| Commit message (Collapse) | Author | Age | Files | Lines |
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- 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.
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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).
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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.
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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.
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- 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.
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