jep-hack/engine/overworld/tile_events.asm
Llinos Evans 13a253073b Winner's Path modifications
- Added a Strength Switch puzzle to floor 2, which took an unhealthy amount of time to do. This is possible in GSC but requires a lot of extremely hacky solutions. There is a glitch that causes the boulder not to move once on the switch if you reload the map but I have been doing this for 3-4 hours, shush.
- Added a depressed switch tile to accomodate the new functionality.
- New switch collision type for boulder puzzles.
- Removed a lot of unused/unreferenced stuff that isn't necessary in Crystal to save space.
2024-07-19 11:48:04 +01:00

100 lines
1.4 KiB
NASM

CheckWarpCollision::
; Is this tile a warp?
ld a, [wPlayerTile]
cp COLL_PIT
jr z, .warp
and $f0
cp HI_NYBBLE_WARPS
jr z, .warp
and a
ret
.warp
scf
ret
CheckDirectionalWarp::
; If this is a directional warp, clear carry (press the designated button to warp).
; Else, set carry (immediate warp).
ld a, [wPlayerTile]
cp COLL_WARP_CARPET_DOWN
jr z, .directional
cp COLL_WARP_CARPET_LEFT
jr z, .directional
cp COLL_WARP_CARPET_UP
jr z, .directional
cp COLL_WARP_CARPET_RIGHT
jr z, .directional
scf
ret
.directional
xor a
ret
CheckWarpFacingDown:
ld de, 1
ld hl, .blocks
ld a, [wPlayerTile]
call IsInArray
ret
.blocks
db COLL_DOOR
db COLL_DOOR_79
db COLL_STAIRCASE
db COLL_STAIRCASE_73
db COLL_CAVE
db COLL_CAVE_74
db COLL_WARP_PANEL
db COLL_DOOR_75
db COLL_DOOR_7D
db -1
CheckGrassCollision::
ld a, [wPlayerTile]
ld hl, .blocks
ld de, 1
call IsInArray
ret
.blocks
db COLL_CUT_08
db COLL_TALL_GRASS
db COLL_LONG_GRASS
db COLL_CUT_28
db COLL_WATER
db COLL_GRASS_48
db COLL_GRASS_49
db COLL_GRASS_4A
db COLL_GRASS_4B
db COLL_GRASS_4C
db -1
CheckCutCollision:
ld a, c
ld hl, .blocks
ld de, 1
call IsInArray
ret
.blocks
db COLL_CUT_TREE
db COLL_CUT_TREE_1A
db COLL_TALL_GRASS_10
db COLL_TALL_GRASS
db COLL_LONG_GRASS
db COLL_LONG_GRASS_1C
db -1
GetWarpSFX::
ld a, [wPlayerTile]
ld de, SFX_ENTER_DOOR
cp COLL_DOOR
ret z
ld de, SFX_WARP_TO
cp COLL_WARP_PANEL
ret z
ld de, SFX_EXIT_BUILDING
ret