1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
|
HealMachineAnim: ; 12324
; If you have no Pokemon, don't change the buffer. This can lead to some glitchy effects if you have no Pokemon.
ld a, [PartyCount]
and a
ret z
; The location of the healing machine relative to the player is stored in ScriptVar.
; 0: Up and left (Pokemon Center)
; 1: Left (Elm's Lab)
; 2: Up (Hall of Fame)
ld a, [ScriptVar]
ld [Buffer1], a
ld a, [rOBP1]
ld [Buffer2], a
call .DoJumptableFunctions
ld a, [Buffer2]
call DmgToCgbObjPal1
ret
; 1233e
.DoJumptableFunctions: ; 1233e
xor a
ld [Buffer3], a
.jumpable_loop
ld a, [Buffer1]
ld e, a
ld d, 0
ld hl, .Pointers
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [Buffer3]
ld e, a
inc a
ld [Buffer3], a
add hl, de
ld a, [hl]
cp 5
jr z, .finish
ld hl, .Jumptable
rst JumpTable
jr .jumpable_loop
.finish
ret
; 12365
.Pointers: ; 12365
dw .Pokecenter
dw .ElmLab
dw .HallOfFame
; 1236b
.Pokecenter: ; 1236b
db 0, 1, 3, 5
.ElmLab: ; 1236f
db 0, 1, 3, 5
.HallOfFame: ; 12373
db 0, 2, 4, 5
; 12377
.Jumptable: ; 12377
dw .LoadGFX
dw .PC_LoadBallsOntoMachine
dw .HOF_LoadBallsOntoMachine
dw .PlayHealMusic
dw .HOF_PlaySFX
dw .dummy_5 ; never encountered
; 12383
.LoadGFX: ; 12383
call .LoadPalettes
ld de, .HealMachineGFX
ld hl, VTiles0 tile $7c
lb bc, BANK(.HealMachineGFX), $2
call Request2bpp
ret
; 12393
.PC_LoadBallsOntoMachine: ; 12393
ld hl, Sprites + $80
ld de, .PC_ElmsLab_OAM
call .PlaceHealingMachineTile
call .PlaceHealingMachineTile
jr .LoadBallsOntoMachine
.HOF_LoadBallsOntoMachine: ; 123a1
ld hl, Sprites + $80
ld de, .HOF_OAM
.LoadBallsOntoMachine: ; 123a7
ld a, [PartyCount]
ld b, a
.party_loop
call .PlaceHealingMachineTile
push de
ld de, SFX_SECOND_PART_OF_ITEMFINDER
call PlaySFX
pop de
ld c, 30
call DelayFrames
dec b
jr nz, .party_loop
ret
; 123bf
.PlayHealMusic: ; 123bf
ld de, MUSIC_HEAL
call PlayMusic
jp .FlashPalettes8Times
; 123c8
.HOF_PlaySFX: ; 123c8
ld de, SFX_GAME_FREAK_LOGO_GS
call PlaySFX
call .FlashPalettes8Times
call WaitSFX
ld de, SFX_BOOT_PC
call PlaySFX
ret
; 123db
.dummy_5 ; 123db
ret
; 123dc
.PC_ElmsLab_OAM: ; 123dc
dsprite 4, 0, 4, 2, $7c, $16
dsprite 4, 0, 4, 6, $7c, $16
dsprite 4, 6, 4, 0, $7d, $16
dsprite 4, 6, 5, 0, $7d, $36 ; xflip
dsprite 5, 3, 4, 0, $7d, $16
dsprite 5, 3, 5, 0, $7d, $36 ; xflip
dsprite 6, 0, 4, 0, $7d, $16
dsprite 6, 0, 5, 0, $7d, $36 ; xflip
; 123fc
.HealMachineGFX: ; 123fc
INCBIN "gfx/unknown/0123fc.2bpp"
; 1241c
.HOF_OAM: ; 1241c
dsprite 7, 4, 10, 1, $7d, $16
dsprite 7, 4, 10, 6, $7d, $16
dsprite 7, 3, 9, 5, $7d, $16
dsprite 7, 3, 11, 2, $7d, $16
dsprite 7, 1, 9, 1, $7d, $16
dsprite 7, 1, 11, 5, $7d, $16
; 12434
.LoadPalettes: ; 12434
call IsCGB
jr nz, .cgb
ld a, %11100000
ld [rOBP1], a
ret
.cgb
ld hl, .palettes
ld de, OBPals + 8 * 6
ld bc, 8
ld a, $5
call FarCopyWRAM
ld a, $1
ld [hCGBPalUpdate], a
ret
; 12451
.palettes ; 12451
RGB 31, 31, 31
RGB 31, 19, 10
RGB 31, 07, 01
RGB 00, 00, 00
; 12459
.FlashPalettes8Times: ; 12459
ld c, $8
.palette_loop
push bc
call .FlashPalettes
ld c, 10
call DelayFrames
pop bc
dec c
jr nz, .palette_loop
ret
; 12469
.FlashPalettes: ; 12469
call IsCGB
jr nz, .go
ld a, [rOBP1]
xor %00101000
ld [rOBP1], a
ret
.go
ld a, [rSVBK]
push af
ld a, $5
ld [rSVBK], a
ld hl, OBPals + 8 * 6
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
push de
ld c, $3
.palette_loop_2
ld a, [hli]
ld e, a
ld a, [hld]
ld d, a
dec hl
ld a, d
ld [hld], a
ld a, e
ld [hli], a
inc hl
inc hl
inc hl
dec c
jr nz, .palette_loop_2
pop de
dec hl
ld a, d
ld [hld], a
ld a, e
ld [hl], a
pop af
ld [rSVBK], a
ld a, $1
ld [hCGBPalUpdate], a
ret
; 124a3
.PlaceHealingMachineTile: ; 124a3
push bc
ld a, [Buffer1]
bcpixel 2, 4
cp $1 ; ElmsLab
jr z, .okay
bcpixel 0, 0
.okay
ld a, [de]
add c
inc de
ld [hli], a
ld a, [de]
add b
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
pop bc
ret
; 124c1
|