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* explore: rewrite as an instant screen-paging cameraAsh Ketchum7 days1-11/+2
| | | | | | | | | | | | | | | | | | | 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.
* Miscellaneous cleanup (#488)Rangi2025-01-281-1/+1
| | | Co-authored-by: SatoMew <SatoMew@users.noreply.github.com>
* Identify some `.asm_*` labelsRangi2022-07-101-1/+1
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* ld bc -> lb bcRangi2020-08-171-1/+1
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* Sync coordinate macros with pokecrystalRangi2020-07-071-3/+3
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* Move more code from home.asm to home/Rangi2020-07-031-0/+40