; returns whether the player is standing on a door tile in carry IsPlayerStandingOnDoorTile: ; 1a609 (6:6609) push de ld hl, DoorTileIDPointers ld a, [W_CURMAPTILESET] ld de, $3 call IsInArray pop de jr nc, .notStandingOnDoor inc hl ld a, [hli] ld h, [hl] ld l, a aCoord 8, 9 ; a = lower left background tile under player's sprite ld b, a .loop ld a, [hli] and a jr z, .notStandingOnDoor cp b jr nz, .loop scf ret .notStandingOnDoor and a ret DoorTileIDPointers: ; 1a62c (6:662c) db OVERWORLD dw OverworldDoorTileIDs db FOREST dw ForestDoorTileIDs db MART dw MartDoorTileIDs db HOUSE dw HouseDoorTileIDs db FOREST_GATE dw TilesetMuseumDoorTileIDs db MUSEUM dw TilesetMuseumDoorTileIDs db GATE dw TilesetMuseumDoorTileIDs db SHIP dw ShipDoorTileIDs db LOBBY dw LobbyDoorTileIDs db MANSION dw MansionDoorTileIDs db LAB dw LabDoorTileIDs db FACILITY dw FacilityDoorTileIDs db PLATEAU dw PlateauDoorTileIDs db $ff OverworldDoorTileIDs: ; 1a654 (6:6654) db $1B,$58,$00 ForestDoorTileIDs: ; 1a657 (6:6657) db $3a,$00 MartDoorTileIDs: ; 1a659 (6:6659) db $5e,$00 HouseDoorTileIDs: ; 1a65b (6:665b) db $54,$00 TilesetMuseumDoorTileIDs: ; 1a65d (6:665d) db $3b,$00 ShipDoorTileIDs: ; 1a65f (6:665f) db $1e,$00 LobbyDoorTileIDs: ; 1a661 (6:6661) db $1c,$38,$1a,$00 MansionDoorTileIDs: ; 1a665 (6:6665) db $1a,$1c,$53,$00 LabDoorTileIDs: ; 1a669 (6:6669) db $34,$00 FacilityDoorTileIDs: ; 1a66b (6:666b) db $43,$58,$1b,$00 PlateauDoorTileIDs: ; 1a66f (6:666f) db $3b,$1b,$00