0c call CopyVideoData ld de, BirdSprite + $c0 ; $4e40 ; moving amination sprite ld hl, $8800 ld bc, (BANK(BirdSprite) << 8) + $0c jp CopyVideoData Func_706ef: ; 706ef (1c:46ef) ld a, [$c102] ld [$cd50], a ld a, [$c104] ld [$cd4f], a ld hl, PlayerSpinningFacingOrder ; $4713 ld de, $cd48 ld bc, $4 call CopyData ld a, [$c102] ld hl, $cd48 .asm_7070d cp [hl] inc hl jr nz, .asm_7070d dec hl ret PlayerSpinningFacingOrder: ; 70713 (1c:4713) ; The order of the direction the player's sprite is facing when teleporting ; away. Creates a spinning effect. db $00, $08, $04, $0C ; down, left, up, right Func_70717: ; 70717 (1c:4717) ld a, [hl] ld [$c102], a push hl ld hl, $cd48 ld de, $cd47 ld bc, $4 call CopyData ld a, [$cd47] ld [$cd4b], a pop hl ret Func_70730: ; 70730 (1c:4730) call Func_70717 ld a, [wWhichTrade] ; $cd3d ld c, a and $3 jr nz, .asm_70743 ld a, [$cd40] cp $ff call nz, PlaySound .asm_70743 ld a, [$cd3e] add c ld [wWhichTrade], a ; $cd3d ld c, a ld a, [$cd3f] cp c ret z call DelayFrames jr Func_70730 Func_70755: ; 70755 (1c:4755) call Func_70717 ld a, [wWhichTrade] ; $cd3d ld c, a ld a, [$c104] add c ld [$c104], a ld c, a ld a, [$cd3e] cp c ret z ld a, [$cd3f] ld c, a call DelayFrames jr Func_70755 Func_70772: ; 70772 (1c:4772) ld a, [$cd4f] ld [$c104], a ld a, [$cd50] ld [$c102], a ret Func_7077f: ; 7077f (1c:477f) ld a, [$cf1b] xor $1 inc a inc a ret Func_70787: ; 70787 (1c:4787) ld b, 0 ld hl, DataTable_707a9 ; $47a9 ld a, [W_CURMAPTILESET] ; $d367 ld c, a .asm_70790 ld a, [hli] cp $ff jr z, .asm_707a4 cp c jr nz, .asm_7079e FuncCoord 8, 9 ; $c45c ld a, [Coord] cp [hl] jr z, .asm_707a2 .asm_7079e inc hl inc hl jr .asm_70790 .asm_707a2 inc hl ld b, [hl] .asm_707a4 ld a, b ld [$cd5b], a ret ; format: db tileset id, tile id, value to be put in $cd5b DataTable_707a9: ; 707a9 (1c:47a9) db FACILITY, $20, 1 ; warp pad db FACILITY, $11, 2 ; hole db CAVERN, $22, 2 ; hole db INTERIOR, $55, 1 ; warp pad db $FF Func_707b6: ; 707b6 (1c:47b6) ld c, $a call DelayFrames ld hl, $d736 set 6, [hl] ld de, RedSprite ; $4180 ld hl, $8000 ld bc, (BANK(RedSprite) << 8) + $0c call CopyVideoData ld a, $4 ld hl, RedFishingTiles ; $4866 call Func_71771 ld a, [$c102] ld c, a ld b, $0 ld hl, FishingRodGfxProperties ; $4856 add hl, bc ld de, $c39c ld bc, $4 call CopyData ld c, $64 call DelayFrames ld a, [wWhichTrade] ; $cd3d and a ld hl, NoNibbleText jr z, .asm_70836 cp $2 ld hl, NothingHereText jr z, .asm_70836 ld b, $a .asm_707fe ld hl, $c104 call Func_70842 ld hl, $c39c call Func_70842 call Delay3 dec b jr nz, .asm_707fe ld a, [$c102] cp $4 jr nz, .asm_7081c ld a, $a0 ld [$c39c], a .asm_7081c ld hl, $cd4f xor a ld [hli], a ld [hl], a ld a, $4c call Predef ; indirect jump to PrintEmotionBubble (17c47 (5:7c47)) ld a, [$c102] cp $4 jr nz, .asm_70833 ld a, $44 ld [$c39c], a .asm_70833 ld hl, ItsABiteText .asm_70836 call PrintText ld hl, $d736 res 6, [hl] call LoadFontTilePatterns ret Func_70842: ; 70842 (1c:4842) ld a, [hl] xor $1 ld [hl], a ret NoNibbleText: ; 70847 (1c:4847) TX_FAR _NoNibbleText db "@" NothingHereText: ; 7084c (1c:484c) TX_FAR _NothingHereText db "@" ItsABiteText: ; 70851 (1c:4851) TX_FAR _ItsABiteText db "@" FishingRodGfxProperties: ; 70856 (1c:4856) ; specicies how the fishing rod should be drawn on the screen ; first byte = screen y coordinate ; second byte = screen x coordinate ; third byte = tile number ; fourth byte = sprite properties db $5B, $4C, $FD, $00 ; player facing down db $44, $4C, $FD, $00 ; player facing up db $50, $40, $FE, $00 ; player facing left db $50, $58, $FE, $20 ; player facing right ($20 means "horizontally flip the tile") RedFishingTiles: ; 70866 (1c:4866) dw RedFishingTilesFront db $02, $1E dw $8020 dw RedFishingTilesBack db $02, $1E dw $8060 dw RedFishingTilesSide db $02, $1E dw $80A0 dw RedFishingRodTiles db $03, $1E dw $8FD0 _HandleMidJump: ; 7087e (1c:487e) ld a, [$d714] ld c, a inc a cp $10 jr nc, .asm_70895 ld [$d714], a ld b, $0 ld hl, PlayerJumpingYScreenCoords ; $48ba add hl, bc ld a, [hl] ld [$c104], a ; player's sprite y coordinate ret .asm_70895 ld a, [wWalkCounter] ; $cfc5 cp $0 ret nz call UpdateSprites call Delay3 xor a ld [H_CURRENTPRESSEDBUTTONS], a ld [H_NEWLYPRESSEDBUTTONS], a ld [H_NEWLYRELEASEDBUTTONS], a ld [$d714], a ld hl, $d736 res 6, [hl] ld hl, $d730 res 7, [hl] xor a ld [wJoypadForbiddenButtonsMask], a ret PlayerJumpingYScreenCoords: ; 708ba (1c:48ba) ; Sequence of y screen coordinates for player's sprite when jumping over a ledge. db $38, $36, $34, $32, $31, $30, $30, $30, $31, $32, $33, $34, $36, $38, $3C, $3C