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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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