; returns whether the player is standing on a door tile in carry IsPlayerStandingOnDoorTile: ; 1a609 (6:6609) push de ld hl, DoorTileIDPointers ld a, [wCurMapTileset] 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) dbw OVERWORLD, OverworldDoorTileIDs dbw FOREST, ForestDoorTileIDs dbw MART, MartDoorTileIDs dbw HOUSE, HouseDoorTileIDs dbw FOREST_GATE, TilesetMuseumDoorTileIDs dbw MUSEUM, TilesetMuseumDoorTileIDs dbw GATE, TilesetMuseumDoorTileIDs dbw SHIP, ShipDoorTileIDs dbw LOBBY, LobbyDoorTileIDs dbw MANSION, MansionDoorTileIDs dbw LAB, LabDoorTileIDs dbw FACILITY, FacilityDoorTileIDs dbw PLATEAU, 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