LDX player1_object
LDA #BOUNDS_BOTTOM
SEC
SBC #$02
SEC
SBC Object_bottom,x
STA yHold_hi
STA Object_y_hi,x
STA newY
LDA Object_x_hi,x
STA xHold_hi
STA newX
LDA #$00
STA yHold_lo
STA xHold_lo
;7 = active
;6 = 8 or 16 px tiles
;; warp map should stay the same.
LDA Object_scroll,x
sec
sbc #$10
STA Object_scroll,x
STA xScroll_hi
STA newScreen
STA currentNametable
STA currentScreen ;currentScreen
STA newScreen
STA nt_hold
; clc
; adc #$01
; STA rightNametable
; SEC
; SBC #$02
;STA leftNametable
LDA #$01
STA screen_transition_type
;LDA warpMap
;CLC
;ADC #$01
;STA update_screen_details
;;; update screen details will not change with left, right, up or down movement
;;; unless the edge of a map should take you to the other map or something.
;;; warpMap variable is used solely to hold whether the warp-out is to overworld or underworld.
LDA Object_scroll,x
AND #%00000001
STA showingNametable
LDA #$00
STA tile_solidity
LDA #$00
STA gameHandler
LDA #%11000000
ORA #GS_MainGame
ORA #%01000000
STA update_screen
LDA #$00
STA xScroll
doneTopmBounds
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; factor where to place player compared to his scroll in a given screen
;;