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Sideways stairs with diagonal movement
All the stairs in Gen 1 and 2 only go upwards. Gen 3 had a few that go downwards, like the ones descending towards Trainer Tower in FRLG, but it took until Gen 4 with its true 3D maps for sideways stairs to be introduced. ROM hacks have already implemented sideways stairs in Gen 3; this tutorial shows how to implement them in pokecrystal.
(The code for this feature was adapted from Pokémon Brass.)
Here are all the changes needed to implement diagonal stairs, applied to a copy of pokecrystal. You can clone
Rangi42/pokecrystal and checkout
the diagonal-stairs
branch to test it for yourself.
- Define collision types for sideways stairs
- Add a step type for sideways stairs
- Add movement commands for diagonal steps
- Use the diagonal step movement for the sideways stair collision type
- Add sideways stairs to a map
Edit constants/collision_constants.asm:
; collision data types (see data/tilesets/*_collision.asm)
; TileCollisionTable indexes (see data/collision_permissions.asm)
COLL_FLOOR EQU $00
...
COLL_DOWN_WALL EQU $b3 ; unused
+COLL_DIAGONAL_STAIRS_RIGHT EQU $d0
+COLL_DIAGONAL_STAIRS_LEFT EQU $d1
COLL_FF EQU $ff ; garbage
; collision data type nybbles
LO_NYBBLE_GRASS EQU $07
...
HI_NYBBLE_UNUSED_C0 EQU $c0
+HI_NYBBLE_DIAGONAL_STAIRS EQU $d0
And edit data/collision_permissions.asm:
TileCollisionTable::
; entries correspond to COLL_* constants
...
- NONTALKABLE LANDTILE ; d0
- NONTALKABLE LANDTILE ; d1
+ NONTALKABLE LANDTILE ; COLL_DIAGONAL_STAIRS_RIGHT
+ NONTALKABLE LANDTILE ; COLL_DIAGONAL_STAIRS_LEFT
...
Edit constants/map_object_constants.asm:
; StepTypesJumptable indexes (see engine/overworld/map_objects.asm)
const_def
const STEP_TYPE_00 ; 00
...
const STEP_TYPE_SKYFALL_TOP ; 19
+ const STEP_TYPE_NPC_DIAGONAL_STAIRS
+ const STEP_TYPE_PLAYER_DIAGONAL_STAIRS
Then edit engine/overworld/map_objects.asm:
StepTypesJumptable:
; entries correspond to STEP_TYPE_* constants
dw ObjectMovementReset ; 00
...
dw SkyfallTop ; 19
+ dw NPCDiagonalStairs
+ dw PlayerDiagonalStairs
+NPCDiagonalStairs:
+ ret
+
+PlayerDiagonalStairs:
+ call Field1cAnonymousJumptable
+; anonymous dw
+ dw .InitHorizontal1
+ dw .StepHorizontal
+ dw .InitHorizontal2
+ dw .StepHorizontal
+ dw .InitVertical
+ dw .StepVertical
+
+.InitHorizontal2:
+ call GetNextTile
+.InitHorizontal1:
+ ld hl, wPlayerStepFlags
+ set 7, [hl]
+ call IncrementObjectStructField1c
+.StepHorizontal:
+ call UpdateDiagonalStairsPosition
+ call UpdatePlayerStep
+ ld hl, OBJECT_STEP_DURATION
+ add hl, bc
+ dec [hl]
+ ret nz
+ call CopyNextCoordsTileToStandingCoordsTile
+ ld hl, OBJECT_FLAGS2
+ add hl, bc
+ res 3, [hl]
+ ld hl, wPlayerStepFlags
+ set 6, [hl]
+ set 4, [hl]
+ jp IncrementObjectStructField1c
+
+.InitVertical:
+ ld hl, OBJECT_ACTION
+ add hl, bc
+ ld [hl], OBJECT_ACTION_STAND
+
+; If you start on the bottom half of a block, you go up;
+; if you start on the top half, you go down.
+ ld a, [wMetatileStandingY]
+ and a
+ ld a, DOWN
+ jr z, .got_dir
+ ld a, UP
+.got_dir
+ ld hl, OBJECT_DIRECTION_WALKING
+ add hl, bc
+ ld [hl], a
+
+ call GetNextTile
+ ld hl, wPlayerStepFlags
+ set 7, [hl]
+ call IncrementObjectStructField1c
+.StepVertical:
+ call UpdateDiagonalStairsPosition
+ call UpdatePlayerStep
+ ld hl, OBJECT_STEP_DURATION
+ add hl, bc
+ dec [hl]
+ ret nz
+ ld hl, wPlayerStepFlags
+ set 6, [hl]
+ call CopyNextCoordsTileToStandingCoordsTile
+ ld hl, OBJECT_STEP_TYPE
+ add hl, bc
+ ld [hl], STEP_TYPE_SLEEP
+ ret
+
+UpdateDiagonalStairsPosition:
+ ld a, [wMetatileStandingY]
+ and a
+ ld e, 1
+ jr z, .goingdown
+ ld e, -1
+.goingdown
+ ld hl, OBJECT_SPRITE_Y_OFFSET
+ add hl, bc
+ ld a, [hl]
+ add e
+ ld [hl], a
+ ret
TODO: Explain changes.
Edit macros/scripts/movement.asm:
; MovementPointers indexes (see engine/overworld/movement.asm)
enum_start 0, +4
; Directional movements
enum movement_turn_head ; $00
turn_head: MACRO
db movement_turn_head | \1
ENDM
...
enum movement_fast_jump_step ; $34
fast_jump_step: MACRO
db movement_fast_jump_step | \1
ENDM
+
+ enum movement_stairs_step
+stairs_step: MACRO
+ db movement_stairs_step | \1
+ENDM
__enumdir__ = +1
Then edit engine/overworld/movement.asm:
MovementPointers:
; entries correspond to macros/scripts/movement.asm enumeration
dw Movement_turn_head_down ; 00
...
dw Movement_fast_jump_step_right ; 37
+ dw Movement_stairs_step_down
+ dw Movement_stairs_step_up
+ dw Movement_stairs_step_left
+ dw Movement_stairs_step_right
dw Movement_remove_sliding ; 38
...
+Movement_stairs_step_down:
+ ld a, STEP_WALK << 2 | DOWN
+ jp DiagonalStairsStep
+
+Movement_stairs_step_up:
+ ld a, STEP_WALK << 2 | UP
+ jp DiagonalStairsStep
+
+Movement_stairs_step_left:
+ ld a, STEP_WALK << 2 | LEFT
+ jp DiagonalStairsStep
+
+Movement_stairs_step_right:
+ ld a, STEP_WALK << 2 | RIGHT
+ jp DiagonalStairsStep
+
+DiagonalStairsStep:
+ call InitStep
+ ld hl, OBJECT_1F
+ add hl, bc
+ ld [hl], $0
+
+ ld hl, OBJECT_ACTION
+ add hl, bc
+ ld [hl], OBJECT_ACTION_STEP
+
+ ld hl, wCenteredObject
+ ldh a, [hMapObjectIndexBuffer]
+ cp [hl]
+ jr z, .player
+
+ ld hl, OBJECT_STEP_TYPE
+ add hl, bc
+ ld [hl], STEP_TYPE_NPC_DIAGONAL_STAIRS
+ ret
+
+.player
+ ld hl, OBJECT_STEP_TYPE
+ add hl, bc
+ ld [hl], STEP_TYPE_PLAYER_DIAGONAL_STAIRS
+ ret
TODO: Explain changes.
Edit constants/map_object_constants.asm again:
; DoPlayerMovement.DoStep arguments (see engine/overworld/player_movement.asm)
const_def
const STEP_SLOW ; 0
...
const STEP_WALK_IN_PLACE ; 7
+ const STEP_DIAGONAL_STAIRS
Then edit engine/overworld/player_movement.asm:
DoPlayerMovement::
...
.Normal:
call .CheckForced
call .GetAction
call .CheckTile
ret c
call .CheckTurning
ret c
call .TryStep
ret c
call .TryJump
ret c
+ call .TryDiagonalStairs
+ ret c
call .CheckWarp
ret c
jr .NotMoving
...
.Ice:
call .CheckForced
call .GetAction
call .CheckTile
ret c
call .CheckTurning
ret c
call .TryStep
ret c
call .TryJump
ret c
+ call .TryDiagonalStairs
+ ret c
call .CheckWarp
ret c
ld a, [wWalkingDirection]
cp STANDING
jr z, .HitWall
call .BumpSound
.HitWall:
call .StandInPlace
xor a
ret
.TryJump:
ld a, [wPlayerStandingTile]
ld e, a
and $f0
cp HI_NYBBLE_LEDGES
jr nz, .DontJump
ld a, e
and 7
ld e, a
ld d, 0
ld hl, .data_8021e
add hl, de
ld a, [wFacingDirection]
and [hl]
jr z, .DontJump
ld de, SFX_JUMP_OVER_LEDGE
call PlaySFX
ld a, STEP_LEDGE
call .DoStep
ld a, 7
scf
ret
.DontJump:
xor a
ret
.data_8021e
db FACE_RIGHT ; COLL_HOP_RIGHT
db FACE_LEFT ; COLL_HOP_LEFT
db FACE_UP ; COLL_HOP_UP
db FACE_DOWN ; COLL_HOP_DOWN
db FACE_RIGHT | FACE_DOWN ; COLL_HOP_DOWN_RIGHT
db FACE_DOWN | FACE_LEFT ; COLL_HOP_DOWN_LEFT
db FACE_UP | FACE_RIGHT ; COLL_HOP_UP_RIGHT
db FACE_UP | FACE_LEFT ; COLL_HOP_UP_LEFT
+
+.TryDiagonalStairs:
+ ld a, [wPlayerStandingTile]
+ ld e, a
+ and $f0
+ cp HI_NYBBLE_DIAGONAL_STAIRS
+ jr nz, .DontDiagonalStairs
+
+ ld a, e
+ and 7
+ ld e, a
+ ld d, 0
+ ld hl, .FacingStairsTable
+ add hl, de
+ ld a, [wFacingDirection]
+ and [hl]
+ jr z, .DontDiagonalStairs
+
+ ld a, STEP_DIAGONAL_STAIRS
+ call .DoStep
+ ld a, 7
+ scf
+ ret
+
+.FacingStairsTable:
+ db FACE_RIGHT
+ db FACE_LEFT
+
+.DontDiagonalStairs:
+ xor a
+ ret
.Steps:
; entries correspond to STEP_* constants
dw .SlowStep
dw .NormalStep
dw .FastStep
dw .JumpStep
dw .SlideStep
dw .TurningStep
dw .BackJumpStep
dw .FinishFacing
+ dw .DiagonalStairsStep
.SlowStep:
slow_step DOWN
slow_step UP
slow_step LEFT
slow_step RIGHT
...
.FinishFacing:
db $80 | DOWN
db $80 | UP
db $80 | LEFT
db $80 | RIGHT
+.DiagonalStairsStep:
+ stairs_step DOWN
+ stairs_step UP
+ stairs_step LEFT
+ stairs_step RIGHT
TODO: Explain changes.
Here are some sideways stair tiles:
Let's say you want to add some sideways stairs to the cliffs on Route 45. Since maps/Route45.blk uses the johto
tileset, here's what that would involve:
- Add the stair tiles to gfx/tilesets/johto.png
- Assign the
GRAY
color to those tiles in gfx/tilesets/johto_palette_map.asm - Design sideways stair blocks in data/tilesets/johto_metatiles.bin
- Assign the
DIAGONAL_STAIRS_LEFT
andDIAGONAL_STAIRS_RIGHT
collision types to those blocks in data/tilesets/johto_collision.asm - Redesign maps/Route45.blk to use the sideways stair blocks
You can use Polished Map to edit maps and tilesets; refer to the new map and new tileset tutorials for more information.
Now test it out!
TODO: Explain how to use COLL_DIAGONAL_STAIRS_RIGHT
and COLL_DIAGONAL_STAIRS_LEFT
.