From 595aa8499a66f8de53e9783d1dc426f10ba9e0a7 Mon Sep 17 00:00:00 2001 From: Ash Ketchum Date: Wed, 15 Jul 2026 14:12:47 +0200 Subject: SL0P.md: document EXPLORE arrows + A-to-warp --- SL0P.md | 18 ++++++++++++++---- 1 file changed, 14 insertions(+), 4 deletions(-) diff --git a/SL0P.md b/SL0P.md index 1c9da048..be3de2b2 100644 --- a/SL0P.md +++ b/SL0P.md @@ -37,7 +37,7 @@ A table-driven cheat menu. Cursor + A to pick, B to back out / close. | **ITEMS** | submenu: give ×99 of balls, Rare Candy, Full Restore, Max Revive, Max Elixer, PP Up, and all five evolution stones | | **NOWILD** | toggle wild encounters off (shows `ON`) | | **REPEL** | refill repel steps | -| **EXPLORE** | a screen-paging overworld camera: each d-pad press instantly redraws the next screenful of the world (no walking), hopping to the connected map at each edge. B returns to the menu. | +| **EXPLORE** | a screen-paging overworld camera: each d-pad press instantly redraws the next screenful of the world (no walking), hopping to the connected map at each edge. **▲▼◀▶ arrows** show which directions you can move; **A** warps the player onto the tile you're looking at; **B** returns to the menu. | Everything is in `engine/slop_menu.asm`. Adding a new entry = add a name to `SlopMenuText`, a `dw Handler` to `SlopMenuHandlers`, and bump `SLOP_MENU_COUNT`. @@ -53,9 +53,19 @@ straight out of the map block buffer (`wOverworldMap`): compute a view pointer by ~one screen (`SLOP_PAGE_X/Y`) and re-renders; at a map edge it crosses using that connection's `*Alignment` offset (vertical: Y=align, X+=align; horizontal: X=align, Y+=align) and `LoadMapData`s the neighbour, or clamps if there's none. -No walk engine, no character movement. See `tools/render_overworld.py` for the -ground-truth map that proved connections join maps along shared edges with an -offset -- the same math this camera uses to cross seams. +No walk engine, no character movement. + +- **Direction arrows** are 4 OBJ sprites in `wShadowOAM` using the font's down/ + right glyphs (`$ee`/`$ed`) plus CGB OBJ X/Y-flip for up/left; set + `wUpdateSpritesEnabled=$ff` after building them so the vblank `PrepareOAMData` + leaves shadow OAM alone. Shown per-direction when a move is possible. +- **A warps here:** scans `wTileMap` outward from the view centre (col 8,row 9) + for the nearest `IsTilePassable` tile, sets `wYCoord/wXCoord`, `wDestinationWarpID=$ff`, + `LoadMapData` (enters at those coords), returns carry set. + +See `~/dev/gbc/tools/render_overworld.py` for the ground-truth map that proved +connections join maps along shared edges with an offset -- the same math this +camera uses to cross seams. ## Build -- cgit v1.3.1-sl0p