ref: b9dfd607bbac6ef0145ca2421145159d05a89bb3
parent: fbf561cfa52ca3c8b0b9f157482e0b33052248ef
author: yenatch <[email protected]>
date: Wed Jun 26 20:34:49 EDT 2013
DoPlayerMovement and recomment ow surfing checks
--- a/constants.asm
+++ b/constants.asm
@@ -283,6 +283,30 @@
D_DOWN EQU %10000000
+; movement
+STANDING EQU -1
+DOWN EQU 0
+UP EQU 1
+LEFT EQU 2
+RIGHT EQU 3
+
+STEP_SLOW EQU 0
+STEP_WALK EQU 1
+STEP_BIKE EQU 2
+STEP_LEDGE EQU 3
+STEP_ICE EQU 4
+STEP_TURN EQU 5
+STEP_BACK_LEDGE EQU 6
+STEP_WALK_IN_PLACE EQU 7
+
+; facing
+FACE_CURRENT EQU 0
+FACE_DOWN EQU 8
+FACE_UP EQU 4
+FACE_LEFT EQU 2
+FACE_RIGHT EQU 1
+
+
; Provisional wram bank 5 labels:
; 8 4-color palettes
--- a/main.asm
+++ b/main.asm
@@ -2155,8 +2155,36 @@
ret
; 1875
-INCBIN "baserom.gbc", $1875, $1c07 - $1875
+INCBIN "baserom.gbc", $1875, $18ac - $1875
+CheckIceTile: ; 18ac
+ cp $23
+ ret z
+ cp $2b
+ ret z
+ scf
+ ret
+; 18b4
+
+CheckWhirlpoolTile: ; 18b4
+ nop
+ cp $24 ; whirlpool 1
+ ret z
+ cp $2c ; whirlpool 2
+ ret z
+ scf
+ ret
+; 18bd
+
+CheckWaterfallTile: ; 18bd
+ cp $33
+ ret z
+ cp $3b
+ ret
+; 18c3
+
+INCBIN "baserom.gbc", $18c3, $1c07 - $18c3
+
Function1c07: ; 0x1c07
push af
ld hl, $43e8
@@ -6361,23 +6389,22 @@
INCBIN "baserom.gbc", $c779, $c986 - $c779
+
UsedSurfScript: ; c986
-; print "[MON] used SURF!"
- 2writetext UsedSurfText
+ 2writetext UsedSurfText ; "used SURF!"
closetext
loadmovesprites
-; this does absolutely nothing
- 3callasm BANK(Functionc9a2), Functionc9a2
-; write surftype to PlayerState
- copybytetovar $d1eb ; Buffer2
+
+ 3callasm BANK(Functionc9a2), Functionc9a2 ; empty function
+
+ copybytetovar Buffer2
writevarcode VAR_MOVEMENT
-; update sprite tiles
+
special SPECIAL_UPDATESPRITETILES
-; start surf music
special SPECIAL_BIKESURFMUSIC
; step into the water
special SPECIAL_LOADFACESTEP ; (slow_step_x, step_end)
- applymovement $00, $d007 ; PLAYER, MovementBuffer
+ applymovement 0, MovementBuffer ; PLAYER, MovementBuffer
end
; c9a2
@@ -6401,14 +6428,17 @@
db "@" ; SURFING.
; c9b8
+
GetSurfType: ; c9b8
-; get surfmon species
+; Surfing on Pikachu uses an alternate sprite.
+; This is done by using a separate movement type.
+
ld a, [CurPartyMon]
ld e, a
- ld d, $00
+ ld d, 0
ld hl, PartySpecies
add hl, de
-; is pikachu surfing?
+
ld a, [hl]
cp PIKACHU
ld a, PLAYER_SURF_PIKA
@@ -6417,93 +6447,90 @@
ret
; c9cb
+
CheckDirection: ; c9cb
-; set carry if a tile permission prevents you
-; from moving in the direction you are facing
+; Return carry if a tile permission prevents you
+; from moving in the direction you're facing.
-; get player direction
+; Get player direction
ld a, [PlayerDirection]
and a, %00001100 ; bits 2 and 3 contain direction
rrca
rrca
ld e, a
- ld d, $00
- ld hl, .DirectionTable
+ ld d, 0
+ ld hl, .Directions
add hl, de
-; can you walk in this direction?
+
+; Can you walk in this direction?
ld a, [TilePermissions]
and [hl]
jr nz, .quit
xor a
ret
+
.quit
scf
ret
-; c9e3
-.DirectionTable ; c9e3
- db %00001000 ; down
- db %00000100 ; up
- db %00000010 ; left
- db %00000001 ; right
+.Directions
+ db FACE_DOWN
+ db FACE_UP
+ db FACE_LEFT
+ db FACE_RIGHT
; c9e7
+
CheckSurfOW: ; c9e7
-; called when checking a tile in the overworld
-; check if you can surf
-; return carry if conditions are met
+; Checking a tile in the overworld.
+; Return carry if surfing is allowed.
-; can we surf?
+; Don't ask to surf if already surfing.
ld a, [PlayerState]
- ; are you already surfing (pikachu)?
cp PLAYER_SURF_PIKA
jr z, .quit
- ; are you already surfing (normal)?
cp PLAYER_SURF
jr z, .quit
- ; are you facing a surf tile?
- ld a, [$d03e] ; buffer for the tile you are facing (used for other things too)
+
+; Must be facing water.
+ ld a, [EngineBuffer1]
call GetTileType
- cp $01 ; surfable
+ cp 1 ; surfable
jr nz, .quit
- ; does this contradict tile permissions?
+
+; Check tile permissions.
call CheckDirection
jr c, .quit
- ; do you have fog badge?
- ld de, $001e ; FLAG_FOG_BADGE
+
+ ld de, $1e ; FLAG_FOG_BADGE
call CheckFlag2
jr c, .quit
- ; do you have a monster with surf?
+
ld d, SURF
call CheckPartyMove
jr c, .quit
- ; can you get off the bike (cycling road)?
- ld hl, $dbf5 ; overworld flags
+
+ ld hl, BikeFlags
bit 1, [hl] ; always on bike (can't surf)
jr nz, .quit
-
-; load surftype into MovementType
+
call GetSurfType
- ld [$d1eb], a ; MovementType
-
-; get surfmon nick
+ ld [MovementType], a
call GetPartyNick
-
-; run AskSurfScript
+
ld a, BANK(AskSurfScript)
ld hl, AskSurfScript
call PushScriptPointer
-; conditions were met
scf
ret
-
+
.quit
-; conditions were not met
xor a
ret
; ca2c
+
AskSurfScript: ; ca2c
loadfont
2writetext AskSurfText
@@ -6511,10 +6538,11 @@
iftrue UsedSurfScript
loadmovesprites
end
+; ca36
AskSurfText: ; ca36
- TX_FAR _AskSurfText ; The water is calm.
- db "@" ; Want to SURF?
+ TX_FAR _AskSurfText ; The water is calm.
+ db "@" ; Want to SURF?
; ca3b
@@ -11700,7 +11728,8 @@
TileTypeTable: ; 4ce1f
; 256 tiletypes
-; 01 = surfable
+; 00 = land
+; 01 = water
db $00, $00, $00, $00, $00, $00, $00, $0f
db $00, $00, $00, $00, $00, $00, $00, $0f
db $00, $00, $1f, $00, $00, $1f, $00, $00
@@ -12896,7 +12925,852 @@
SECTION "bank20",DATA,BANK[$20]
-INCBIN "baserom.gbc", $80000, $80430-$80000
+
+DoPlayerMovement: ; 80000
+
+ call GetMovementInput
+ ld a, $3e ; standing
+ ld [MovementAnimation], a
+ xor a
+ ld [$d041], a
+ call GetPlayerMovement
+ ld c, a
+ ld a, [MovementAnimation]
+ ld [$c2de], a
+ ret
+; 80017
+
+
+GetMovementInput: ; 80017
+
+ ld a, [hJoyDown]
+ ld [CurInput], a
+
+; Standing downhill instead moves down.
+
+ ld hl, BikeFlags
+ bit 2, [hl] ; downhill
+ ret z
+
+ ld c, a
+ and $f0
+ ret nz
+
+ ld a, c
+ or D_DOWN
+ ld [CurInput], a
+ ret
+; 8002d
+
+
+GetPlayerMovement: ; 8002d
+
+ ld a, [PlayerState]
+ cp PLAYER_NORMAL
+ jr z, .Normal
+ cp PLAYER_SURF
+ jr z, .Surf
+ cp PLAYER_SURF_PIKA
+ jr z, .Surf
+ cp PLAYER_BIKE
+ jr z, .Normal
+ cp PLAYER_SLIP
+ jr z, .Board
+
+.Normal
+ call CheckForcedMovementInput
+ call GetMovementAction
+ call CheckTileMovement
+ ret c
+ call CheckTurning
+ ret c
+ call TryStep
+ ret c
+ call TryJumpLedge
+ ret c
+ call CheckEdgeWarp
+ ret c
+ jr .NotMoving
+
+.Surf
+ call CheckForcedMovementInput
+ call GetMovementAction
+ call CheckTileMovement
+ ret c
+ call CheckTurning
+ ret c
+ call TrySurfStep
+ ret c
+ jr .NotMoving
+
+.Board
+ call CheckForcedMovementInput
+ call GetMovementAction
+ call CheckTileMovement
+ ret c
+ call CheckTurning
+ ret c
+ call TryStep
+ ret c
+ call TryJumpLedge
+ ret c
+ call CheckEdgeWarp
+ ret c
+ ld a, [WalkingDirection]
+ cp STANDING
+ jr z, .HitWall
+ call PlayBump
+.HitWall
+ call StandInPlace
+ xor a
+ ret
+
+.NotMoving
+ ld a, [WalkingDirection]
+ cp STANDING
+ jr z, .Standing
+
+; Walking into an edge warp won't bump.
+ ld a, [$d041]
+ and a
+ jr nz, .CantMove
+ call PlayBump
+.CantMove
+ call WalkInPlace
+ xor a
+ ret
+
+.Standing
+ call StandInPlace
+ xor a
+ ret
+; 800b7
+
+
+CheckTileMovement: ; 800b7
+; Tiles such as waterfalls and warps move the player
+; in a given direction, overriding input.
+
+ ld a, [StandingTile]
+ ld c, a
+ call CheckWhirlpoolTile
+ jr c, .asm_800c4
+ ld a, 3
+ scf
+ ret
+
+.asm_800c4
+ and $f0
+ cp $30 ; moving water
+ jr z, .water
+ cp $40 ; moving land 1
+ jr z, .land1
+ cp $50 ; moving land 2
+ jr z, .land2
+ cp $70 ; warps
+ jr z, .warps
+ jr .asm_8013c
+
+.water
+ ld a, c
+ and 3
+ ld c, a
+ ld b, 0
+ ld hl, .water_table
+ add hl, bc
+ ld a, [hl]
+ ld [WalkingDirection], a
+ jr .asm_8013e
+
+.water_table
+ db RIGHT
+ db LEFT
+ db UP
+ db DOWN
+
+.land1
+ ld a, c
+ and 7
+ ld c, a
+ ld b, 0
+ ld hl, .land1_table
+ add hl, bc
+ ld a, [hl]
+ cp STANDING
+ jr z, .asm_8013c
+ ld [WalkingDirection], a
+ jr .asm_8013e
+
+.land1_table
+ db STANDING
+ db RIGHT
+ db LEFT
+ db UP
+ db DOWN
+ db STANDING
+ db STANDING
+ db STANDING
+
+.land2
+ ld a, c
+ and 7
+ ld c, a
+ ld b, 0
+ ld hl, .land2_table
+ add hl, bc
+ ld a, [hl]
+ cp STANDING
+ jr z, .asm_8013c
+ ld [WalkingDirection], a
+ jr .asm_8013e
+
+.land2_table
+ db RIGHT
+ db LEFT
+ db UP
+ db DOWN
+ db STANDING
+ db STANDING
+ db STANDING
+ db STANDING
+
+.warps
+ ld a, c
+ cp $71 ; door
+ jr z, .down
+ cp $79
+ jr z, .down
+ cp $7a ; stairs
+ jr z, .down
+ cp $7b ; cave
+ jr nz, .asm_8013c
+
+.down
+ ld a, DOWN
+ ld [WalkingDirection], a
+ jr .asm_8013e
+
+.asm_8013c
+ xor a
+ ret
+
+.asm_8013e
+ ld a, STEP_WALK
+ call DoStep
+ ld a, 5
+ scf
+ ret
+; 80147
+
+
+CheckTurning: ; 80147
+; If the player is turning, change direction first. This also lets
+; the player change facing without moving by tapping a direction.
+
+ ld a, [$d04e]
+ cp 0
+ jr nz, .asm_80169
+ ld a, [WalkingDirection]
+ cp STANDING
+ jr z, .asm_80169
+
+ ld e, a
+ ld a, [PlayerDirection]
+ rrca
+ rrca
+ and 3
+ cp e
+ jr z, .asm_80169
+
+ ld a, STEP_TURN
+ call DoStep
+ ld a, 2
+ scf
+ ret
+
+.asm_80169
+ xor a
+ ret
+; 8016b
+
+
+TryStep: ; 8016b
+
+; Surfing actually calls TrySurfStep directly instead of passing through here.
+ ld a, [PlayerState]
+ cp PLAYER_SURF
+ jr z, TrySurfStep
+ cp PLAYER_SURF_PIKA
+ jr z, TrySurfStep
+
+ call CheckLandPermissions
+ jr c, .asm_801be
+
+ call Function80341
+ and a
+ jr z, .asm_801be
+ cp 2
+ jr z, .asm_801be
+
+ ld a, [StandingTile]
+ call CheckIceTile
+ jr nc, .ice
+
+; Downhill riding is slower when not moving down.
+ call CheckRiding
+ jr nz, .asm_801ae
+
+ ld hl, BikeFlags
+ bit 2, [hl] ; downhill
+ jr z, .fast
+
+ ld a, [WalkingDirection]
+ cp DOWN
+ jr z, .fast
+
+ ld a, STEP_WALK
+ call DoStep
+ scf
+ ret
+
+.fast
+ ld a, STEP_BIKE
+ call DoStep
+ scf
+ ret
+
+.asm_801ae
+ ld a, STEP_WALK
+ call DoStep
+ scf
+ ret
+
+.ice
+ ld a, STEP_ICE
+ call DoStep
+ scf
+ ret
+
+; unused?
+ xor a
+ ret
+
+.asm_801be
+ xor a
+ ret
+; 801c0
+
+
+TrySurfStep: ; 801c0
+
+ call CheckWaterPermissions
+ ld [$d040], a
+ jr c, .asm_801f1
+
+ call Function80341
+ ld [$d03f], a
+ and a
+ jr z, .asm_801f1
+ cp 2
+ jr z, .asm_801f1
+
+ ld a, [$d040]
+ and a
+ jr nz, .ExitWater
+
+ ld a, STEP_WALK
+ call DoStep
+ scf
+ ret
+
+.ExitWater
+ call WaterToLandSprite
+ call $3cdf ; PlayMapMusic
+ ld a, STEP_WALK
+ call DoStep
+ ld a, 6
+ scf
+ ret
+
+.asm_801f1
+ xor a
+ ret
+; 801f3
+
+
+TryJumpLedge: ; 801f3
+ ld a, [StandingTile]
+ ld e, a
+ and $f0
+ cp $a0 ; ledge
+ jr nz, .DontJump
+
+ ld a, e
+ and 7
+ ld e, a
+ ld d, 0
+ ld hl, .data_8021e
+ add hl, de
+ ld a, [FacingDirection]
+ and [hl]
+ jr z, .DontJump
+
+ ld de, SFX_JUMP_OVER_LEDGE
+ call StartSFX
+ ld a, STEP_LEDGE
+ call DoStep
+ ld a, 7
+ scf
+ ret
+
+.DontJump
+ xor a
+ ret
+
+.data_8021e
+ db FACE_RIGHT
+ db FACE_LEFT
+ db FACE_UP
+ db FACE_DOWN
+ db FACE_RIGHT | FACE_DOWN
+ db FACE_DOWN | FACE_LEFT
+ db FACE_UP | FACE_RIGHT
+ db FACE_UP | FACE_LEFT
+; 80226
+
+
+CheckEdgeWarp: ; 80226
+
+; Bug: Since no case is made for STANDING here, it will check
+; [.edgewarps + $ff]. This resolves to $3e at $8035a.
+; This causes $d041 to be nonzero when standing on tile $3e,
+; making bumps silent.
+
+ ld a, [WalkingDirection]
+ ld e, a
+ ld d, 0
+ ld hl, .EdgeWarps
+ add hl, de
+ ld a, [StandingTile]
+ cp [hl]
+ jr nz, .asm_80259
+
+ ld a, 1
+ ld [$d041], a
+ ld a, [WalkingDirection]
+ cp STANDING
+ jr z, .asm_80259
+
+ ld e, a
+ ld a, [PlayerDirection]
+ rrca
+ rrca
+ and 3
+ cp e
+ jr nz, .asm_80259
+ call $224a ; CheckFallPit?
+ jr nc, .asm_80259
+
+ call StandInPlace
+ scf
+ ld a, 1
+ ret
+
+.asm_80259
+ xor a
+ ret
+
+.EdgeWarps
+ db $70, $78, $76, $7e
+; 8025f
+
+
+DoStep: ; 8025f
+ ld e, a
+ ld d, 0
+ ld hl, .Steps
+ add hl, de
+ add hl, de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+
+ ld a, [WalkingDirection]
+ ld e, a
+ cp STANDING
+ jp z, StandInPlace
+
+ add hl, de
+ ld a, [hl]
+ ld [MovementAnimation], a
+
+ ld hl, .WalkInPlace
+ add hl, de
+ ld a, [hl]
+ ld [$d04e], a
+
+ ld a, 4
+ ret
+
+.Steps
+ dw .Slow
+ dw .Walk
+ dw .Bike
+ dw .Ledge
+ dw .Ice
+ dw .Turn
+ dw .BackwardsLedge
+ dw .WalkInPlace
+
+.Slow
+ db $08, $09, $0a, $0b
+.Walk
+ db $0c, $0d, $0e, $0f
+.Bike
+ db $10, $11, $12, $13
+.Ledge
+ db $30, $31, $32, $33
+.Ice
+ db $1c, $1d, $1e, $1f
+.BackwardsLedge
+ db $31, $30, $33, $32
+.Turn
+ db $04, $05, $06, $07
+.WalkInPlace
+ db $80, $81, $82, $83
+; 802b3
+
+
+StandInPlace: ; 802b3
+ ld a, 0
+ ld [$d04e], a
+ ld a, $3e ; standing
+ ld [MovementAnimation], a
+ xor a
+ ret
+; 802bf
+
+
+WalkInPlace: ; 802bf
+ ld a, 0
+ ld [$d04e], a
+ ld a, $50 ; walking
+ ld [MovementAnimation], a
+ xor a
+ ret
+; 802cb
+
+
+CheckForcedMovementInput: ; 802cb
+; When sliding on ice, input is forced to remain in the same direction.
+
+ call Function80404
+ ret nc
+
+ ld a, [$d04e]
+ cp 0
+ ret z
+
+ and 3
+ ld e, a
+ ld d, 0
+ ld hl, .data_802e8
+ add hl, de
+ ld a, [CurInput]
+ and BUTTON_A | BUTTON_B | SELECT | START
+ or [hl]
+ ld [CurInput], a
+ ret
+
+.data_802e8
+ db D_DOWN, D_UP, D_LEFT, D_RIGHT
+; 802ec
+
+
+GetMovementAction: ; 802ec
+; Poll player input and update movement info.
+
+ ld hl, .table
+ ld de, .table2 - .table1
+ ld a, [CurInput]
+ bit 7, a
+ jr nz, .down
+ bit 6, a
+ jr nz, .up
+ bit 5, a
+ jr nz, .left
+ bit 4, a
+ jr nz, .right
+; Standing
+ jr .update
+
+.down add hl, de
+.up add hl, de
+.left add hl, de
+.right add hl, de
+
+.update
+ ld a, [hli]
+ ld [WalkingDirection], a
+ ld a, [hli]
+ ld [FacingDirection], a
+ ld a, [hli]
+ ld [WalkingX], a
+ ld a, [hli]
+ ld [WalkingY], a
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld a, [hl]
+ ld [WalkingTile], a
+ ret
+
+.table
+; struct:
+; walk direction
+; facing
+; x movement
+; y movement
+; tile collision pointer
+.table1
+ db STANDING, FACE_CURRENT, 0, 0
+ dw StandingTile
+.table2
+ db RIGHT, FACE_RIGHT, 1, 0
+ dw TileRight
+ db LEFT, FACE_LEFT, -1, 0
+ dw TileLeft
+ db UP, FACE_UP, 0, -1
+ dw TileUp
+ db DOWN, FACE_DOWN, 0, 1
+ dw TileDown
+; 80341
+
+
+Function80341: ; 80341
+
+ ld a, 0
+ ld [hConnectionStripLength], a
+ ld a, [MapX]
+ ld d, a
+ ld a, [WalkingX]
+ add d
+ ld d, a
+ ld a, [MapY]
+ ld e, a
+ ld a, [WalkingY]
+ add e
+ ld e, a
+ ld bc, $d4d6
+ ld a, $1
+ ld hl, $7041
+ rst FarCall
+ jr nc, .asm_80369
+ call Function8036f
+ jr c, .asm_8036c
+
+ xor a
+ ret
+
+.asm_80369
+ ld a, 1
+ ret
+
+.asm_8036c
+ ld a, 2
+ ret
+; 8036f
+
+
+Function8036f: ; 8036f
+
+ ld hl, BikeFlags
+ bit 0, [hl]
+ jr z, .asm_8039c
+
+ ld hl, $0007
+ add hl, bc
+ ld a, [hl]
+ cp $ff
+ jr nz, .asm_8039c
+
+ ld hl, $0006
+ add hl, bc
+ bit 6, [hl]
+ jr z, .asm_8039c
+
+ ld hl, $0005
+ add hl, bc
+ set 2, [hl]
+
+ ld a, [WalkingDirection]
+ ld d, a
+ ld hl, $0020
+ add hl, bc
+ ld a, [hl]
+ and $fc
+ or d
+ ld [hl], a
+
+ scf
+ ret
+
+.asm_8039c
+ xor a
+ ret
+; 8039e
+
+
+CheckLandPermissions: ; 8039e
+; Return 0 if walking onto land and tile permissions allow it.
+; Otherwise, return carry.
+
+ ld a, [TilePermissions]
+ ld d, a
+ ld a, [FacingDirection]
+ and d
+ jr nz, .NotWalkable
+
+ ld a, [WalkingTile]
+ call CheckWalkable
+ jr c, .NotWalkable
+
+ xor a
+ ret
+
+.NotWalkable
+ scf
+ ret
+; 803b4
+
+CheckWaterPermissions: ; 803b4
+; Return 0 if moving in water, or 1 if moving onto land.
+; Otherwise, return carry.
+
+ ld a, [TilePermissions]
+ ld d, a
+ ld a, [FacingDirection]
+ and d
+ jr nz, .NotSurfable
+
+ ld a, [WalkingTile]
+ call CheckSurfable
+ jr c, .NotSurfable
+
+ and a
+ ret
+
+.NotSurfable
+ scf
+ ret
+; 803ca
+
+
+CheckRiding: ; 803ca
+
+ ld a, [PlayerState]
+ cp PLAYER_BIKE
+ ret z
+ cp PLAYER_SLIP
+ ret
+; 803d3
+
+
+CheckWalkable: ; 803d3
+; Return 0 if tile a is land. Otherwise, return carry.
+
+ call GetTileType
+ and a ; land
+ ret z
+ scf
+ ret
+; 803da
+
+
+CheckSurfable: ; 803da
+; Return 0 if tile a is water, or 1 if land.
+; Otherwise, return carry.
+
+ call GetTileType
+ cp 1
+ jr z, .Water
+
+; Can walk back onto land from water.
+ and a
+ jr z, .Land
+
+ jr .Neither
+
+.Water
+ xor a
+ ret
+
+.Land
+ ld a, 1
+ and a
+ ret
+
+.Neither
+ scf
+ ret
+; 803ee
+
+
+PlayBump: ; 803ee
+
+ call CheckSFX
+ ret c
+ ld de, SFX_BUMP
+ call StartSFX
+ ret
+; 803f9
+
+
+WaterToLandSprite: ; 803f9
+ push bc
+ ld a, PLAYER_NORMAL
+ ld [PlayerState], a
+ call $e4a ; GetPlayerSprite
+ pop bc
+ ret
+; 80404
+
+
+Function80404: ; 80404
+ ld a, [$d04e]
+ cp 0
+ jr z, .asm_80420
+ cp $f0
+ jr z, .asm_80420
+ ld a, [StandingTile]
+ call CheckIceTile
+ jr nc, .asm_8041e
+ ld a, [PlayerState]
+ cp PLAYER_SLIP
+ jr nz, .asm_80420
+
+.asm_8041e
+ scf
+ ret
+
+.asm_80420
+ and a
+ ret
+; 80422
+
+
+Function80422: ; 80422
+ ld hl, $c2de
+ ld a, $3e ; standing
+ cp [hl]
+ ret z
+ ld [hl], a
+ ld a, 0
+ ld [$d04e], a
+ ret
+; 80430
+
+
GetFlag2: ; 80430
; Do action b on flag de from BitTable2
--- a/wram.asm
+++ b/wram.asm
@@ -920,17 +920,36 @@
ds 1
EndFlypoint: ; d006
ds 1
-
+
+MovementBuffer: ; d007
+
ds 55
MenuItemsList:
-CurFruitTree: ; d03e
+CurFruitTree:
+CurInput:
+EngineBuffer1: ; d03e
ds 1
CurFruit: ; d03f
ds 1
- ds 51
+ ds 2
+MovementAnimation: ; d042
+ ds 1
+WalkingDirection: ; d043
+ ds 1
+FacingDirection: ; d044
+ ds 1
+WalkingX: ; d045
+ ds 1
+WalkingY: ; d046
+ ds 1
+WalkingTile: ; d047
+ ds 1
+
+ ds 43
+
StringBuffer1: ; d073
ds 19
StringBuffer2: ; d086
@@ -1167,6 +1186,7 @@
Buffer1:
MagikarpLength: ; d1ea
ds 1
+MovementType:
Buffer2: ; d1eb
ds 1
@@ -1566,6 +1586,32 @@
; $11 right
ds 1
+
+SECTION "MapEngine",BSS[$d4e4]
+StandingTile: ; d4e4
+ ds 1
+StandingTile2: ; d4e5
+ ds 1
+
+; relative to the map struct including borders
+MapX: ; d4e6
+ ds 1
+MapY: ; d4e7
+ ds 1
+MapX2: ; d4e8
+ ds 1
+MapY2: ; d4e9
+ ds 1
+
+ ds 3
+
+; relative to the bg map, in px
+PlayerSpriteX: ; d4ed
+ ds 1
+PlayerSpriteY: ; d4ee
+ ds 1
+
+
SECTION "Status",BSS[$d841]
TimeOfDayPal: ; d841
ds 1
@@ -1672,6 +1718,12 @@
ds 9
Box14Name: ; dbea
ds 9
+
+SECTION "bike", BSS[$dbf5]
+BikeFlags: ; dbf5
+; bit 1: always on bike
+; bit 2: downhill
+ ds 1
SECTION "decorations", BSS[$dc0f]
; Sprite id of each decoration