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https://github.com/thornAvery/kep-hack.git
synced 2026-02-22 07:02:17 +13:00
remove address comments
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764 changed files with 8371 additions and 8371 deletions
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@ -348,7 +348,7 @@ OverworldLoopLessDelay::
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; function to determine if there will be a battle and execute it (either a trainer battle or wild battle)
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; sets carry if a battle occurred and unsets carry if not
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NewBattle:: ; 0683 (0:0683)
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NewBattle::
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ld a,[wd72d]
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bit 4,a
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jr nz,.noBattle
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@ -363,7 +363,7 @@ NewBattle:: ; 0683 (0:0683)
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ret
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; function to make bikes twice as fast as walking
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BikeSpeedup:: ; 06a0 (0:06a0)
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BikeSpeedup::
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ld a,[wNPCMovementScriptPointerTableNum]
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and a
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ret nz
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@ -377,7 +377,7 @@ BikeSpeedup:: ; 06a0 (0:06a0)
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jp AdvancePlayerSprite
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; check if the player has stepped onto a warp after having not collided
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CheckWarpsNoCollision:: ; 06b4 (0:06b4)
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CheckWarpsNoCollision::
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ld a,[wNumberOfWarps]
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and a
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jp z,CheckMapConnections
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@ -389,7 +389,7 @@ CheckWarpsNoCollision:: ; 06b4 (0:06b4)
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ld a,[wXCoord]
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ld e,a
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ld hl,wWarpEntries
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CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc)
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CheckWarpsNoCollisionLoop::
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ld a,[hli] ; check if the warp's Y position matches
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cp d
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jr nz,CheckWarpsNoCollisionRetry1
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@ -426,7 +426,7 @@ CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc)
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jr WarpFound1
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; check if the player has stepped onto a warp after having collided
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CheckWarpsCollision:: ; 0706 (0:0706)
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CheckWarpsCollision::
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ld a,[wNumberOfWarps]
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ld c,a
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ld hl,wWarpEntries
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@ -455,20 +455,20 @@ CheckWarpsCollision:: ; 0706 (0:0706)
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jr nz,.loop
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jp OverworldLoop
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CheckWarpsNoCollisionRetry1:: ; 072f (0:072f)
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CheckWarpsNoCollisionRetry1::
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inc hl
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CheckWarpsNoCollisionRetry2:: ; 0730 (0:0730)
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CheckWarpsNoCollisionRetry2::
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inc hl
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inc hl
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jp ContinueCheckWarpsNoCollisionLoop
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WarpFound1:: ; 0735 (0:0735)
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WarpFound1::
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ld a,[hli]
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ld [wDestinationWarpID],a
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ld a,[hli]
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ld [hWarpDestinationMap],a
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WarpFound2:: ; 073c (0:073c)
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WarpFound2::
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ld a,[wNumberOfWarps]
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sub c
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ld [wWarpedFromWhichWarp],a ; save ID of used warp
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@ -526,13 +526,13 @@ WarpFound2:: ; 073c (0:073c)
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call IgnoreInputForHalfSecond
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jp EnterMap
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ContinueCheckWarpsNoCollisionLoop:: ; 07b5 (0:07b5)
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ContinueCheckWarpsNoCollisionLoop::
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inc b ; increment warp number
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dec c ; decrement number of warps
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jp nz,CheckWarpsNoCollisionLoop
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; if no matching warp was found
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CheckMapConnections:: ; 07ba (0:07ba)
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CheckMapConnections::
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.checkWestMap
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ld a,[wXCoord]
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cp a,$ff
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@ -670,7 +670,7 @@ CheckMapConnections:: ; 07ba (0:07ba)
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jp OverworldLoop
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; function to play a sound when changing maps
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PlayMapChangeSound:: ; 08c9 (0:08c9)
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PlayMapChangeSound::
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aCoord 8, 8 ; upper left tile of the 4x4 square the player's sprite is standing on
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cp a,$0b ; door tile in tileset 0
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jr nz,.didNotGoThroughDoor
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@ -685,7 +685,7 @@ PlayMapChangeSound:: ; 08c9 (0:08c9)
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ret nz
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jp GBFadeOutToBlack
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CheckIfInOutsideMap:: ; 08e1 (0:08e1)
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CheckIfInOutsideMap::
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; If the player is in an outside map (a town or route), set the z flag
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ld a, [wCurMapTileset]
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and a ; most towns/routes have tileset 0 (OVERWORLD)
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@ -699,7 +699,7 @@ CheckIfInOutsideMap:: ; 08e1 (0:08e1)
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; "function 1" passes when the player is at the edge of the map and is facing towards the outside of the map
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; "function 2" passes when the the tile in front of the player is among a certain set
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; sets carry if the check passes, otherwise clears carry
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ExtraWarpCheck:: ; 08e9 (0:08e9)
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ExtraWarpCheck::
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ld a, [wCurMap]
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cp SS_ANNE_3
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jr z, .useFunction1
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@ -729,7 +729,7 @@ ExtraWarpCheck:: ; 08e9 (0:08e9)
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ld b, BANK(IsWarpTileInFrontOfPlayer)
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jp Bankswitch
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MapEntryAfterBattle:: ; 091f (0:091f)
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MapEntryAfterBattle::
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callba IsPlayerStandingOnWarp ; for enabling warp testing after collisions
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ld a,[wMapPalOffset]
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and a
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@ -853,7 +853,7 @@ IsBikeRidingAllowed::
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INCLUDE "data/bike_riding_tilesets.asm"
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; load the tile pattern data of the current tileset into VRAM
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LoadTilesetTilePatternData:: ; 09e8 (0:09e8)
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LoadTilesetTilePatternData::
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ld a,[wTileSetGFXPtr]
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ld l,a
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ld a,[wTileSetGFXPtr + 1]
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@ -865,7 +865,7 @@ LoadTilesetTilePatternData:: ; 09e8 (0:09e8)
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; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8
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; it can also load partial tile maps of connected maps into a border of length 3 around the current map
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LoadTileBlockMap:: ; 09fc (0:09fc)
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LoadTileBlockMap::
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; fill C6E8-CBFB with the background tile
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ld hl,wOverworldMap
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ld a,[wMapBackgroundTile]
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@ -994,7 +994,7 @@ LoadTileBlockMap:: ; 09fc (0:09fc)
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.done
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ret
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LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade)
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LoadNorthSouthConnectionsTileMap::
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ld c,MAP_BORDER
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.loop
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push de
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@ -1026,7 +1026,7 @@ LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade)
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jr nz,.loop
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ret
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LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02)
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LoadEastWestConnectionsTileMap::
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push hl
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push de
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ld c,MAP_BORDER
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@ -1058,7 +1058,7 @@ LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02)
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; function to check if there is a sign or sprite in front of the player
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; if so, it is stored in [hSpriteIndexOrTextID]
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; if not, [hSpriteIndexOrTextID] is set to 0
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IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23)
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IsSpriteOrSignInFrontOfPlayer::
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xor a
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ld [hSpriteIndexOrTextID],a
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ld a,[wNumSigns]
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@ -1112,9 +1112,9 @@ IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23)
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; part of the above function, but sometimes its called on its own, when signs are irrelevant
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; the caller must zero [hSpriteIndexOrTextID]
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IsSpriteInFrontOfPlayer:: ; 0b6b (0:0b6b)
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IsSpriteInFrontOfPlayer::
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ld d,$10 ; talking range in pixels (normal range)
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IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d)
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IsSpriteInFrontOfPlayer2::
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lb bc, $3c, $40 ; Y and X position of player sprite
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ld a,[wSpriteStateData1 + 9] ; direction the player is facing
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.checkIfPlayerFacingUp
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@ -1198,7 +1198,7 @@ IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d)
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; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing)
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; sets the carry flag if there is a collision, and unsets it if there isn't a collision
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CollisionCheckOnLand:: ; 0bd1 (0:0bd1)
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CollisionCheckOnLand::
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ld a,[wd736]
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bit 6,a ; is the player jumping?
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jr nz,.noCollision
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@ -1238,7 +1238,7 @@ CollisionCheckOnLand:: ; 0bd1 (0:0bd1)
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; function that checks if the tile in front of the player is passable
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; clears carry if it is, sets carry if not
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CheckTilePassable:: ; 0c10 (0:0c10)
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CheckTilePassable::
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predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player
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ld a,[wTileInFrontOfPlayer] ; tile in front of player
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ld c,a
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@ -1261,7 +1261,7 @@ CheckTilePassable:: ; 0c10 (0:0c10)
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; and check for collisions that only occur between certain pairs of tiles
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; Input: hl - address of directional collision data
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; sets carry if there is a collision and unsets carry if not
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CheckForJumpingAndTilePairCollisions:: ; 0c2a (0:0c2a)
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CheckForJumpingAndTilePairCollisions::
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push hl
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predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player
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push de
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@ -1276,11 +1276,11 @@ CheckForJumpingAndTilePairCollisions:: ; 0c2a (0:0c2a)
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ret nz
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; if not jumping
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CheckForTilePairCollisions2:: ; 0c44 (0:0c44)
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CheckForTilePairCollisions2::
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aCoord 8, 9 ; tile the player is on
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ld [wTilePlayerStandingOn],a
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CheckForTilePairCollisions:: ; 0c4a (0:0c4a)
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CheckForTilePairCollisions::
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ld a,[wTileInFrontOfPlayer]
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ld c,a
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.tilePairCollisionLoop
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@ -1330,7 +1330,7 @@ CheckForTilePairCollisions:: ; 0c4a (0:0c4a)
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; these entries indicate that the player may not cross between tile 1 and tile 2
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; it's mainly used to simulate differences in elevation
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TilePairCollisionsLand:: ; 0c7e (0:0c7e)
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TilePairCollisionsLand::
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db CAVERN, $20, $05
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db CAVERN, $41, $05
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db FOREST, $30, $2E
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@ -1344,14 +1344,14 @@ TilePairCollisionsLand:: ; 0c7e (0:0c7e)
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db FOREST, $5F, $2E
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db $FF
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TilePairCollisionsWater:: ; 0ca0 (0:0ca0)
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TilePairCollisionsWater::
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db FOREST, $14, $2E
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db FOREST, $48, $2E
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db CAVERN, $14, $05
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db $FF
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; this builds a tile map from the tile block map based on the current X/Y coordinates of the player's character
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LoadCurrentMapView:: ; 0caa (0:0caa)
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LoadCurrentMapView::
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ld a,[H_LOADEDROMBANK]
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push af
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ld a,[wTileSetBank] ; tile data ROM bank
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@ -1441,7 +1441,7 @@ LoadCurrentMapView:: ; 0caa (0:0caa)
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ld [MBC1RomBank],a ; restore previous ROM bank
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ret
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AdvancePlayerSprite:: ; 0d27 (0:0d27)
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AdvancePlayerSprite::
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ld a,[wSpriteStateData1 + 3] ; delta Y
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ld b,a
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ld a,[wSpriteStateData1 + 5] ; delta X
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@ -1639,7 +1639,7 @@ AdvancePlayerSprite:: ; 0d27 (0:0d27)
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; the following four functions are used to move the pointer to the upper left
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; corner of the tile block map in the direction of motion
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MoveTileBlockMapPointerEast:: ; 0e65 (0:0e65)
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MoveTileBlockMapPointerEast::
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ld a,[de]
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add a,$01
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ld [de],a
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@ -1650,7 +1650,7 @@ MoveTileBlockMapPointerEast:: ; 0e65 (0:0e65)
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ld [de],a
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ret
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MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f)
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MoveTileBlockMapPointerWest::
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ld a,[de]
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sub a,$01
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ld [de],a
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@ -1661,7 +1661,7 @@ MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f)
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ld [de],a
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ret
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MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79)
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MoveTileBlockMapPointerSouth::
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add a,MAP_BORDER * 2
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ld b,a
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ld a,[de]
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@ -1674,7 +1674,7 @@ MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79)
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ld [de],a
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ret
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MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85)
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MoveTileBlockMapPointerNorth::
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add a,MAP_BORDER * 2
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ld b,a
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ld a,[de]
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@ -1690,7 +1690,7 @@ MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85)
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; the following 6 functions are used to tell the V-blank handler to redraw
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; the portion of the map that was newly exposed due to the player's movement
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ScheduleNorthRowRedraw:: ; 0e91 (0:0e91)
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ScheduleNorthRowRedraw::
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coord hl, 0, 0
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call CopyToRedrawRowOrColumnSrcTiles
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ld a,[wMapViewVRAMPointer]
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@ -1701,7 +1701,7 @@ ScheduleNorthRowRedraw:: ; 0e91 (0:0e91)
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ld [hRedrawRowOrColumnMode],a
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ret
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CopyToRedrawRowOrColumnSrcTiles:: ; 0ea6 (0:0ea6)
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CopyToRedrawRowOrColumnSrcTiles::
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ld de,wRedrawRowOrColumnSrcTiles
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ld c,2 * SCREEN_WIDTH
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.loop
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@ -1712,7 +1712,7 @@ CopyToRedrawRowOrColumnSrcTiles:: ; 0ea6 (0:0ea6)
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jr nz,.loop
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ret
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ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2)
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ScheduleSouthRowRedraw::
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coord hl, 0, 16
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call CopyToRedrawRowOrColumnSrcTiles
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ld a,[wMapViewVRAMPointer]
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@ -1731,7 +1731,7 @@ ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2)
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ld [hRedrawRowOrColumnMode],a
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ret
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ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3)
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ScheduleEastColumnRedraw::
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coord hl, 18, 0
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call ScheduleColumnRedrawHelper
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ld a,[wMapViewVRAMPointer]
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@ -1749,7 +1749,7 @@ ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3)
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ld [hRedrawRowOrColumnMode],a
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ret
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ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2)
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ScheduleColumnRedrawHelper::
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ld de,wRedrawRowOrColumnSrcTiles
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ld c,SCREEN_HEIGHT
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.loop
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@ -1769,7 +1769,7 @@ ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2)
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jr nz,.loop
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ret
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ScheduleWestColumnRedraw:: ; 0f08 (0:0f08)
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ScheduleWestColumnRedraw::
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coord hl, 0, 0
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call ScheduleColumnRedrawHelper
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ld a,[wMapViewVRAMPointer]
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@ -1782,7 +1782,7 @@ ScheduleWestColumnRedraw:: ; 0f08 (0:0f08)
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; function to write the tiles that make up a tile block to memory
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; Input: c = tile block ID, hl = destination address
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DrawTileBlock:: ; 0f1d (0:0f1d)
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DrawTileBlock::
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push hl
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ld a,[wTileSetBlocksPtr] ; pointer to tiles
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ld l,a
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@ -1823,7 +1823,7 @@ DrawTileBlock:: ; 0f1d (0:0f1d)
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ret
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; function to update joypad state and simulate button presses
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JoypadOverworld:: ; 0f4d (0:0f4d)
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JoypadOverworld::
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xor a
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ld [wSpriteStateData1 + 3],a
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ld [wSpriteStateData1 + 5],a
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@ -1893,7 +1893,7 @@ JoypadOverworld:: ; 0f4d (0:0f4d)
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; so the old value of c is used. 2429 is always called before this function,
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; and 2429 always sets c to 0xF0. There is no 0xF0 background tile, so it
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; is considered impassable and it is detected as a collision.
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CollisionCheckOnWater:: ; 0fb7 (0:0fb7)
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CollisionCheckOnWater::
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ld a,[wd730]
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bit 7,a
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jp nz,.noCollision ; return and clear carry if button presses are being simulated
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@ -1952,7 +1952,7 @@ CollisionCheckOnWater:: ; 0fb7 (0:0fb7)
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jr .stopSurfing ; if it is the boarding platform tile, stop surfing
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; function to run the current map's script
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RunMapScript:: ; 101b (0:101b)
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RunMapScript::
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push hl
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push de
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push bc
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@ -1978,21 +1978,21 @@ RunMapScript:: ; 101b (0:101b)
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.return
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ret
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LoadWalkingPlayerSpriteGraphics:: ; 104d (0:104d)
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LoadWalkingPlayerSpriteGraphics::
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ld de,RedSprite
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ld hl,vNPCSprites
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jr LoadPlayerSpriteGraphicsCommon
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LoadSurfingPlayerSpriteGraphics:: ; 1055 (0:1055)
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LoadSurfingPlayerSpriteGraphics::
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ld de,SeelSprite
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ld hl,vNPCSprites
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jr LoadPlayerSpriteGraphicsCommon
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LoadBikePlayerSpriteGraphics:: ; 105d (0:105d)
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LoadBikePlayerSpriteGraphics::
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ld de,RedCyclingSprite
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ld hl,vNPCSprites
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LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063)
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LoadPlayerSpriteGraphicsCommon::
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push de
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push hl
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lb bc, BANK(RedSprite), $0c
|
||||
|
|
@ -2010,7 +2010,7 @@ LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063)
|
|||
jp CopyVideoData
|
||||
|
||||
; function to load data from the map header
|
||||
LoadMapHeader:: ; 107c (0:107c)
|
||||
LoadMapHeader::
|
||||
callba MarkTownVisitedAndLoadMissableObjects
|
||||
ld a,[wCurMapTileset]
|
||||
ld [wUnusedD119],a
|
||||
|
|
@ -2289,7 +2289,7 @@ LoadMapHeader:: ; 107c (0:107c)
|
|||
|
||||
; function to copy map connection data from ROM to WRAM
|
||||
; Input: hl = source, de = destination
|
||||
CopyMapConnectionHeader:: ; 1238 (0:1238)
|
||||
CopyMapConnectionHeader::
|
||||
ld c,$0b
|
||||
.loop
|
||||
ld a,[hli]
|
||||
|
|
@ -2300,7 +2300,7 @@ CopyMapConnectionHeader:: ; 1238 (0:1238)
|
|||
ret
|
||||
|
||||
; function to load map data
|
||||
LoadMapData:: ; 1241 (0:1241)
|
||||
LoadMapData::
|
||||
ld a,[H_LOADEDROMBANK]
|
||||
push af
|
||||
call DisableLCD
|
||||
|
|
@ -2362,7 +2362,7 @@ LoadMapData:: ; 1241 (0:1241)
|
|||
|
||||
; function to switch to the ROM bank that a map is stored in
|
||||
; Input: a = map number
|
||||
SwitchToMapRomBank:: ; 12bc (0:12bc)
|
||||
SwitchToMapRomBank::
|
||||
push hl
|
||||
push bc
|
||||
ld c,a
|
||||
|
|
@ -2381,7 +2381,7 @@ SwitchToMapRomBank:: ; 12bc (0:12bc)
|
|||
pop hl
|
||||
ret
|
||||
|
||||
IgnoreInputForHalfSecond: ; 12da (0:12da)
|
||||
IgnoreInputForHalfSecond:
|
||||
ld a, 30
|
||||
ld [wIgnoreInputCounter], a
|
||||
ld hl, wd730
|
||||
|
|
@ -2390,12 +2390,12 @@ IgnoreInputForHalfSecond: ; 12da (0:12da)
|
|||
ld [hl], a ; set ignore input bit
|
||||
ret
|
||||
|
||||
ResetUsingStrengthOutOfBattleBit: ; 12e7 (0:12e7)
|
||||
ResetUsingStrengthOutOfBattleBit:
|
||||
ld hl, wd728
|
||||
res 0, [hl]
|
||||
ret
|
||||
|
||||
ForceBikeOrSurf:: ; 12ed (0:12ed)
|
||||
ForceBikeOrSurf::
|
||||
ld b, BANK(RedSprite)
|
||||
ld hl, LoadPlayerSpriteGraphics
|
||||
call Bankswitch
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue