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<title>pokeyellow.git, branch master</title>
<subtitle>Pokemon Yellow disassembly with SL0P mods: fastboot, SECRET SL0P WARP MENU, custom intro splash</subtitle>
<id>https://git.sl0p.foo/pokeyellow.git/atom/?h=master</id>
<link rel='self' href='https://git.sl0p.foo/pokeyellow.git/atom/?h=master'/>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/pokeyellow.git/'/>
<updated>2026-07-15T19:24:29Z</updated>
<entry>
<title>SAVER: continuous scrolling (chain pages, no per-page pause)</title>
<updated>2026-07-15T19:24:29Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T19:24:29Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/pokeyellow.git/commit/?id=397f583158195e85118c4027cf18e2536e8d1452'/>
<id>urn:sha1:397f583158195e85118c4027cf18e2536e8d1452</id>
<content type='text'>
The screensaver used to return through .renderArrows (reloading the font,
re-clearing/re-arming OAM+LCDC -- all pointless when arrows are hidden) plus an
idle DelayFrame between every page, giving a ~1-frame hitch each screen. Add
.afterMove: in saver mode it skips all that and dispatches the next direction
immediately, so in-map pages chain back-to-back and the camera scrolls
continuously. Manual EXPLORE still redraws its arrows as before.

(Map-boundary crossings still briefly freeze while LoadMapData reloads the
neighbour -- inherent to the full map load; a same-tileset fast path would be a
larger, riskier change.)
</content>
</entry>
<entry>
<title>README: swap demo GIF to show off EXPLORE (better showcase than SAVER)</title>
<updated>2026-07-15T19:13:52Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T19:13:52Z</published>
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<id>urn:sha1:08e89d57545e1de326384246931f7c2f2f18ff0d</id>
<content type='text'>
~25s: boot -&gt; SL0P menu -&gt; EXPLORE camera flying north (Pallet -&gt; Route 1 -&gt;
Viridian, seamless map crossings + direction arrows) -&gt; A-warp the trainer to
the viewed tile. Captured via deterministic input-replay + frame-capture.
</content>
</entry>
<entry>
<title>README: longer demo GIF (boot -&gt; MONEY cheat + confirm -&gt; SAVER)</title>
<updated>2026-07-15T19:07:07Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T19:07:07Z</published>
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<id>urn:sha1:a453c75180ef0643157036d13b0ae2b5b9603c08</id>
<content type='text'>
~20s, captured via deterministic input-replay + frame-capture. Also mark
*.gif binary in .gitattributes so git stops CRLF-mangling the GIF blob
(the previous demo.gif was corrupted by LF normalization).
</content>
</entry>
<entry>
<title>README: add animated SL0P menu -&gt; SAVER demo GIF</title>
<updated>2026-07-15T14:55:13Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T14:55:13Z</published>
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<id>urn:sha1:2c0ea610c4cd5d0cdaeece31cffd9c42cb687425</id>
<content type='text'>
Captured via the emulator's new deterministic input-replay + frame-capture.
</content>
</entry>
<entry>
<title>SL0P menu: confirmation feedback for single-shot cheats</title>
<updated>2026-07-15T14:30:21Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T14:30:21Z</published>
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<id>urn:sha1:b6ed7736b92e9772626e6c457b2cb28c9d63411c</id>
<content type='text'>
The instant cheats (MONEY/HEAL/COINS/BADGES/DEX/MAXTEAM/TEACH/HMS/REPEL,
NOWILD, and ITEMS-give) dropped you straight back to the menu with no sign
anything happened. Add SlopConfirm: play the item jingle and flash a centred
message box for ~0.8s before returning. NOWILD reports WILD MONS ON/OFF to
match the new state.
</content>
</entry>
<entry>
<title>docs: custom SL0P EDITION README with screenshots</title>
<updated>2026-07-15T13:57:11Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T13:57:11Z</published>
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<id>urn:sha1:aed6f96f27a6a597417a4df2e47a94e2753b2e6f</id>
<content type='text'>
- New README.md showcasing the fork (fastboot, custom splash, SL0P menu,
  EXPLORE camera, SAVER screensaver) with screenshots in screenshots/.
- Move upstream pret README to README.pret.md (kept for build info + credits).
- SL0P.md: update SAVER description to match current behaviour (straight until
  blocked) and document the bounds clamp.
</content>
</entry>
<entry>
<title>EXPLORE/SAVER: clamp camera into map bounds after a connection cross</title>
<updated>2026-07-15T13:46:49Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T13:46:49Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/pokeyellow.git/commit/?id=92856fd4b4908939ff4998a84369d4b9ac097b7a'/>
<id>urn:sha1:92856fd4b4908939ff4998a84369d4b9ac097b7a</id>
<content type='text'>
Crossing a map connection applies the connection's alignment offset blindly.
At an edge position the connection doesn't span, the resulting coord lands
outside the neighbour (e.g. Y = -8 = $f8), and since the bounds checks then
operate on the wrapped value the camera roams far outside the map, rendering
whatever WRAM lies past wOverworldMap as on-screen garbage. SlopClampCoords
(run in .renderView, i.e. after every entry/cross LoadMapData) clamps wYCoord
to [0,maxY] and wXCoord to [0,maxX] of the freshly-loaded map.

Verified: 120-sample saver soak across 19 maps -&gt; 0 out-of-bounds; manual
EXPLORE crossing unaffected.
</content>
</entry>
<entry>
<title>SAVER: wander straight until blocked, and fix the edge-freeze</title>
<updated>2026-07-15T13:35:32Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T13:35:32Z</published>
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<id>urn:sha1:038a9bdb6e3520912477d254177e91be179ce813</id>
<content type='text'>
- Drop the occasional junction turn: keep the current heading until it is
  actually blocked, then turn onto a random non-U-turn direction.
- Fix a freeze: a map's far edge (maxY/maxX = wCurrentMap*2 - 1) is always odd,
  but scroll moves round down to even coords, so the camera stops one coord short
  and 'coord != max' never flagged the edge as blocked -&gt; the wander got stuck
  clamping forever. SlopValidDirMask now treats a direction as open only if there
  are &gt;= 2 coords of room (one even step) or a connection to cross.
</content>
</entry>
<entry>
<title>SL0P menu: add SAVER screensaver (autopilot EXPLORE)</title>
<updated>2026-07-15T13:23:39Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T13:23:39Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/pokeyellow.git/commit/?id=eeb61bd9aa3ad514d685b82a635a8b7d4511339a'/>
<id>urn:sha1:eeb61bd9aa3ad514d685b82a635a8b7d4511339a</id>
<content type='text'>
New menu entry that auto-drives the EXPLORE camera across the overworld:
- persistent-direction wander (DFS-ish): keep heading, turn only when blocked
  or occasionally at a junction, never an immediate U-turn. SlopSaverPickDir
  synthesises a d-pad direction into the normal EXPLORE dispatch, so it inherits
  smooth scrolling and smooth map-edge crossing.
- arrows hidden; player/Pikachu never drawn (clear+freeze OAM right after every
  LoadMapData, before the first frame renders - also fixes a brief player flash
  at crossings in manual EXPLORE).
- any button wakes it back to the menu.

State byte wSlopSaverDir reuses wUnusedCreditsByte (0=off, else current dir).
</content>
</entry>
<entry>
<title>EXPLORE: animate the approach to map edges instead of hard-jumping</title>
<updated>2026-07-15T13:01:08Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T13:01:08Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/pokeyellow.git/commit/?id=1a494d70ad252b08185342cbfaae018740fcde30'/>
<id>urn:sha1:1a494d70ad252b08185342cbfaae018740fcde30</id>
<content type='text'>
At a map boundary, smooth-scroll the remaining (even) distance up to the
edge, then either cross into the connected map (one unavoidable instant
load) or, with no connection, stop smoothly at the edge. Previously any
edge move hard-jumped a whole screen; now only crossing from exactly on a
boundary snaps.
</content>
</entry>
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