; returns whether the player is standing on a door tile in carry IsPlayerStandingOnDoorTile: 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: 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: db $1B,$58,$00 ForestDoorTileIDs: db $3a,$00 MartDoorTileIDs: db $5e,$00 HouseDoorTileIDs: db $54,$00 TilesetMuseumDoorTileIDs: db $3b,$00 ShipDoorTileIDs: db $1e,$00 LobbyDoorTileIDs: db $1c,$38,$1a,$00 MansionDoorTileIDs: db $1a,$1c,$53,$00 LabDoorTileIDs: db $34,$00 FacilityDoorTileIDs: db $43,$58,$1b,$00 PlateauDoorTileIDs: db $3b,$1b,$00