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https://github.com/thornAvery/kep-hack.git
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Labelled and commented mostly sprite-related things
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86 changed files with 838 additions and 738 deletions
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@ -1,4 +1,4 @@
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Func_2307:: ; 2307 (0:2307)
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PlayDefaultMusic:: ; 2307 (0:2307)
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call WaitForSoundToFinish
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xor a
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ld c, a
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@ -362,7 +362,7 @@ NewBattle:: ; 0683 (0:0683)
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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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ld a,[wcc57]
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ld a,[wNPCMovementScriptPointerTableNum]
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and a
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ret nz
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ld a,[W_CURMAP]
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@ -520,7 +520,7 @@ WarpFound2:: ; 073c (0:073c)
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ld [wd35d],a
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.done
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ld hl,wd736
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set 0,[hl]
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set 0,[hl] ; have the player's sprite step out from the door (if there is one)
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call Func_12da
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jp EnterMap
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@ -1203,9 +1203,9 @@ CollisionCheckOnLand:: ; 0bd1 (0:0bd1)
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bit 6,a ; is the player jumping?
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jr nz,.noCollision
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; if not jumping a ledge
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ld a,[wcd38]
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ld a,[wSimulatedJoypadStatesIndex]
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and a
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jr nz,.noCollision
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jr nz,.noCollision ; no collisions when the player's movements are being controlled by the game
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ld a,[wd52a] ; the direction that the player is trying to go in
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ld d,a
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ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code)
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@ -1835,28 +1835,27 @@ JoypadOverworld:: ; 0f4d (0:0f4d)
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ld a,[W_CURMAP]
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cp a,ROUTE_17 ; Cycling Road
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jr nz,.notForcedDownwards
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ld a,[hJoyHeld] ; current joypad state
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and a,%11110011 ; bit mask for all directions and A/B
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ld a,[hJoyHeld]
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and a,D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON
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jr nz,.notForcedDownwards
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ld a,%10000000 ; down pressed
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ld a,D_DOWN
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ld [hJoyHeld],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press
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.notForcedDownwards
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ld a,[wd730]
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bit 7,a
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ret z
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; if simulating button presses
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ld a,[hJoyHeld] ; current joypad state
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ld a,[hJoyHeld]
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ld b,a
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ld a,[wcd3b] ; bit mask for button presses that override simulated ones
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ld a,[wOverrideSimulatedJoypadStatesMask] ; bit mask for button presses that override simulated ones
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and b
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ret nz ; return if the simulated button presses are overridden
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ld hl,wcd38 ; index of current simulated button press
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ld hl,wSimulatedJoypadStatesIndex
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dec [hl]
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ld a,[hl]
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cp a,$ff
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jr z,.doneSimulating ; if the end of the simulated button presses has been reached
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ld hl,wccd3 ; base address of simulated button presses
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; add offset to base address
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ld hl,wSimulatedJoypadStatesEnd
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add l
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ld l,a
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jr nc,.noCarry
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@ -1872,9 +1871,9 @@ JoypadOverworld:: ; 0f4d (0:0f4d)
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; if done simulating button presses
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.doneSimulating
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xor a
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ld [wcd3a],a
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ld [wcd38],a
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ld [wccd3],a
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ld [wWastedByteCD3A],a
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ld [wSimulatedJoypadStatesIndex],a
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ld [wSimulatedJoypadStatesEnd],a
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ld [wJoyIgnore],a
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ld [hJoyHeld],a
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ld hl,wd736
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@ -1944,7 +1943,7 @@ CollisionCheckOnWater:: ; 0fb7 (0:0fb7)
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xor a
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ld [wd700],a
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call LoadPlayerSpriteGraphics
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call Func_2307
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call PlayDefaultMusic
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jr .noCollision
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.checkIfVermilionDockTileset
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ld a, [W_CURMAPTILESET] ; tileset
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@ -1957,16 +1956,16 @@ RunMapScript:: ; 101b (0:101b)
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push hl
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push de
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push bc
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callba Func_f225 ; check if the player is pushing a boulder
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callba TryPushingBoulder
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ld a,[wFlags_0xcd60]
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bit 1,a ; is the player pushing a boulder?
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bit 1,a ; play boulder dust animation
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jr z,.afterBoulderEffect
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callba Func_f2b5 ; displays dust effect when pushing a boulder
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callba DoBoulderDustAnimation
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.afterBoulderEffect
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pop bc
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pop de
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pop hl
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call Func_310e
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call RunNPCMovementScript
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ld a,[W_CURMAP] ; current map number
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call SwitchToMapRomBank ; change to the ROM bank the map's data is in
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ld hl,W_MAPSCRIPTPTR
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@ -2400,4 +2399,4 @@ ForceBikeOrSurf:: ; 12ed (0:12ed)
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ld b, BANK(RedSprite)
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ld hl, LoadPlayerSpriteGraphics
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call Bankswitch
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jp Func_2307 ; update map/player state?
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jp PlayDefaultMusic ; update map/player state?
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