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| author | Ash Ketchum <no-reply@sl0p.foo> | 2026-07-15 13:37:56 +0200 |
|---|---|---|
| committer | Ash Ketchum <no-reply@sl0p.foo> | 2026-07-15 13:37:56 +0200 |
| commit | 27c01477dffa3f0aa66d531e5b5ed1bdc54609e3 (patch) | |
| tree | 71e0f344747f52fe58133886f83d51371581812d /home/overworld.asm | |
| parent | explore: don't hide the player (fixes glitchy orphaned Pikachu) (diff) | |
| download | pokeyellow-27c01477dffa3f0aa66d531e5b5ed1bdc54609e3.tar.gz pokeyellow-27c01477dffa3f0aa66d531e5b5ed1bdc54609e3.tar.xz pokeyellow-27c01477dffa3f0aa66d531e5b5ed1bdc54609e3.zip | |
explore: rewrite as an instant screen-paging camera
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 ->
Route1 -> Viridian), 25-page random stress with no corruption, and normal
gameplay resumes after exit.
Diffstat (limited to 'home/overworld.asm')
| -rw-r--r-- | home/overworld.asm | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/home/overworld.asm b/home/overworld.asm index 95b94646..bac16375 100644 --- a/home/overworld.asm +++ b/home/overworld.asm @@ -1218,9 +1218,6 @@ SignLoop:: ; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing) ; sets the carry flag if there is a collision, and unsets it if there isn't a collision CollisionCheckOnLand:: - ld a, [wSlopNoclip] ; SL0P noclip: walk through everything (carry clear) - and a - ret nz ld a, [wMovementFlags] bit BIT_LEDGE_OR_FISHING, a jr nz, .noCollision @@ -1232,7 +1229,6 @@ CollisionCheckOnLand:: ld d, a ld a, [wSpritePlayerStateData1CollisionData] and d ; check if a sprite is in the direction the player is trying to go - nop ; ??? why is this in the code jr nz, .collision xor a ldh [hTextID], a |
