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sync tileset WRAM labels
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6 changed files with 24 additions and 24 deletions
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@ -854,13 +854,13 @@ 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::
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ld a,[wTileSetGFXPtr]
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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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ld a,[wTilesetGfxPtr + 1]
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ld h,a
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ld de,vTileset
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ld bc,$600
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ld a,[wTileSetBank]
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ld a,[wTilesetBank]
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jp FarCopyData2
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; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8
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@ -1100,7 +1100,7 @@ IsSpriteOrSignInFrontOfPlayer::
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; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC
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.extendRangeOverCounter
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predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player in c
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ld hl,wTileSetTalkingOverTiles ; list of tiles that extend talking range (counter tiles)
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ld hl,wTilesetTalkingOverTiles ; list of tiles that extend talking range (counter tiles)
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ld b,3
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ld d,$20 ; talking range in pixels (long range)
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.counterTilesLoop
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@ -1242,7 +1242,7 @@ 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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ld hl,wTileSetCollisionPtr ; pointer to list of passable tiles
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ld hl,wTilesetCollisionPtr ; pointer to list of passable tiles
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ld a,[hli]
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ld h,[hl]
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ld l,a ; hl now points to passable tiles
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@ -1354,7 +1354,7 @@ TilePairCollisionsWater::
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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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ld a,[wTilesetBank] ; tile data ROM bank
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ld [H_LOADEDROMBANK],a
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ld [MBC1RomBank],a ; switch to ROM bank that contains tile data
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ld a,[wCurrentTileBlockMapViewPointer] ; address of upper left corner of current map view
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@ -1784,9 +1784,9 @@ ScheduleWestColumnRedraw::
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; Input: c = tile block ID, hl = destination address
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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 a,[wTilesetBlocksPtr] ; pointer to tiles
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ld l,a
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ld a,[wTileSetBlocksPtr + 1]
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ld a,[wTilesetBlocksPtr + 1]
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ld h,a
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ld a,c
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swap a
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@ -1915,7 +1915,7 @@ CollisionCheckOnWater::
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jr z,.noCollision ; keep surfing
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; check if the [land] tile in front of the player is passable
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.checkIfNextTileIsPassable
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ld hl,wTileSetCollisionPtr ; pointer to list of passable tiles
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ld hl,wTilesetCollisionPtr ; pointer to list of passable tiles
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ld a,[hli]
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ld h,[hl]
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ld l,a
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