HandleLedges: ; 1a672 (6:6672) ld a, [wd736] bit 6, a ; already jumping down ledge ret nz ld a, [W_CURMAPTILESET] and a ; OVERWORLD ret nz predef GetTileAndCoordsInFrontOfPlayer ld a, [wSpriteStateData1 + 9] ld b, a aCoord 8, 9 ld c, a ld a, [wTileInFrontOfPlayer] ld d, a ld hl, LedgeTiles .loop ld a, [hli] cp $ff ret z cp b jr nz, .nextLedgeTile1 ld a, [hli] cp c jr nz, .nextLedgeTile2 ld a, [hli] cp d jr nz, .nextLedgeTile3 ld a, [hl] ld e, a jr .foundMatch .nextLedgeTile1 inc hl .nextLedgeTile2 inc hl .nextLedgeTile3 inc hl jr .loop .foundMatch ld a, [hJoyHeld] and e ret z ld a, $ff ld [wJoyIgnore], a ld hl, wd736 set 6, [hl] ; jumping down ledge call StartSimulatingJoypadStates ld a, e ld [wSimulatedJoypadStatesEnd], a ld [wSimulatedJoypadStatesEnd + 1], a ld a, $2 ld [wSimulatedJoypadStatesIndex], a call LoadHoppingShadowOAM ld a, (SFX_02_4e - SFX_Headers_02) / 3 call PlaySound ret ; (player direction) (tile player standing on) (ledge tile) (input required) LedgeTiles: ; 1a6cf (6:66cf) db SPRITE_FACING_DOWN, $2C,$37,D_DOWN db SPRITE_FACING_DOWN, $39,$36,D_DOWN db SPRITE_FACING_DOWN, $39,$37,D_DOWN db SPRITE_FACING_LEFT, $2C,$27,D_LEFT db SPRITE_FACING_LEFT, $39,$27,D_LEFT db SPRITE_FACING_RIGHT,$2C,$0D,D_RIGHT db SPRITE_FACING_RIGHT,$2C,$1D,D_RIGHT db SPRITE_FACING_RIGHT,$39,$0D,D_RIGHT db $FF LoadHoppingShadowOAM: ; 1a6f0 (6:66f0) ld hl, vChars1 + $7f0 ld de, LedgeHoppingShadow ld bc, (BANK(LedgeHoppingShadow) << 8) + $01 call CopyVideoDataDouble ld a, $9 ld bc, $5448 ; b, c = y, x coordinates of shadow ld de, LedgeHoppingShadowOAM call WriteOAMBlock ret LedgeHoppingShadow: ; 1a708 (6:6708) INCBIN "gfx/ledge_hopping_shadow.1bpp" LedgeHoppingShadowOAM: ; 1a710 (6:6710) db $FF,$10,$FF,$20 db $FF,$40,$FF,$60