Port Fly, Dig, Teleport and the Escape Rope

FLY opens _FlyMap in the party menu: the region's Town Map with "Where?",
the visited flypoints in turn and the Fly user's icon, then FlyScript flies
the icon off along SpriteAnimFunc_FlyFrom's path, enters the spawn point and
lands it with SpriteAnimFunc_FlyTo. Teleport returns to the last Pokémon
Center's town through IsSpawnPoint. Dig and the Escape Rope lead out of a
cave to the warp EnterMapWarp's SaveDigWarp recorded, which saves now keep.

newloadmap stops its script as StopScript does and the world resumes it on
the new map, which the landing and return movements need. A destination
that is not ported yet gives a notice.

Closes #25

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Sébastien QUEROLandClaude Opus 5.5 committed 2026-10-02 11:18:57 +02:00
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@@ -88,10 +88,18 @@ keeps the card on screen (`world.pokegear`) during the call's texts.
`scripts/mom.ts` runs `BankOfMom` as a special; its amount box is a
`mombank` effect answered with buttons in the same way, and so are the
pages of `scripts/trainer-card.ts` and the screen of `scripts/options.ts`,
whose option bytes live in the script state. The world refreshes the card's play
whose option bytes live in the script state, and of `scripts/fly-map.ts`,
which Fly opens before the world queues its script. The world refreshes the card's play
time, colon and badge step every tick; `world/game-time.ts` is the play
time (`wGameTime`), which the world advances two frames per tick.
`newloadmap` stops a script as `StopScript` does: the `warp` effect carries
the offset after it, and once the world has entered the new map it starts
the rest of the script there with the same field-move context (Fly's
landing, Teleport's and Dig's return movements). A `fly` effect hides every
object while the party icon flies (`world.flyingIcon`, drawn by the
renderer).
`TilesetAnimator` translates the ROM animation command tables, advancing two
video frames per overworld tick. It owns mutable graphics separately from the
asset cache. The renderer records background color indices for grass sprite