| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Ground-truth from render_overworld.py showed Kanto is ONE seamless world joined
along shared edges with per-connection offsets -- so a map-by-map browser is the
wrong model. Replaced it with noclip free-roam that leans on the engine's own
player-walk + connection-crossing machinery (which already handles seams/offsets
correctly):
- wSlopNoclip flag (reused the dead wUnusedObtainedBadges byte at D356, 0 r/w,
not unioned, in the saved region -> safe).
- CollisionCheckOnLand: 5-byte hook at the top -> when noclip is set, return
no-collision. Freed the room in ROM0 by deleting the unreferenced Func_0db5
(dead farcall LoadToggleableObjectData) in LoadMapHeader.
- EXPLORE menu entry now just toggles wSlopNoclip and closes the menu, dropping
you into the overworld to glide through walls/NPCs/ledges and walk across map
connections exactly as the world data defines them.
Verified: Pallet -> (walk north through the fences) -> seam-cross into Route 1 at
y=35 -> continue north; toggle off restores collision (player blocked).
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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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- 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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Three small hooks, all gated on CheckForPlayerNameInSRAM (carry = save present):
- home/init.asm: skip 'predef PlayIntro' when a save exists
- engine/movie/title.asm (PrepareTitleScreen): jp MainMenu, skipping the
title screen (only the boot path hits PrepareTitleScreen; return-to-title
paths jp DisplayTitleScreen directly, so they're unaffected)
- engine/menus/main_menu.asm (MainMenu): after TryLoadSaveFile, if
wSaveFileStatus==2 jp SpecialEnterMap, skipping the CONTINUE menu
Exported CheckForPlayerNameInSRAM (:: ) so home/init.asm can farcall it.
New game (no save) path is fully preserved. Ship pokeyellow.gbc only; the
_DEBUG build overflows home ROM0 by 8 bytes with the init hook.
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`PIKAMOVEMENT_*` constants (#158)
- Rename `wd471` to` wPikachuSpawnStateFlags`, with `BIT_PIKACHU_SPAWN_*` bits
- Rename `wd492` to `wPikachuMapScriptFlags`, with `BIT_PIKACHU_MAP_*` bits
- Introduce `PIKAMOVEMENT_*` constants for `ApplyPikachuMovementData`
- Refactor `BillsHouse` scripts and Pikachu/Bill movement data
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"hidden events" (#559)
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them to "toggleable objects" (#557)
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- Use `OBJ_SIZE` and `TILE_SIZE` from hardware.inc.
- `SPRITESTATEDATA1_LENGTH`, `NUM_SPRITESTATEDATA_STRUCTS`
and `TILE_1BPP_SIZE` are used in some places.
- Highlight an oversight in `OakSpeech` where several
direct MBC bank switches are requested.
- Remove redundant comments in home/overworld.asm.
- Add unreferenced `FillBgMap` function to avoid a byte
of dead code.
- Some constants added in wram.asm.
- Correctly separate the commented code in `SaveMainData`.
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* Use `SCREEN_WIDTH`, rename loop, and remove obsolete comment in `ClearScreenArea`
* Use `SCREEN_HEIGHT` and `lb` in `CopyScreenTileBufferToVRAM`
* Use `SCREEN_AREA` in `ClearScreen`
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* Name some printer/diploma routines
* Name `wd434`
* Name `NAME_LENGTH_JP`
* Rename `callabd`/`calladb` to `farcall`/`callfar`
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* Label cleanup, add some constants instead of raw numbers
* Rename load/save game functions to be more explicit
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Co-authored-by: SatoMew <SatoMew@users.noreply.github.com>
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* Identify more bit flags
* Bit serves dual use in debug mode
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* Identify more bit flags
* Space
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Also identify `wPPUpCountAndMaxPP`
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