ref: 35644c330effcfb083591d20b3b5f780019ae24f
dir: /macros/map.asm/
map: MACRO ; This is a silly hack to get around an rgbds bug. ; Ideally: ; db GROUP_\1, MAP_\1 \1\@ EQUS "GROUP_\1" \1\@2 EQUS "MAP_\1" db \1\@, \1\@2 ENDM roam_map: MACRO ; A map and an arbitrary number of some more maps. map \1 db \2 rept \2 map \3 shift endr db 0 ENDM person_event: macro db \1 ; sprite db \2 ; y db \3 ; x db \4 ; facing db \5 ; movement db \6 ; clock_hour db \7 ; clock_daytime db \8 ; color_function db \9 ; sight_range shift dw \9 ; pointer shift dw \9 ; event flag endm signpost: macro db \1 ; y db \2 ; x db \3 ; function dw \4 ; pointer endm xy_trigger: macro db \1 ; number db \2 ; y db \3 ; x db \4 ; unknown1 dw \5 ; script db \6 ; unknown2 db \7 ; unknown3 endm warp_def: macro db \1 ; y db \2 ; x db \3 ; warp_to db \4 ; map group db \5 ; map number endm map_header: MACRO ; label, tileset, permission, location, music, time of day, fishing group \1_MapHeader: db BANK(\1_SecondMapHeader), \2, \3 dw \1_SecondMapHeader db \4, \5, \6, \7 ENDM map_header_2: MACRO ; label, map, border block, connections \1_SecondMapHeader:: db \3 \2\@HEIGHT EQUS "\2_HEIGHT" \2\@WIDTH EQUS "\2_WIDTH" db \2\@HEIGHT, \2\@WIDTH db BANK(\1_BlockData) dw \1_BlockData db BANK(\1_MapScriptHeader) dw \1_MapScriptHeader dw \1_MapEventHeader db \4 ENDM connection: MACRO if "\1" == "north" ;\2: map id ;\3: map label (eventually will be rolled into map id) ;\4: x ;\5: offset? ;\6: strip length ;\7: this map id map \2 dw \3_BlockData + \2_WIDTH * (\2_HEIGHT - 3) + \5 dw OverworldMap + \4 + 3 db \6 db \2_WIDTH db \2_HEIGHT * 2 - 1 db (\4 - \5) * -2 dw OverworldMap + \2_HEIGHT * (\2_WIDTH + 6) + 1 endc if "\1" == "south" ;\2: map id ;\3: map label (eventually will be rolled into map id) ;\4: x ;\5: offset? ;\6: strip length ;\7: this map id map \2 dw \3_BlockData + \5 dw OverworldMap + (\7_HEIGHT + 3) * (\7_WIDTH + 6) + \4 + 3 db \6 db \2_WIDTH db 0 db (\4 - \5) * -2 dw OverworldMap + \2_WIDTH + 7 endc if "\1" == "west" ;\2: map id ;\3: map label (eventually will be rolled into map id) ;\4: y ;\5: offset? ;\6: strip length ;\7: this map id map \2 dw \3_BlockData + (\2_WIDTH * \5) + \2_WIDTH - 3 dw OverworldMap + (\7_WIDTH + 6) * (\4 + 3) db \6 db \2_WIDTH db (\4 - \5) * -2 db \2_WIDTH * 2 - 1 dw OverworldMap + \2_WIDTH * 2 + 6 endc if "\1" == "east" ;\2: map id ;\3: map label (eventually will be rolled into map id) ;\4: y ;\5: offset? ;\6: strip length ;\7: this map id map \2 dw \3_BlockData + (\2_WIDTH * \5) dw OverworldMap + (\7_WIDTH + 6) * (\4 + 3 + 1) - 3 db \6 db \2_WIDTH db (\4 - \5) * -2 db 0 dw OverworldMap + \2_WIDTH + 7 endc ENDM