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8 daysdocs: custom SL0P EDITION README with screenshotsAsh Ketchum1-5/+14
- 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.
8 daysSL0P menu: add SAVER screensaver (autopilot EXPLORE)Ash Ketchum1-6/+19
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).
9 daysSL0P.md: document EXPLORE arrows + A-to-warpAsh Ketchum1-4/+14
9 daysexplore: rewrite as an instant screen-paging cameraAsh Ketchum1-10/+12
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.
9 daysexplore: don't hide the player (fixes glitchy orphaned Pikachu)Ash Ketchum1-6/+6
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.
9 daysexplore: hide player (camera) + fix menu closeAsh Ketchum1-4/+10
- UpdatePlayerSprite: when wSlopNoclip is set, jump to .disableSprite so the player sprite is hidden -> 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 -> player gone, walls/seams passable; off -> player back, collision restored, menu closes cleanly.
9 daysdocs: SL0P.md - overview of all SL0P EDITION features + cheat menuAsh Ketchum1-0/+58