| Commit message (Collapse) | Author | Age | Files | Lines |
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Refactor the flat warp menu into a table-driven top-level SL0P MENU opened by
SELECT. Each entry = a name in SlopMenuText + a routine in SlopMenuHandlers;
handlers return carry set (a warp was started, exit) or clear (back to the
menu). Ships two entries:
WARP -> WarpSubmenu (the 13-destination town list)
HEAL -> SlopHealParty (restore party HP + clear status), demoing an action
Shared open/close display handling (hide sprites, single-space flags, wTileMap
push, restore). Add an entry by appending a name+handler and bumping
SLOP_MENU_COUNT. (renamed engine/warp_menu.asm -> engine/slop_menu.asm)
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Two centered title lines above a horizontally-centered box (moved to col 3,
row 2; cursor/items shifted to match). Cursor alignment verified.
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- Hide the overworld behind the menu: wUpdateSpritesEnabled=$ff + ClearSprites
+ ClearScreen so no map tiles or NPCs bleed through.
- Single-space the list via BIT_SINGLE_SPACED_LINES + BIT_DOUBLE_SPACED_MENU
(restored on exit) so all 13 fly destinations fit: the 11 towns + Route 4 +
Route 10 (every map with FlyWarpData coords).
- No more bird: don't set BIT_USED_FLY (teleport-in instead of fly-in), and
redirect _LeaveMapAnim's .flyAnimation to the plain warp-pad fade. Verified 0
sprites active through the warp transition.
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SELECT in the overworld now opens a drawn town list (Pallet..Indigo) with a
moving cursor; A warps to the highlighted town via the fly-warp machinery, B
cancels. WarpMenu draws its box into wTileMap then replicates the tail of
DisplayTextIDInit (CopyScreenTileBufferToVRAM + hWY=0 + LoadFontTilePatterns +
hAutoBGTransferEnabled) so the menu is actually pushed to the screen - without
it the box drew into the shadow buffer but the overworld's direct-to-VRAM
scrolled map left it invisible. HandleMenuInput drives selection; the chosen
index maps through WarpMapTable to a map id.
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- home/overworld.asm: SELECT in the overworld farcalls WarpMenu, then restarts
the overworld loop so the fly-warp flags get processed.
- engine/warp_menu.asm (new): WarpMenu reuses the fly-warp machinery
(wDestinationMap + BIT_FLY_WARP/BIT_USED_FLY). B1 warps to Pallet
unconditionally to validate the hook; the real destination menu is next.
- Moved the fastboot intro-skip out of home/init.asm into PlayIntro (bank 10)
to reclaim ~10 bytes of home ROM0 for the overworld hook. Net boot behavior
is unchanged; new-game path still shows the intro.
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