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ledges.asm
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ledges.asm
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HandleLedges::
ld a, [wMovementFlags]
bit BIT_LEDGE_OR_FISHING, a
ret nz
ld a, [wCurMapTileset]
and a ; OVERWORLD
ret nz
predef GetTileAndCoordsInFrontOfPlayer
ld a, [wSpritePlayerStateData1FacingDirection]
ld b, a
lda_coord 8, 9
ld c, a
ld a, [wTileInFrontOfPlayer]
ld d, a
ld hl, LedgeTiles
.loop
ld a, [hli]
cp $ff
ret z
cp b
jr nz, .nextLedgeTile1
ld a, [hli]
cp c
jr nz, .nextLedgeTile2
ld a, [hli]
cp d
jr nz, .nextLedgeTile3
ld a, [hl]
ld e, a
jr .foundMatch
.nextLedgeTile1
inc hl
.nextLedgeTile2
inc hl
.nextLedgeTile3
inc hl
jr .loop
.foundMatch
ldh a, [hJoyHeld]
and e
ret z
ld a, A_BUTTON | B_BUTTON | SELECT | START | D_RIGHT | D_LEFT | D_UP | D_DOWN
ld [wJoyIgnore], a
ld hl, wMovementFlags
set BIT_LEDGE_OR_FISHING, [hl]
call StartSimulatingJoypadStates
ld a, e
ld [wSimulatedJoypadStatesEnd], a
ld [wSimulatedJoypadStatesEnd + 1], a
ld a, $2
ld [wSimulatedJoypadStatesIndex], a
call LoadHoppingShadowOAM
ld a, SFX_LEDGE
call PlaySound
ret
INCLUDE "data/tilesets/ledge_tiles.asm"
LoadHoppingShadowOAM:
ld hl, vChars1 tile $7f
ld de, LedgeHoppingShadow
lb bc, BANK(LedgeHoppingShadow), (LedgeHoppingShadowEnd - LedgeHoppingShadow) / $8
call CopyVideoDataDouble
ld a, $9
lb bc, $54, $48 ; b, c = y, x coordinates of shadow
ld de, LedgeHoppingShadowOAMBlock
call WriteOAMBlock
ret
LedgeHoppingShadow:
INCBIN "gfx/overworld/shadow.1bpp"
LedgeHoppingShadowEnd:
LedgeHoppingShadowOAMBlock:
; tile ID, attributes
db $ff, OAM_OBP1
db $ff, OAM_HFLIP
db $ff, OAM_VFLIP
db $ff, OAM_HFLIP | OAM_VFLIP