aboutsummaryrefslogtreecommitdiffstats
path: root/maps.asm
diff options
context:
space:
mode:
authorAsh Ketchum <no-reply@sl0p.foo>2026-07-15 13:37:56 +0200
committerAsh Ketchum <no-reply@sl0p.foo>2026-07-15 13:37:56 +0200
commit27c01477dffa3f0aa66d531e5b5ed1bdc54609e3 (patch)
tree71e0f344747f52fe58133886f83d51371581812d /maps.asm
parentexplore: don't hide the player (fixes glitchy orphaned Pikachu) (diff)
downloadpokeyellow-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 'maps.asm')
0 files changed, 0 insertions, 0 deletions