; not zero if an NPC movement script is running, the player character is ; automatically stepping down from a door, or joypad states are being simulated IsPlayerCharacterBeingControlledByGame:: ld a, [wNPCMovementScriptPointerTableNum] and a ret nz ld a, [wd736] bit 1, a ; currently stepping down from door bit ret nz ld a, [wd730] and $80 ret RunNPCMovementScript:: ld hl, wd736 bit 0, [hl] res 0, [hl] jr nz, .playerStepOutFromDoor ld a, [wNPCMovementScriptPointerTableNum] and a ret z dec a add a ld d, 0 ld e, a ld hl, .NPCMovementScriptPointerTables add hl, de ld a, [hli] ld h, [hl] ld l, a ldh a, [hLoadedROMBank] push af ld a, [wNPCMovementScriptBank] ldh [hLoadedROMBank], a ld [MBC1RomBank], a ld a, [wNPCMovementScriptFunctionNum] call CallFunctionInTable pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret .NPCMovementScriptPointerTables dw PalletMovementScriptPointerTable dw PewterMuseumGuyMovementScriptPointerTable dw PewterGymGuyMovementScriptPointerTable .playerStepOutFromDoor farjp PlayerStepOutFromDoor EndNPCMovementScript:: farjp _EndNPCMovementScript DebugPressedOrHeldB:: IF DEF(_DEBUG) ld a, [wd732] bit 1, a ret z ldh a, [hJoyHeld] bit BIT_B_BUTTON, a ret nz ldh a, [hJoyPressed] bit BIT_B_BUTTON, a ENDC ret