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<title>pokeyellow.git/SL0P.md, 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/SL0P.md?h=master</id>
<link rel='self' href='https://git.sl0p.foo/pokeyellow.git/atom/SL0P.md?h=master'/>
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<updated>2026-07-15T13:57:11Z</updated>
<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>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/pokeyellow.git/commit/?id=aed6f96f27a6a597417a4df2e47a94e2753b2e6f'/>
<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>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>
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<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>SL0P.md: document EXPLORE arrows + A-to-warp</title>
<updated>2026-07-15T12:12:47Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T12:12:47Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>explore: rewrite as an instant screen-paging camera</title>
<updated>2026-07-15T11:37:56Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T11:37:56Z</published>
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<content type='text'>
Per feedback, EXPLORE should page whole screens on button presses (instant
redraw), not move/walk the character. Ripped out the walk-engine approach
entirely -- reverted the CollisionCheckOnLand noclip hook and the OverworldLoop
simulated-joypad paging hook, and removed both helpers.

EXPLORE is now a self-contained camera loop that renders straight from the map
block buffer:
  - view pointer = wOverworldMap + (by+1)*stride + bx  (LoadCurrentMapView)
  - a d-pad press shifts the camera coords by ~one screen and re-renders
  - at a map edge it crosses to the connected map using that connection's
    alignment offset (or clamps if none), LoadMapData + re-render
  - B restores the origin view + returns to the SL0P menu
No character walking, sprites hidden for a clean camera. Verified: within-map
paging steps a screen at a time, seams cross with correct offsets (Pallet -&gt;
Route1 -&gt; Viridian), 25-page random stress with no corruption, and normal
gameplay resumes after exit.
</content>
</entry>
<entry>
<title>explore: don't hide the player (fixes glitchy orphaned Pikachu)</title>
<updated>2026-07-15T10:40:29Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T10:40:29Z</published>
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<id>urn:sha1:1da3b452b19fd753f12136abc6a73fe6561e2687</id>
<content type='text'>
Hiding the player left the Yellow Pikachu follower visible and chasing an
invisible player -- that's the 'glitchy sprite', and with no visible player the
movement looked like it wasn't responding. Reverted the UpdatePlayerSprite hide
hook. EXPLORE is now a plain visible noclip ghost-walk: you (and Pikachu) glide
through walls and across map seams, and control is obvious. Verified tap-by-tap
movement in every direction, through Pallet's fence.
</content>
</entry>
<entry>
<title>explore: hide player (camera) + fix menu close</title>
<updated>2026-07-15T10:23:17Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T10:23:17Z</published>
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<id>urn:sha1:bf910f66bafedf92be60b5457e6ea2621aaabab8</id>
<content type='text'>
- UpdatePlayerSprite: when wSlopNoclip is set, jump to .disableSprite so the
  player sprite is hidden -&gt; true free-roam camera (bankable bank, no ROM0 cost).
- SlopExplore was returning carry-set into .exitProceed, which bare-returns and
  assumes a warp will redraw the screen; since noclip doesn't warp, the menu
  window lingered. Now it closes like the B path (SlopMenuRestoreFlags + push
  bank + jp CloseTextDisplay) so the overworld is rebuilt cleanly.
- SL0P.md: document EXPLORE noclip camera + the hooks.

Verified A/B in Pallet: noclip on -&gt; player gone, walls/seams passable; off -&gt;
player back, collision restored, menu closes cleanly.
</content>
</entry>
<entry>
<title>docs: SL0P.md - overview of all SL0P EDITION features + cheat menu</title>
<updated>2026-07-15T00:28:33Z</updated>
<author>
<name>Ash Ketchum</name>
<email>no-reply@sl0p.foo</email>
</author>
<published>2026-07-15T00:28:33Z</published>
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