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https://github.com/pret/pokered.git
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86 lines
1.8 KiB
NASM
Executable file
86 lines
1.8 KiB
NASM
Executable file
HandleLedges: ; 1a672 (6:6672)
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ld a, [wd736]
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bit 6, a ; already jumping down ledge
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ret nz
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ld a, [W_CURMAPTILESET]
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and a ; OVERWORLD
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ret nz
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predef GetTileAndCoordsInFrontOfPlayer
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ld a, [wSpriteStateData1 + 9]
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ld b, a
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aCoord 8, 9
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ld c, a
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ld a, [wTileInFrontOfPlayer]
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ld d, a
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ld hl, LedgeTiles
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.loop
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ld a, [hli]
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cp $ff
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ret z
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cp b
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jr nz, .nextLedgeTile1
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ld a, [hli]
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cp c
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jr nz, .nextLedgeTile2
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ld a, [hli]
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cp d
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jr nz, .nextLedgeTile3
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ld a, [hl]
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ld e, a
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jr .foundMatch
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.nextLedgeTile1
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inc hl
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.nextLedgeTile2
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inc hl
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.nextLedgeTile3
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inc hl
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jr .loop
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.foundMatch
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ld a, [hJoyHeld]
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and e
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ret z
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ld a, $ff
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ld [wJoyIgnore], a
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ld hl, wd736
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set 6, [hl] ; jumping down ledge
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call StartSimulatingJoypadStates
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ld a, e
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ld [wSimulatedJoypadStatesEnd], a
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ld [wSimulatedJoypadStatesEnd + 1], a
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ld a, $2
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ld [wSimulatedJoypadStatesIndex], a
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call LoadHoppingShadowOAM
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ld a, SFX_LEDGE
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call PlaySound
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ret
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; (player direction) (tile player standing on) (ledge tile) (input required)
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LedgeTiles: ; 1a6cf (6:66cf)
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db SPRITE_FACING_DOWN, $2C,$37,D_DOWN
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db SPRITE_FACING_DOWN, $39,$36,D_DOWN
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db SPRITE_FACING_DOWN, $39,$37,D_DOWN
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db SPRITE_FACING_LEFT, $2C,$27,D_LEFT
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db SPRITE_FACING_LEFT, $39,$27,D_LEFT
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db SPRITE_FACING_RIGHT,$2C,$0D,D_RIGHT
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db SPRITE_FACING_RIGHT,$2C,$1D,D_RIGHT
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db SPRITE_FACING_RIGHT,$39,$0D,D_RIGHT
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db $FF
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LoadHoppingShadowOAM: ; 1a6f0 (6:66f0)
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ld hl, vChars1 + $7f0
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ld de, LedgeHoppingShadow
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lb bc, BANK(LedgeHoppingShadow), (LedgeHoppingShadowEnd - LedgeHoppingShadow) / $8
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call CopyVideoDataDouble
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ld a, $9
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lb bc, $54, $48 ; b, c = y, x coordinates of shadow
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ld de, LedgeHoppingShadowOAM
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call WriteOAMBlock
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ret
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LedgeHoppingShadow: ; 1a708 (6:6708)
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INCBIN "gfx/ledge_hopping_shadow.1bpp"
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LedgeHoppingShadowEnd:
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LedgeHoppingShadowOAM: ; 1a710 (6:6710)
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db $FF,$10,$FF,$20
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db $FF,$40,$FF,$60
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