kep-hack/home/npc_movement.asm
Martha Schilling f675c1ad9b Gen 5 Repel system
Also used in PureRGB. Gives the player the option to use another Repel after the last one runs out.

I had to remove some debug features in order to fit it in, but it won't have an effect on the regular game. Hopefully.
2024-04-15 13:01:52 +01:00

55 lines
1.1 KiB
NASM

; not zero if an NPC movement script is running, the player character is
; automatically stepping down from a door, or joypad states are being simulated
IsPlayerCharacterBeingControlledByGame::
ld a, [wNPCMovementScriptPointerTableNum]
and a
ret nz
ld a, [wd736]
bit 1, a ; currently stepping down from door bit
ret nz
ld a, [wd730]
and $80
ret
RunNPCMovementScript::
ld hl, wd736
bit 0, [hl]
res 0, [hl]
jr nz, .playerStepOutFromDoor
ld a, [wNPCMovementScriptPointerTableNum]
and a
ret z
dec a
add a
ld d, 0
ld e, a
ld hl, .NPCMovementScriptPointerTables
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ldh a, [hLoadedROMBank]
push af
ld a, [wNPCMovementScriptBank]
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
ld a, [wNPCMovementScriptFunctionNum]
call CallFunctionInTable
pop af
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
ret
.NPCMovementScriptPointerTables
dw PalletMovementScriptPointerTable
dw PewterMuseumGuyMovementScriptPointerTable
dw PewterGymGuyMovementScriptPointerTable
.playerStepOutFromDoor
farjp PlayerStepOutFromDoor
EndNPCMovementScript::
farjp _EndNPCMovementScript
DebugPressedOrHeldB::
ret