summaryrefslogtreecommitdiff
path: root/engine/title.asm
diff options
context:
space:
mode:
Diffstat (limited to 'engine/title.asm')
-rw-r--r--engine/title.asm120
1 files changed, 60 insertions, 60 deletions
diff --git a/engine/title.asm b/engine/title.asm
index ab82b77b2..30804fbe8 100644
--- a/engine/title.asm
+++ b/engine/title.asm
@@ -3,39 +3,39 @@ _TitleScreen: ; 10ed67
call ClearBGPalettes
call ClearSprites
call ClearTileMap
-
+
; Turn BG Map update off
xor a
ld [hBGMapMode], a
-
+
; Reset timing variables
ld hl, wJumptableIndex
ld [hli], a ; cf63 ; Scene?
ld [hli], a ; cf64
ld [hli], a ; cf65 ; Timer lo
ld [hl], a ; cf66 ; Timer hi
-
+
; Turn LCD off
call DisableLCD
-
-
+
+
; VRAM bank 1
ld a, 1
ld [rVBK], a
-
-
+
+
; Decompress running Suicune gfx
ld hl, TitleSuicuneGFX
ld de, VTiles1
call Decompress
-
-
+
+
; Clear screen palettes
hlbgcoord 0, 0
ld bc, 20 bgrows
xor a
call ByteFill
-
+
; Fill tile palettes:
@@ -77,94 +77,94 @@ _TitleScreen: ; 10ed67
ld bc, 2 bgrows
ld a, 6
call ByteFill
-
+
; 'CRYSTAL VERSION'
hlbgcoord 5, 9
ld bc, NAME_LENGTH ; length of version text
ld a, 1
call ByteFill
-
+
; Suicune gfx
hlbgcoord 0, 12
ld bc, 6 bgrows ; the rest of the screen
ld a, 8
call ByteFill
-
-
+
+
; Back to VRAM bank 0
ld a, $0
ld [rVBK], a
-
-
+
+
; Decompress logo
ld hl, TitleLogoGFX
ld de, VTiles1
call Decompress
-
+
; Decompress background crystal
ld hl, TitleCrystalGFX
ld de, VTiles0
call Decompress
-
-
+
+
; Clear screen tiles
hlbgcoord 0, 0
ld bc, 64 bgrows
ld a, " "
call ByteFill
-
+
; Draw Pokemon logo
hlcoord 0, 3
lb bc, 7, 20
ld d, $80
ld e, $14
call DrawTitleGraphic
-
+
; Draw copyright text
hlbgcoord 3, 0, VBGMap1
lb bc, 1, 13
ld d, $c
ld e, $10
call DrawTitleGraphic
-
+
; Initialize running Suicune?
ld d, $0
call LoadSuicuneFrame
-
+
; Initialize background crystal
call InitializeBackground
-
+
; Save WRAM bank
ld a, [rSVBK]
push af
; WRAM bank 5
ld a, 5
ld [rSVBK], a
-
+
; Update palette colors
ld hl, TitleScreenPalettes
ld de, UnknBGPals
ld bc, 4 * 32
call CopyBytes
-
+
ld hl, TitleScreenPalettes
ld de, BGPals
ld bc, 4 * 32
call CopyBytes
-
+
; Restore WRAM bank
pop af
ld [rSVBK], a
-
-
+
+
; LY/SCX trickery starts here
-
+
ld a, [rSVBK]
push af
ld a, 5 ; BANK(LYOverrides)
ld [rSVBK], a
-
+
; Make alternating lines come in from opposite sides
; ( This part is actually totally pointless, you can't
@@ -180,30 +180,30 @@ _TitleScreen: ; 10ed67
inc hl
dec b
jr nz, .loop
-
+
; Make sure the rest of the buffer is empty
ld hl, LYOverrides + 80
xor a
ld bc, LYOverridesEnd - (LYOverrides + 80)
call ByteFill
-
+
; Let LCD Stat know we're messing around with SCX
ld a, rSCX - rJOYP
ld [hFFC6], a
-
+
pop af
ld [rSVBK], a
-
-
+
+
; Reset audio
call ChannelsOff
call EnableLCD
-
+
; Set sprite size to 8x16
ld a, [rLCDC]
set 2, a
ld [rLCDC], a
-
+
ld a, +112
ld [hSCX], a
ld a, 8
@@ -212,21 +212,21 @@ _TitleScreen: ; 10ed67
ld [hWX], a
ld a, -112
ld [hWY], a
-
+
ld a, $1
ld [hCGBPalUpdate], a
-
+
; Update BG Map 0 (bank 0)
ld [hBGMapMode], a
-
+
xor a
ld [UnknBGPals + 2], a
-
+
; Play starting sound effect
call SFXChannelsOff
ld de, SFX_TITLE_SCREEN_ENTRANCE
call PlaySFX
-
+
ret
; 10eea7
@@ -371,7 +371,7 @@ AnimateTitleCrystal: ; 10ef32
ld a, [hl]
cp 6 + $10
ret z
-
+
; Move all 30 parts of the crystal down by 2
ld c, 30
.loop
@@ -383,7 +383,7 @@ rept 3
endr
dec c
jr nz, .loop
-
+
ret
; 10ef46
@@ -405,78 +405,78 @@ TitleScreenPalettes:
RGB 19, 00, 00
RGB 15, 08, 31
RGB 15, 08, 31
-
+
RGB 00, 00, 00
RGB 31, 31, 31
RGB 15, 16, 31
RGB 31, 01, 13
-
+
RGB 00, 00, 00
RGB 07, 07, 07
RGB 31, 31, 31
RGB 02, 03, 30
-
+
RGB 00, 00, 00
RGB 13, 13, 13
RGB 31, 31, 18
RGB 02, 03, 30
-
+
RGB 00, 00, 00
RGB 19, 19, 19
RGB 29, 28, 12
RGB 02, 03, 30
-
+
RGB 00, 00, 00
RGB 25, 25, 25
RGB 28, 25, 06
RGB 02, 03, 30
-
+
RGB 00, 00, 00
RGB 31, 31, 31
RGB 26, 21, 00
RGB 02, 03, 30
-
+
RGB 00, 00, 00
RGB 11, 11, 19
RGB 31, 31, 31
RGB 00, 00, 00
-
+
; OBJ
RGB 00, 00, 00
RGB 10, 00, 15
RGB 17, 05, 22
RGB 19, 09, 31
-
+
RGB 31, 31, 31
RGB 00, 00, 00
RGB 00, 00, 00
RGB 00, 00, 00
-
+
RGB 31, 31, 31
RGB 00, 00, 00
RGB 00, 00, 00
RGB 00, 00, 00
-
+
RGB 31, 31, 31
RGB 00, 00, 00
RGB 00, 00, 00
RGB 00, 00, 00
-
+
RGB 31, 31, 31
RGB 00, 00, 00
RGB 00, 00, 00
RGB 00, 00, 00
-
+
RGB 31, 31, 31
RGB 00, 00, 00
RGB 00, 00, 00
RGB 00, 00, 00
-
+
RGB 31, 31, 31
RGB 00, 00, 00
RGB 00, 00, 00
RGB 00, 00, 00
-
+
RGB 31, 31, 31
RGB 00, 00, 00
RGB 00, 00, 00