docs(gb): the module header names the corner the cartridge settled
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2 changed files with 6 additions and 4 deletions
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@ -21,9 +21,10 @@
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//! cartridge's *blocks* are 4x4 screen tiles; the player moves in *map tiles* of 2x2 screen tiles,
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//! cartridge's *blocks* are 4x4 screen tiles; the player moves in *map tiles* of 2x2 screen tiles,
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//! which is the unit `wXCoord`, the warp table and everything in `macros/` is in. So one block is
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//! which is the unit `wXCoord`, the warp table and everything in `macros/` is in. So one block is
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//! [`TILES_PER_BLOCK`] map tiles each way, and the screen tile a map tile's walkability is read
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//! [`TILES_PER_BLOCK`] map tiles each way, and the screen tile a map tile's walkability is read
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//! from is the top left of its 2x2 quadrant -- the same corner `_GetTileAndCoordsInFrontOfPlayer`
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//! from is the **lower** left of its 2x2 quadrant ([`ANCHOR_ROW`]) -- the corner
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//! reads at screen `(8, 9)` for the tile the player stands on, which is what
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//! `_GetTileAndCoordsInFrontOfPlayer` reads at screen `(8, 9)` for the tile the player stands on,
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//! [`super::state::map_grid`]'s cross-check against the window predicate proves on a cartridge.
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//! measured rather than argued and pinned by [`super::state::map_grid`]'s cross-check against the
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//! window predicate on a cartridge.
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//!
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//!
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//! What it does **not** model is what it did not model before: sprites standing on ground (the
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//! What it does **not** model is what it did not model before: sprites standing on ground (the
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//! sprite list answers that, and [`super::macros::path::frontier`] reads it), warps that fire on
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//! sprite list answers that, and [`super::macros::path::frontier`] reads it), warps that fire on
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@ -12,7 +12,8 @@ use crate::pokemon_red::macros::state::{Facing, Walkable};
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/// four different tile ids.
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/// four different tile ids.
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///
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///
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/// A block is four screen tiles each way and a map tile is two, so the quadrants are the four
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/// A block is four screen tiles each way and a map tile is two, so the quadrants are the four
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/// corners and the tile a map tile's walkability comes from is the top left of its own quadrant.
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/// corners and the tile a map tile's walkability comes from is the lower left of its own quadrant
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/// ([`ANCHOR_ROW`], which the cartridge settled).
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fn blockset() -> Vec<u8> {
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fn blockset() -> Vec<u8> {
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let floor = [FLOOR; 16];
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let floor = [FLOOR; 16];
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let wall = [WALL; 16];
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let wall = [WALL; 16];
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