Use arrow keys as the d-pad. Use a and s as start and select. Use z and x as a and b. Have fun. Just go in the house, then back out. Proof-of-concept so far. The rest of the game doesn't really do anything yet.
Reversed and rebuilt the Collision List so that it could be referenced much quicker, for nearly instantaneous collision box builds during page-flips. Will rebuild the tile-generation to use clones next, but that might take a few days. I know this is from an earlier version of @TheUltimatum's game. I'll piece this code into his when I'm certain it's ready with faster tile-slides as well. Apparently, it needed a momentary pause before redraw, or else collision boxes clones would crowd up on each other getting wildly out of control from an unanticipated Scratch glitch. I sorta broke the teleport code while trying to solve a looping issue. So it has a temporary fix for now. Trying to think of a quicker way to store the teleport data. I think it's ok, but it would be faster if the digits were evenly spaced, so that you never have to check for spaces. Scratch doesn't seem to like to use 0's as a leading digit for #'s under 10. In another project, I used the ` character for this because it's tiny, but still keeps the ones, tens, and hundreds places all in order. The Collision Box list starts from the bottom left corner as 1, proceeding right across rows, and up 'till it reaches top-right corner. It's probably possible to make it so that the rows are in the original top-down format. But I'd need to make it start at the 9th item in the list, then subtract 1 each time it gets to a clone# divisible by 10. Each room has an offset so it begins at the right place in the list.