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|
ReturnFromMapSetupScript:: ; b8000
xor a
ld [hBGMapMode], a
; For some reson, GameFreak chose to use a farcall here instead of just falling through.
; No other function in the game references the function at 2E:400A, here labeled
; ReturnFromMapSetupScript.inefficient_farcall.
farcall .inefficient_farcall ; this is a waste of 6 ROM bytes and 6 stack bytes
ret
; b800a
.inefficient_farcall ; b800a
ld a, [MapGroup]
ld b, a
ld a, [MapNumber]
ld c, a
call GetWorldMapLocation
ld [wCurrentLandmark], a
call .CheckNationalParkGate
jr z, .nationalparkgate
call GetMapEnvironment
cp GATE
jr nz, .not_gate
.nationalparkgate
ld a, -1
ld [wCurrentLandmark], a
.not_gate
ld hl, wEnteredMapFromContinue
bit 1, [hl]
res 1, [hl]
jr nz, .dont_do_map_sign
call .CheckMovingWithinLandmark
jr z, .dont_do_map_sign
ld a, [wCurrentLandmark]
ld [wPreviousLandmark], a
call .CheckSpecialMap
jr z, .dont_do_map_sign
; Display for 60 frames
ld a, 60
ld [wLandmarkSignTimer], a
call LoadMapNameSignGFX
call InitMapNameFrame
farcall HDMATransfer_OnlyTopFourRows
ret
.dont_do_map_sign
ld a, [wCurrentLandmark]
ld [wPreviousLandmark], a
ld a, $90
ld [rWY], a
ld [hWY], a
xor a
ld [hLCDCPointer], a
ret
; b8064
.CheckMovingWithinLandmark: ; b8064
ld a, [wCurrentLandmark]
ld c, a
ld a, [wPreviousLandmark]
cp c
ret z
cp SPECIAL_MAP
ret
; b8070
.CheckSpecialMap: ; b8070
cp -1
ret z
cp SPECIAL_MAP
ret z
cp RADIO_TOWER
ret z
cp LAV_RADIO_TOWER
ret z
cp UNDERGROUND_PATH
ret z
cp INDIGO_PLATEAU
ret z
cp POWER_PLANT
ret z
ld a, $1
and a
ret
; b8089
.CheckNationalParkGate: ; b8089
ld a, [MapGroup]
cp GROUP_ROUTE_35_NATIONAL_PARK_GATE
ret nz
ld a, [MapNumber]
cp MAP_ROUTE_35_NATIONAL_PARK_GATE
ret z
cp MAP_ROUTE_36_NATIONAL_PARK_GATE
ret
; b8098
PlaceMapNameSign:: ; b8098 (2e:4098)
ld hl, wLandmarkSignTimer
ld a, [hl]
and a
jr z, .disappear
dec [hl]
cp 60
ret z
cp 59
jr nz, .skip2
call InitMapNameFrame
call PlaceMapNameCenterAlign
farcall HDMATransfer_OnlyTopFourRows
.skip2
ld a, $80
ld a, $70
ld [rWY], a
ld [hWY], a
ret
.disappear
ld a, $90
ld [rWY], a
ld [hWY], a
xor a
ld [hLCDCPointer], a
ret
LoadMapNameSignGFX: ; b80c6
ld de, MapEntryFrameGFX
ld hl, VTiles2 tile $60
lb bc, BANK(MapEntryFrameGFX), $e
call Get2bpp
ret
; b80d3
InitMapNameFrame: ; b80d3
hlcoord 0, 0
ld b, 2
ld c, 18
call InitMapSignAttrMap
call PlaceMapNameFrame
ret
; b80e1
PlaceMapNameCenterAlign: ; b80e1 (2e:40e1)
ld a, [wCurrentLandmark]
ld e, a
farcall GetLandmarkName
call .GetNameLength
ld a, SCREEN_WIDTH
sub c
srl a
ld b, $0
ld c, a
hlcoord 0, 2
add hl, bc
ld de, StringBuffer1
call PlaceString
ret
.GetNameLength: ; b8101 (2e:4101)
ld c, 0
push hl
ld hl, StringBuffer1
.loop
ld a, [hli]
cp "@"
jr z, .stop
cp "%"
jr z, .loop
inc c
jr .loop
.stop
pop hl
ret
InitMapSignAttrMap: ; b8115
ld de, AttrMap - TileMap
add hl, de
inc b
inc b
inc c
inc c
ld a, $87
.loop
push bc
push hl
.inner_loop
ld [hli], a
dec c
jr nz, .inner_loop
pop hl
ld de, SCREEN_WIDTH
add hl, de
pop bc
dec b
jr nz, .loop
ret
; b812f
PlaceMapNameFrame: ; b812f
hlcoord 0, 0
; top left
ld a, $61
ld [hli], a
; top row
ld a, $62
call .FillTopBottom
; top right
ld a, $64
ld [hli], a
; left, first line
ld a, $65
ld [hli], a
; first line
call .FillMiddle
; right, first line
ld a, $6b
ld [hli], a
; left, second line
ld a, $66
ld [hli], a
; second line
call .FillMiddle
; right, second line
ld a, $6c
ld [hli], a
; bottom left
ld a, $67
ld [hli], a
; bottom
ld a, $68
call .FillTopBottom
; bottom right
ld a, $6a
ld [hl], a
ret
; b815b
.FillMiddle: ; b815b
ld c, 18
ld a, $6d
.loop
ld [hli], a
dec c
jr nz, .loop
ret
; b8164
.FillTopBottom: ; b8164
ld c, 5
jr .enterloop
.continueloop
ld [hli], a
ld [hli], a
.enterloop
inc a
ld [hli], a
ld [hli], a
dec a
dec c
jr nz, .continueloop
ret
; b8172
CheckForHiddenItems: ; b8172
; Checks to see if there are hidden items on the screen that have not yet been found. If it finds one, returns carry.
call GetMapScriptHeaderBank
ld [Buffer1], a
; Get the coordinate of the bottom right corner of the screen, and load it in Buffer3/Buffer4.
ld a, [XCoord]
add SCREEN_WIDTH / 4
ld [Buffer4], a
ld a, [YCoord]
add SCREEN_HEIGHT / 4
ld [Buffer3], a
; Get the pointer for the first BG event header in the map...
ld hl, wCurrMapBGEventHeaderPointer
ld a, [hli]
ld h, [hl]
ld l, a
; ... before even checking to see if there are any BG events on this map.
ld a, [wCurrMapBGEventCount]
and a
jr z, .nobgeventitems
; For i = 1:wCurrMapBGEventCount...
.loop
; Store the counter in Buffer2, and store the BG event header pointer in the stack.
ld [Buffer2], a
push hl
; Get the Y coordinate of the BG event.
call .GetFarByte
ld e, a
; Is the Y coordinate of the BG event on the screen? If not, go to the next BG event.
ld a, [Buffer3]
sub e
jr c, .next
cp SCREEN_HEIGHT / 2
jr nc, .next
; Is the X coordinate of the BG event on the screen? If not, go to the next BG event.
call .GetFarByte
ld d, a
ld a, [Buffer4]
sub d
jr c, .next
cp SCREEN_WIDTH / 2
jr nc, .next
; Is this BG event a hidden item? If not, go to the next BG event.
call .GetFarByte
cp BGEVENT_ITEM
jr nz, .next
; Has this item already been found? If not, set off the Itemfinder.
ld a, [Buffer1]
call GetFarHalfword
ld a, [Buffer1]
call GetFarHalfword
ld d, h
ld e, l
ld b, CHECK_FLAG
call EventFlagAction
ld a, c
and a
jr z, .itemnearby
.next
; Restore the BG event header pointer and increment it by the length of a BG event header.
pop hl
ld bc, 5
add hl, bc
; Restore the BG event counter and decrement it. If it hits zero, there are no hidden items in range.
ld a, [Buffer2]
dec a
jr nz, .loop
.nobgeventitems
xor a
ret
.itemnearby
pop hl
scf
ret
; b81e2
.GetFarByte: ; b81e2
ld a, [Buffer1]
call GetFarByte
inc hl
ret
; b81ea
TreeMonEncounter: ; b81ea
farcall TrainerRankings_TreeEncounters
xor a
ld [TempWildMonSpecies], a
ld [CurPartyLevel], a
ld hl, TreeMonMaps
call GetTreeMonSet
jr nc, .no_battle
call GetTreeMons
jr nc, .no_battle
call GetTreeMon
jr nc, .no_battle
ld a, BATTLETYPE_TREE
ld [BattleType], a
ld a, 1
ld [ScriptVar], a
ret
.no_battle
xor a
ld [ScriptVar], a
ret
; b8219
RockMonEncounter: ; b8219
xor a
ld [TempWildMonSpecies], a
ld [CurPartyLevel], a
ld hl, RockMonMaps
call GetTreeMonSet
jr nc, .no_battle
call GetTreeMons
jr nc, .no_battle
ld a, 10
call RandomRange
cp 4
jr nc, .no_battle
call SelectTreeMon
jr nc, .no_battle
ret
.no_battle
xor a
ret
; b823e
db $05 ; ????
GetTreeMonSet: ; b823f
; Return carry and treemon set in a
; if the current map is in table hl.
ld a, [MapNumber]
ld e, a
ld a, [MapGroup]
ld d, a
.loop
ld a, [hli]
cp -1
jr z, .not_in_table
cp d
jr nz, .skip2
ld a, [hli]
cp e
jr nz, .skip1
jr .in_table
.skip2
inc hl
.skip1
inc hl
jr .loop
.not_in_table
xor a
ret
.in_table
ld a, [hl]
scf
ret
; b825e
INCLUDE "data/wild/treemon_maps.asm"
GetTreeMons: ; b82d2
; Return the address of TreeMon table a in hl.
; Return nc if table a doesn't exist.
cp 8
jr nc, .quit
and a
jr z, .quit
ld e, a
ld d, 0
ld hl, TreeMons
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
scf
ret
.quit
xor a
ret
; b82e8
INCLUDE "data/wild/treemons.asm"
GetTreeMon: ; b83e5
push hl
call GetTreeScore
pop hl
and a
jr z, .bad
cp 1
jr z, .good
cp 2
jr z, .rare
ret
.bad
ld a, 10
call RandomRange
and a
jr nz, NoTreeMon
jr SelectTreeMon
.good
ld a, 10
call RandomRange
cp 5
jr nc, NoTreeMon
jr SelectTreeMon
.rare
ld a, 10
call RandomRange
cp 8
jr nc, NoTreeMon
jr .skip
.skip
ld a, [hli]
cp -1
jr nz, .skip
call SelectTreeMon
ret
; b841f
SelectTreeMon: ; b841f
; Read a TreeMons table and pick one monster at random.
ld a, 100
call RandomRange
.loop
sub [hl]
jr c, .ok
inc hl
inc hl
inc hl
jr .loop
.ok
ld a, [hli]
cp $ff
jr z, NoTreeMon
ld a, [hli]
ld [TempWildMonSpecies], a
ld a, [hl]
ld [CurPartyLevel], a
scf
ret
NoTreeMon: ; b843b
xor a
ld [TempWildMonSpecies], a
ld [CurPartyLevel], a
ret
; b8443
GetTreeScore: ; b8443
call .CoordScore
ld [Buffer1], a
call .OTIDScore
ld [Buffer2], a
ld c, a
ld a, [Buffer1]
sub c
jr z, .rare
jr nc, .ok
add 10
.ok
cp 5
jr c, .good
.bad
xor a
ret
.good
ld a, 1
ret
.rare
ld a, 2
ret
; b8466
.CoordScore: ; b8466
call GetFacingTileCoord
ld hl, 0
ld c, e
ld b, 0
ld a, d
and a
jr z, .next
.loop
add hl, bc
dec a
jr nz, .loop
.next
add hl, bc
ld c, d
add hl, bc
ld a, h
ld [hDividend], a
ld a, l
ld [hDividend + 1], a
ld a, 5
ld [hDivisor], a
ld b, 2
call Divide
ld a, [hQuotient + 1]
ld [hDividend], a
ld a, [hQuotient + 2]
ld [hDividend + 1], a
ld a, 10
ld [hDivisor], a
ld b, 2
call Divide
ld a, [hQuotient + 3]
ret
; b849d
.OTIDScore: ; b849d
ld a, [PlayerID]
ld [hDividend], a
ld a, [PlayerID + 1]
ld [hDividend + 1], a
ld a, 10
ld [hDivisor], a
ld b, 2
call Divide
ld a, [hQuotient + 3]
ret
; b84b3
LoadFishingGFX: ; b84b3
ld a, [rVBK]
push af
ld a, $1
ld [rVBK], a
ld de, FishingGFX
ld a, [PlayerGender]
bit 0, a
jr z, .got_gender
ld de, KrisFishingGFX
.got_gender
ld hl, VTiles0 tile $02
call .LoadGFX
ld hl, VTiles0 tile $06
call .LoadGFX
ld hl, VTiles0 tile $0a
call .LoadGFX
ld hl, VTiles1 tile $7c
call .LoadGFX
pop af
ld [rVBK], a
ret
; b84e3
.LoadGFX: ; b84e3
lb bc, BANK(FishingGFX), 2
push de
call Get2bpp
pop de
ld hl, 2 tiles
add hl, de
ld d, h
ld e, l
ret
; b84f2
FishingGFX: ; b84f2
INCBIN "gfx/overworld/chris_fish.2bpp"
; b8582
KrisFishingGFX: ; b8582
INCBIN "gfx/overworld/kris_fish.2bpp"
; b8612
|