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Diffstat (limited to 'SL0P.md')
| -rw-r--r-- | SL0P.md | 25 |
1 files changed, 19 insertions, 6 deletions
@@ -37,23 +37,36 @@ A table-driven cheat menu. Cursor + A to pick, B to back out / close. | **ITEMS** | submenu: give ×99 of balls, Rare Candy, Full Restore, Max Revive, Max Elixer, PP Up, and all five evolution stones | | **NOWILD** | toggle wild encounters off (shows `ON`) | | **REPEL** | refill repel steps | -| **EXPLORE** | a screen-paging overworld camera: each d-pad press instantly redraws the next screenful of the world (no walking), hopping to the connected map at each edge. **▲▼◀▶ arrows** show which directions you can move; **A** warps the player onto the tile you're looking at; **B** returns to the menu. | +| **EXPLORE** | a screen-paging overworld camera: each d-pad press smooth-scrolls the next screenful of the world (no walking), gliding across the connected map at each edge. **▲▼◀▶ arrows** show which directions you can move; **A** warps the player onto the tile you're looking at; **B** returns to the menu. | +| **SAVER** | screensaver: EXPLORE on autopilot. Drifts the camera across the overworld on its own (persistent direction, DFS-ish: keeps going, turns when blocked or occasionally at a junction). Arrows and the player/Pikachu sprites are hidden. Any button wakes it back to the menu. | Everything is in `engine/slop_menu.asm`. Adding a new entry = add a name to `SlopMenuText`, a `dw Handler` to `SlopMenuHandlers`, and bump `SLOP_MENU_COUNT`. Handlers return carry set (a warp/exit was started) or clear (back to the menu), and can be submenus or one-shot actions. -Persistent toggle flag: `wUnusedFlag` (NOWILD). +Persistent flags (reused unused WRAM): `wUnusedFlag` (NOWILD), +`wUnusedCreditsByte` aliased as `wSlopSaverDir` (screensaver: 0 = off, else the +current auto-scroll `PAD_*` direction). **EXPLORE** is a self-contained camera loop in `engine/slop_menu.asm`. It renders straight out of the map block buffer (`wOverworldMap`): compute a view pointer `wOverworldMap + (by+1)*stride + bx` (by/bx = player block, stride = width+6), `LoadCurrentMapView`, push to VRAM, OBJ off. A d-pad press moves the camera coords -by ~one screen (`SLOP_PAGE_X/Y`) and re-renders; at a map edge it crosses using -that connection's `*Alignment` offset (vertical: Y=align, X+=align; horizontal: -X=align, Y+=align) and `LoadMapData`s the neighbour, or clamps if there's none. -No walk engine, no character movement. +by ~one screen (`SLOP_PAGE_X/Y`). Movement is a real hardware smooth-scroll built +on the walk engine's own machinery: `SlopScroll{Up,Down,Left,Right}` ramp +`hSCX/hSCY` `SLOP_SCROLL_PX` px/frame, advance `wMapViewVRAMPointer`, and inject +the newly exposed edge with the `Schedule*Redraw` helpers (applied in VBlank). At +a map edge it smooth-scrolls the remaining distance up to the boundary, then +crosses using that connection's `*Alignment` offset and `LoadMapData`s the +neighbour (one unavoidable load), or stops if there's no connection. + +**SAVER** is the same loop with `wSlopSaverDir` set: instead of reading the +d-pad, `SlopSaverPickDir` synthesises a direction into the normal dispatch (so it +inherits smooth scroll + edge crossing), keeping a persistent heading and only +turning when blocked or occasionally at a junction (never an immediate U-turn). +Arrows are skipped, and OAM is cleared + frozen right after every `LoadMapData` +so the reloaded player/Pikachu are never drawn. Any real button exits. - **Direction arrows** are 4 OBJ sprites in `wShadowOAM` using the font's down/ right glyphs (`$ee`/`$ed`) plus CGB OBJ X/Y-flip for up/left; set |
