# POKéMON SL0P EDITION A cheeky romhack of Pokémon Yellow, built on the [pret/pokeyellow](https://github.com/pret/pokeyellow) disassembly. All the mods live in a handful of files and are toggled/used entirely in-game — no external cheat device. ## Features ### ⚡ Fastboot If a save exists, the game skips the GameFreak intro, the title screen, and the CONTINUE menu, and drops you straight into your save. (New game still shows the normal flow.) - `home/init.asm` / `engine/movie/intro.asm` — skip the intro - `engine/movie/title.asm` — skip the title - `engine/menus/main_menu.asm` — autoload + splash ### 🎬 Custom intro splash A brief **POKéMON / SL0P / EDITION** graphic (a real 2bpp image, not text) is shown for ~2s on boot. - `engine/slop_intro.asm` + `gfx/slop/intro.png` (built with a custom rgbgfx Makefile rule → deduped tiles + tilemap) ### 🎛️ SL0P MENU — press **SELECT** in the overworld A table-driven cheat menu. Cursor + A to pick, B to back out / close. | Entry | Effect | |-------|--------| | **WARP** | submenu: fly-warp to any of 13 destinations (all towns + Route 4/10) | | **HEAL** | full HP + clear status for the whole party | | **MONEY** | ¥999,999 | | **COINS** | 9,999 game-corner coins | | **BADGES** | all 8 gym badges | | **DEX** | mark every Pokémon owned + seen | | **MAXTEAM** | whole party → Lv100, perfect DVs, maxed EVs, 999 stats/HP | | **TEACH** | give every party member Hyper Beam / Earthquake / Ice Beam / Thunderbolt | | **HMS** | give all five HMs (Cut/Fly/Surf/Strength/Flash) | | **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 smooth-scrolls the next screenful of the world (no walking), gliding across 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. | | **SAVER** | screensaver: EXPLORE on autopilot. Drifts the camera across the overworld on its own (persistent direction, DFS-ish: keeps going, turns when blocked or occasionally at a junction). Arrows and the player/Pikachu sprites are hidden. Any button wakes it back 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`. Handlers return carry set (a warp/exit was started) or clear (back to the menu), and can be submenus or one-shot actions. Persistent flags (reused unused WRAM): `wUnusedFlag` (NOWILD), `wUnusedCreditsByte` aliased as `wSlopSaverDir` (screensaver: 0 = off, else the current auto-scroll `PAD_*` direction). **EXPLORE** is a self-contained camera loop in `engine/slop_menu.asm`. It renders straight out of the map block buffer (`wOverworldMap`): compute a view pointer `wOverworldMap + (by+1)*stride + bx` (by/bx = player block, stride = width+6), `LoadCurrentMapView`, push to VRAM, OBJ off. A d-pad press moves the camera coords by ~one screen (`SLOP_PAGE_X/Y`). Movement is a real hardware smooth-scroll built on the walk engine's own machinery: `SlopScroll{Up,Down,Left,Right}` ramp `hSCX/hSCY` `SLOP_SCROLL_PX` px/frame, advance `wMapViewVRAMPointer`, and inject the newly exposed edge with the `Schedule*Redraw` helpers (applied in VBlank). At a map edge it smooth-scrolls the remaining distance up to the boundary, then crosses using that connection's `*Alignment` offset and `LoadMapData`s the neighbour (one unavoidable load), or stops if there's no connection. **SAVER** is the same loop with `wSlopSaverDir` set: instead of reading the d-pad, `SlopSaverPickDir` synthesises a direction into the normal dispatch (so it inherits smooth scroll + edge crossing), keeping a persistent heading and only turning when blocked or occasionally at a junction (never an immediate U-turn). Arrows are skipped, and OAM is cleared + frozen right after every `LoadMapData` so the reloaded player/Pikachu are never drawn. Any real button exits. - **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 ```sh make # -> pokeyellow.gbc (rgbds 1.0.1) ``` The build is reproducible; the intro graphic regenerates from `gfx/slop/intro.png`.