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Maps that require Flash

Daniel Harding edited this page Jun 29, 2022 · 9 revisions

This tutorial is for how to edit which maps require FLASH to see in.

Contents

Location of original code

The location of where this is found is in home/overworld.asm. Credits go to wrulfy on the pret Discord server for finding the location, and Drush for correction with asm logic.

Specifically it is under the WarpFound2:: section

Original code:

WarpFound2::
	ld a, [wNumberOfWarps]
	sub c
	ld [wWarpedFromWhichWarp], a ; save ID of used warp
	ld a, [wCurMap]
	ld [wWarpedFromWhichMap], a
	call CheckIfInOutsideMap
	jr nz, .indoorMaps
; this is for handling "outside" maps that can't have the 0xFF destination map
	ld a, [wCurMap]
	ld [wLastMap], a
	ld a, [wCurMapWidth]
	ld [wUnusedD366], a ; not read
	ldh a, [hWarpDestinationMap]
	ld [wCurMap], a
	cp ROCK_TUNNEL_1F
	jr nz, .notRockTunnel
	ld a, $06
	ld [wMapPalOffset], a
	call GBFadeOutToBlack
.notRockTunnel
	call PlayMapChangeSound
	jr .done

1. Understanding the code setup for what needs FLASH

What matters to us are the few lines at and after "cp ROCK_TUNNEL_1F" which are shown here below for simplification.

	cp ROCK_TUNNEL_1F
	jr nz, .notRockTunnel
	ld a, $06
	ld [wMapPalOffset], a
	call GBFadeOutToBlack
.notRockTunnel
	call PlayMapChangeSound
	jr .done

Now to understand, I'm going to separate it up even more.

When entering a new map from the overworld (as this is in the overworld.asm), this line checks if the new map is ROCK_TUNNEL_1F or more simply maps\RockTunnel1F.blk

	cp ROCK_TUNNEL_1F

The next line gives a divergent destination based on if yes/no. "jr" means "Jump to close location". "nz" means "If not equals zero", or "if zero flag is not set". In other words, "If not RockTunnel", since that is what we checked for. It translates to "If not ROCK_TUNNEL_1F, then skip the next few lines and go to the sub-section ".notRockTunnel"

	jr nz, .notRockTunnel

If it is yes ROCK_TUNNEL_1F, then the jump is not activated, it continues down the command list and loads the next 3 lines that have as an effect to create the "FLASH needed" state.

	ld a, $06
	ld [wMapPalOffset], a
	call GBFadeOutToBlack

If it is sent to the sub-section ".notRockTunnel", then it jumps (jr) here.

.notRockTunnel

Nothing fancy, just loads PlayMapChangeSound. Whether iit skips down or continues down both will complete with the last 2 lines. These are musical notation and completion.

	call PlayMapChangeSound
	jr .done

2. Implementing a map

This is the editing part. All we have to do is add in a new "check & jump" to the section.

For example, if I wanted to make the Power Plant require FLASH then I would need to create and insert the following.

	cp POWER_PLANT               ; Checks if POWER_PLANT
	jr z, .needsFlash            ; If yes, then jump to .needsFlash
.needsFlash

We just have to insert the check before the Rock Tunnel check and the jump location after the .needsFlash location. This applies the FLASH-needed states before it checks for notRockTunnel.

+	cp POWER_PLANT               ; Checks if POWER_PLANT
+	jr z, .needsFlash            ; If yes, then jump to .needsFlash
	cp ROCK_TUNNEL_1F            ; Checks if ROCK_TUNNEL_1F
	jr nz, .notRockTunnel        ; If not, then jump to .notRockTunnel 
+.needsFlash
	ld a, $06                    ; needs FLASH
	ld [wMapPalOffset], a        ; needs FLASH
	call GBFadeOutToBlack        ; needs FLASH
.notRockTunnel                       ; Jump-to location if skipping apply-FLASH
	call PlayMapChangeSound
	jr .done

Add as many location as you want, with the requirement being, it must be entered from the Overworld.

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