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|
Intro_MainMenu:
ld de, MUSIC_NONE
call PlayMusic
call DelayFrame
ld de, MUSIC_MAIN_MENU
ld a, e
ld [wMapMusic], a
call PlayMusic
farcall MainMenu
jp StartTitleScreen
; unused
ret
PrintDayOfWeek:
push de
ld hl, .Days
ld a, b
call GetNthString
ld d, h
ld e, l
pop hl
call PlaceString
ld h, b
ld l, c
ld de, .Day
call PlaceString
ret
.Days:
db "SUN@"
db "MON@"
db "TUES@"
db "WEDNES@"
db "THURS@"
db "FRI@"
db "SATUR@"
.Day:
db "DAY@"
NewGame_ClearTilemapEtc:
xor a
ldh [hMapAnims], a
call ClearTilemap
call LoadFontsExtra
call LoadStandardFont
call ClearWindowData
ret
MysteryGift:
call UpdateTime
farcall DoMysteryGiftIfDayHasPassed
farcall DoMysteryGift
ret
Option:
farcall _Option
ret
NewGame:
xor a
ld [wDebugFlags], a
call ResetWRAM
call NewGame_ClearTilemapEtc
call AreYouABoyOrAreYouAGirl
call OakSpeech
call InitializeWorld
ld a, LANDMARK_NEW_BARK_TOWN
ld [wPrevLandmark], a
ld a, SPAWN_HOME
ld [wDefaultSpawnpoint], a
ld a, MAPSETUP_WARP
ldh [hMapEntryMethod], a
jp FinishContinueFunction
AreYouABoyOrAreYouAGirl:
farcall Mobile_AlwaysReturnNotCarry ; mobile
jr c, .ok
farcall InitGender
ret
.ok
ld c, 0
farcall InitMobileProfile ; mobile
ret
if DEF(_DEBUG)
DebugRoom: ; unreferenced
farcall _DebugRoom
ret
endc
ResetWRAM:
xor a
ldh [hBGMapMode], a
call _ResetWRAM
ret
_ResetWRAM:
ld hl, wVirtualOAM
ld bc, wOptions - wVirtualOAM
xor a
call ByteFill
ld hl, WRAM1_Begin
ld bc, wGameData - WRAM1_Begin
xor a
call ByteFill
ld hl, wGameData
ld bc, wGameDataEnd - wGameData
xor a
call ByteFill
ldh a, [rLY]
ldh [hUnusedBackup], a
call DelayFrame
ldh a, [hRandomSub]
ld [wPlayerID], a
ldh a, [rLY]
ldh [hUnusedBackup], a
call DelayFrame
ldh a, [hRandomAdd]
ld [wPlayerID + 1], a
call Random
ld [wSecretID], a
call DelayFrame
call Random
ld [wSecretID + 1], a
ld hl, wPartyCount
call .InitList
xor a
ld [wCurBox], a
ld [wSavedAtLeastOnce], a
call SetDefaultBoxNames
ld a, BANK(sBoxCount)
call OpenSRAM
ld hl, sBoxCount
call .InitList
call CloseSRAM
ld hl, wNumItems
call .InitList
ld hl, wNumKeyItems
call .InitList
ld hl, wNumBalls
call .InitList
ld hl, wNumPCItems
call .InitList
xor a
ld [wRoamMon1Species], a
ld [wRoamMon2Species], a
ld [wRoamMon3Species], a
ld a, -1
ld [wRoamMon1MapGroup], a
ld [wRoamMon2MapGroup], a
ld [wRoamMon3MapGroup], a
ld [wRoamMon1MapNumber], a
ld [wRoamMon2MapNumber], a
ld [wRoamMon3MapNumber], a
ld a, BANK(sMysteryGiftItem)
call OpenSRAM
ld hl, sMysteryGiftItem
xor a
ld [hli], a
dec a
ld [hl], a
call CloseSRAM
call LoadOrRegenerateLuckyIDNumber
call InitializeMagikarpHouse
xor a
ld [wMonType], a
ld [wJohtoBadges], a
ld [wKantoBadges], a
ld [wCoins], a
ld [wCoins + 1], a
if START_MONEY >= $10000
ld a, HIGH(START_MONEY >> 8)
endc
ld [wMoney], a
ld a, HIGH(START_MONEY) ; mid
ld [wMoney + 1], a
ld a, LOW(START_MONEY)
ld [wMoney + 2], a
xor a
ld [wWhichMomItem], a
ld hl, wMomItemTriggerBalance
ld [hl], HIGH(MOM_MONEY >> 8)
inc hl
ld [hl], HIGH(MOM_MONEY) ; mid
inc hl
ld [hl], LOW(MOM_MONEY)
call InitializeNPCNames
farcall InitDecorations
farcall DeletePartyMonMail
farcall DeleteMobileEventIndex
call ResetGameTime
ret
.InitList:
; Loads 0 in the count and -1 in the first item or mon slot.
xor a
ld [hli], a
dec a
ld [hl], a
ret
SetDefaultBoxNames:
ld hl, wBoxNames
ld c, 0
.loop
push hl
ld de, .Box
call CopyName2
dec hl
ld a, c
inc a
cp 10
jr c, .less
sub 10
ld [hl], "1"
inc hl
.less
add "0"
ld [hli], a
ld [hl], "@"
pop hl
ld de, 9
add hl, de
inc c
ld a, c
cp NUM_BOXES
jr c, .loop
ret
.Box:
db "BOX@"
InitializeMagikarpHouse:
ld hl, wBestMagikarpLengthFeet
ld a, $3
ld [hli], a
ld a, $6
ld [hli], a
ld de, .Ralph
call CopyName2
ret
.Ralph:
db "RALPH@"
InitializeNPCNames:
ld hl, .Rival
ld de, wRivalName
call .Copy
ld hl, .Mom
ld de, wMomsName
call .Copy
ld hl, .Red
ld de, wRedsName
call .Copy
ld hl, .Green
ld de, wGreensName
.Copy:
ld bc, NAME_LENGTH
call CopyBytes
ret
.Rival: db "???@"
.Red: db "RED@"
.Green: db "GREEN@"
.Mom: db "MOM@"
InitializeWorld:
call ShrinkPlayer
farcall SpawnPlayer
farcall _InitializeStartDay
ret
LoadOrRegenerateLuckyIDNumber:
ld a, BANK(sLuckyIDNumber)
call OpenSRAM
ld a, [wCurDay]
inc a
ld b, a
ld a, [sLuckyNumberDay]
cp b
ld a, [sLuckyIDNumber + 1]
ld c, a
ld a, [sLuckyIDNumber]
jr z, .skip
ld a, b
ld [sLuckyNumberDay], a
call Random
ld c, a
call Random
.skip
ld [wLuckyIDNumber], a
ld [sLuckyIDNumber], a
ld a, c
ld [wLuckyIDNumber + 1], a
ld [sLuckyIDNumber + 1], a
jp CloseSRAM
Continue:
farcall TryLoadSaveFile
jr c, .FailToLoad
farcall _LoadData
call LoadStandardMenuHeader
call DisplaySaveInfoOnContinue
ld a, $1
ldh [hBGMapMode], a
ld c, 20
call DelayFrames
call ConfirmContinue
jr nc, .Check1Pass
call CloseWindow
jr .FailToLoad
.Check1Pass:
call Continue_CheckRTC_RestartClock
jr nc, .Check2Pass
call CloseWindow
jr .FailToLoad
.Check2Pass:
ld a, $8
ld [wMusicFade], a
ld a, LOW(MUSIC_NONE)
ld [wMusicFadeID], a
ld a, HIGH(MUSIC_NONE)
ld [wMusicFadeID + 1], a
call ClearBGPalettes
call Continue_MobileAdapterMenu
call CloseWindow
call ClearTilemap
ld c, 20
call DelayFrames
farcall JumpRoamMons
farcall MysteryGift_CopyReceivedDecosToPC
farcall ClockContinue
ld a, [wSpawnAfterChampion]
cp SPAWN_LANCE
jr z, .SpawnAfterE4
ld a, MAPSETUP_CONTINUE
ldh [hMapEntryMethod], a
jp FinishContinueFunction
.FailToLoad:
ret
.SpawnAfterE4:
ld a, SPAWN_NEW_BARK
ld [wDefaultSpawnpoint], a
call PostCreditsSpawn
jp FinishContinueFunction
SpawnAfterRed:
ld a, SPAWN_MT_SILVER
ld [wDefaultSpawnpoint], a
PostCreditsSpawn:
xor a
ld [wSpawnAfterChampion], a
ld a, MAPSETUP_WARP
ldh [hMapEntryMethod], a
ret
Continue_MobileAdapterMenu:
farcall Mobile_AlwaysReturnNotCarry ; mobile check
ret nc
; the rest of this stuff is never reached because
; the previous function returns with carry not set
ld hl, wd479
bit 1, [hl]
ret nz
ld a, 5
ld [wMusicFade], a
ld a, LOW(MUSIC_MOBILE_ADAPTER_MENU)
ld [wMusicFadeID], a
ld a, HIGH(MUSIC_MOBILE_ADAPTER_MENU)
ld [wMusicFadeID + 1], a
ld c, 20
call DelayFrames
ld c, $1
farcall InitMobileProfile ; mobile
farcall _SaveData
ld a, 8
ld [wMusicFade], a
ld a, LOW(MUSIC_NONE)
ld [wMusicFadeID], a
ld a, HIGH(MUSIC_NONE)
ld [wMusicFadeID + 1], a
ld c, 35
call DelayFrames
ret
ConfirmContinue:
.loop
call DelayFrame
call GetJoypad
ld hl, hJoyPressed
bit A_BUTTON_F, [hl]
jr nz, .PressA
bit B_BUTTON_F, [hl]
jr z, .loop
scf
ret
.PressA:
ret
Continue_CheckRTC_RestartClock:
call CheckRTCStatus
and %10000000 ; Day count exceeded 16383
jr z, .pass
farcall RestartClock
ld a, c
and a
jr z, .pass
scf
ret
.pass
xor a
ret
FinishContinueFunction:
.loop
xor a
ld [wDontPlayMapMusicOnReload], a
ld [wLinkMode], a
ld hl, wGameTimerPause
set GAMETIMERPAUSE_TIMER_PAUSED_F, [hl]
res GAMETIMERPAUSE_MOBILE_7_F, [hl]
ld hl, wEnteredMapFromContinue
set 1, [hl]
farcall OverworldLoop
ld a, [wSpawnAfterChampion]
cp SPAWN_RED
jr z, .AfterRed
jp Reset
.AfterRed:
call SpawnAfterRed
jr .loop
DisplaySaveInfoOnContinue:
call CheckRTCStatus
and %10000000
jr z, .clock_ok
lb de, 4, 8
call DisplayContinueDataWithRTCError
ret
.clock_ok
lb de, 4, 8
call DisplayNormalContinueData
ret
DisplaySaveInfoOnSave:
lb de, 4, 0
jr DisplayNormalContinueData
DisplayNormalContinueData:
call Continue_LoadMenuHeader
call Continue_DisplayBadgesDexPlayerName
call Continue_PrintGameTime
call LoadFontsExtra
call UpdateSprites
ret
DisplayContinueDataWithRTCError:
call Continue_LoadMenuHeader
call Continue_DisplayBadgesDexPlayerName
call Continue_UnknownGameTime
call LoadFontsExtra
call UpdateSprites
ret
Continue_LoadMenuHeader:
xor a
ldh [hBGMapMode], a
ld hl, .MenuHeader_Dex
ld a, [wStatusFlags]
bit STATUSFLAGS_POKEDEX_F, a
jr nz, .show_menu
ld hl, .MenuHeader_NoDex
.show_menu
call _OffsetMenuHeader
call MenuBox
call PlaceVerticalMenuItems
ret
.MenuHeader_Dex:
db MENU_BACKUP_TILES ; flags
menu_coords 0, 0, 15, 9
dw .MenuData_Dex
db 1 ; default option
.MenuData_Dex:
db 0 ; flags
db 4 ; items
db "PLAYER@"
db "BADGES@"
db "#DEX@"
db "TIME@"
.MenuHeader_NoDex:
db MENU_BACKUP_TILES ; flags
menu_coords 0, 0, 15, 9
dw .MenuData_NoDex
db 1 ; default option
.MenuData_NoDex:
db 0 ; flags
db 4 ; items
db "PLAYER <PLAYER>@"
db "BADGES@"
db " @"
db "TIME@"
Continue_DisplayBadgesDexPlayerName:
call MenuBoxCoord2Tile
push hl
decoord 13, 4, 0
add hl, de
call Continue_DisplayBadgeCount
pop hl
push hl
decoord 12, 6, 0
add hl, de
call Continue_DisplayPokedexNumCaught
pop hl
push hl
decoord 8, 2, 0
add hl, de
ld de, .Player
call PlaceString
pop hl
ret
.Player:
db "<PLAYER>@"
Continue_PrintGameTime:
decoord 9, 8, 0
add hl, de
call Continue_DisplayGameTime
ret
Continue_UnknownGameTime:
decoord 9, 8, 0
add hl, de
ld de, .three_question_marks
call PlaceString
ret
.three_question_marks
db " ???@"
Continue_DisplayBadgeCount:
push hl
ld hl, wJohtoBadges
ld b, 2
call CountSetBits
pop hl
ld de, wNumSetBits
lb bc, 1, 2
jp PrintNum
Continue_DisplayPokedexNumCaught:
ld a, [wStatusFlags]
bit STATUSFLAGS_POKEDEX_F, a
ret z
push hl
ld hl, wPokedexCaught
if NUM_POKEMON % 8
ld b, NUM_POKEMON / 8 + 1
else
ld b, NUM_POKEMON / 8
endc
call CountSetBits
pop hl
ld de, wNumSetBits
lb bc, 1, 3
jp PrintNum
Continue_DisplayGameTime:
ld de, wGameTimeHours
lb bc, 2, 3
call PrintNum
ld [hl], "<COLON>"
inc hl
ld de, wGameTimeMinutes
lb bc, PRINTNUM_LEADINGZEROS | 1, 2
jp PrintNum
OakSpeech:
farcall InitClock
call RotateFourPalettesLeft
call ClearTilemap
ld de, MUSIC_ROUTE_30
call PlayMusic
call RotateFourPalettesRight
call RotateThreePalettesRight
xor a
ld [wCurPartySpecies], a
ld a, POKEMON_PROF
ld [wTrainerClass], a
call Intro_PrepTrainerPic
ld b, SCGB_TRAINER_OR_MON_FRONTPIC_PALS
call GetSGBLayout
call Intro_RotatePalettesLeftFrontpic
ld hl, OakText1
call PrintText
call RotateThreePalettesRight
call ClearTilemap
ld a, WOOPER
ld [wCurSpecies], a
ld [wCurPartySpecies], a
call GetBaseData
hlcoord 6, 4
call PrepMonFrontpic
xor a
ld [wTempMonDVs], a
ld [wTempMonDVs + 1], a
ld b, SCGB_TRAINER_OR_MON_FRONTPIC_PALS
call GetSGBLayout
call Intro_WipeInFrontpic
ld hl, OakText2
call PrintText
ld hl, OakText4
call PrintText
call RotateThreePalettesRight
call ClearTilemap
xor a
ld [wCurPartySpecies], a
ld a, POKEMON_PROF
ld [wTrainerClass], a
call Intro_PrepTrainerPic
ld b, SCGB_TRAINER_OR_MON_FRONTPIC_PALS
call GetSGBLayout
call Intro_RotatePalettesLeftFrontpic
ld hl, OakText5
call PrintText
call RotateThreePalettesRight
call ClearTilemap
xor a
ld [wCurPartySpecies], a
farcall DrawIntroPlayerPic
ld b, SCGB_TRAINER_OR_MON_FRONTPIC_PALS
call GetSGBLayout
call Intro_RotatePalettesLeftFrontpic
ld hl, OakText6
call PrintText
call NamePlayer
ld hl, OakText7
call PrintText
ret
OakText1:
text_far _OakText1
text_end
OakText2:
text_far _OakText2
text_asm
ld a, WOOPER
call PlayMonCry
call WaitSFX
ld hl, OakText3
ret
OakText3:
text_far _OakText3
text_end
OakText4:
text_far _OakText4
text_end
OakText5:
text_far _OakText5
text_end
OakText6:
text_far _OakText6
text_end
OakText7:
text_far _OakText7
text_end
NamePlayer:
farcall MovePlayerPicRight
farcall ShowPlayerNamingChoices
ld a, [wMenuCursorY]
dec a
jr z, .NewName
call StorePlayerName
farcall ApplyMonOrTrainerPals
farcall MovePlayerPicLeft
ret
.NewName:
ld b, NAME_PLAYER
ld de, wPlayerName
farcall NamingScreen
call RotateThreePalettesRight
call ClearTilemap
call LoadFontsExtra
call WaitBGMap
xor a
ld [wCurPartySpecies], a
farcall DrawIntroPlayerPic
ld b, SCGB_TRAINER_OR_MON_FRONTPIC_PALS
call GetSGBLayout
call RotateThreePalettesLeft
ld hl, wPlayerName
ld de, .Chris
ld a, [wPlayerGender]
bit PLAYERGENDER_FEMALE_F, a
jr z, .Male
ld de, .Kris
.Male:
call InitName
ret
.Chris:
db "CHRIS@@@@@@"
.Kris:
db "KRIS@@@@@@@"
GSShowPlayerNamingChoices: ; unreferenced
call LoadMenuHeader
call VerticalMenu
ld a, [wMenuCursorY]
dec a
call CopyNameFromMenu
call CloseWindow
ret
StorePlayerName:
ld a, "@"
ld bc, NAME_LENGTH
ld hl, wPlayerName
call ByteFill
ld hl, wPlayerName
ld de, wStringBuffer2
call CopyName2
ret
ShrinkPlayer:
ldh a, [hROMBank]
push af
ld a, 32 ; fade time
ld [wMusicFade], a
ld de, MUSIC_NONE
ld a, e
ld [wMusicFadeID], a
ld a, d
ld [wMusicFadeID + 1], a
ld de, SFX_ESCAPE_ROPE
call PlaySFX
pop af
rst Bankswitch
ld c, 8
call DelayFrames
ld hl, Shrink1Pic
ld b, BANK(Shrink1Pic)
call ShrinkFrame
ld c, 8
call DelayFrames
ld hl, Shrink2Pic
ld b, BANK(Shrink2Pic)
call ShrinkFrame
ld c, 8
call DelayFrames
hlcoord 6, 5
ld b, 7
ld c, 7
call ClearBox
ld c, 3
call DelayFrames
call Intro_PlacePlayerSprite
call LoadFontsExtra
ld c, 50
call DelayFrames
call RotateThreePalettesRight
call ClearTilemap
ret
Intro_RotatePalettesLeftFrontpic:
ld hl, IntroFadePalettes
ld b, IntroFadePalettes.End - IntroFadePalettes
.loop
ld a, [hli]
call DmgToCgbBGPals
ld c, 10
call DelayFrames
dec b
jr nz, .loop
ret
IntroFadePalettes:
dc 1, 1, 1, 0
dc 2, 2, 2, 0
dc 3, 3, 3, 0
dc 3, 3, 2, 0
dc 3, 3, 1, 0
dc 3, 2, 1, 0
.End
Intro_WipeInFrontpic:
ld a, $77
ldh [hWX], a
call DelayFrame
ld a, %11100100
call DmgToCgbBGPals
.loop
call DelayFrame
ldh a, [hWX]
sub $8
cp -1
ret z
ldh [hWX], a
jr .loop
Intro_PrepTrainerPic:
ld de, vTiles2
farcall GetTrainerPic
xor a
ldh [hGraphicStartTile], a
hlcoord 6, 4
lb bc, 7, 7
predef PlaceGraphic
ret
ShrinkFrame:
ld de, vTiles2
ld c, 7 * 7
predef DecompressGet2bpp
xor a
ldh [hGraphicStartTile], a
hlcoord 6, 4
lb bc, 7, 7
predef PlaceGraphic
ret
Intro_PlacePlayerSprite:
farcall GetPlayerIcon
ld c, 12
ld hl, vTiles0
call Request2bpp
ld hl, wVirtualOAMSprite00
ld de, .sprites
ld a, [de]
inc de
ld c, a
.loop
ld a, [de]
inc de
ld [hli], a ; y
ld a, [de]
inc de
ld [hli], a ; x
ld a, [de]
inc de
ld [hli], a ; tile id
ld b, PAL_OW_RED
ld a, [wPlayerGender]
bit PLAYERGENDER_FEMALE_F, a
jr z, .male
ld b, PAL_OW_BLUE
.male
ld a, b
ld [hli], a ; attributes
dec c
jr nz, .loop
ret
.sprites
db 4
; y pxl, x pxl, tile offset
db 9 * 8 + 4, 9 * 8, 0
db 9 * 8 + 4, 10 * 8, 1
db 10 * 8 + 4, 9 * 8, 2
db 10 * 8 + 4, 10 * 8, 3
IntroSequence:
callfar Copyright_GameFreakPresents
jr c, StartTitleScreen
farcall CrystalIntro
; fallthrough
StartTitleScreen:
ldh a, [rSVBK]
push af
ld a, BANK(wBGPals1)
ldh [rSVBK], a
call .TitleScreen
call DelayFrame
.loop
call RunTitleScreen
jr nc, .loop
call ClearSprites
call ClearBGPalettes
pop af
ldh [rSVBK], a
ld hl, rLCDC
res rLCDC_SPRITE_SIZE, [hl] ; 8x8
call ClearScreen
call WaitBGMap2
xor a
ldh [hLCDCPointer], a
ldh [hSCX], a
ldh [hSCY], a
ld a, $7
ldh [hWX], a
ld a, $90
ldh [hWY], a
ld b, SCGB_DIPLOMA
call GetSGBLayout
call UpdateTimePals
ld a, [wIntroSceneFrameCounter]
cp $5
jr c, .ok
xor a
.ok
ld e, a
ld d, 0
ld hl, .dw
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
.dw
dw Intro_MainMenu
dw DeleteSaveData
dw IntroSequence
dw IntroSequence
dw ResetClock
.TitleScreen:
farcall _TitleScreen
ret
RunTitleScreen:
ld a, [wJumptableIndex]
bit 7, a
jr nz, .done_title
call TitleScreenScene
farcall SuicuneFrameIterator
call DelayFrame
and a
ret
.done_title
scf
ret
Function6292: ; unreferenced
ldh a, [hVBlankCounter]
and $7
ret nz
ld hl, wLYOverrides + $5f
ld a, [hl]
dec a
ld bc, 2 * SCREEN_WIDTH
call ByteFill
ret
TitleScreenScene:
ld e, a
ld d, 0
ld hl, .scenes
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
.scenes
dw TitleScreenEntrance
dw TitleScreenTimer
dw TitleScreenMain
dw TitleScreenEnd
TitleScreenNextScene: ; unreferenced
ld hl, wJumptableIndex
inc [hl]
ret
TitleScreenEntrance:
; Animate the logo:
; Move each line by 4 pixels until our count hits 0.
ldh a, [hSCX]
and a
jr z, .done
sub 4
ldh [hSCX], a
; Lay out a base (all lines scrolling together).
ld e, a
ld hl, wLYOverrides
ld bc, 8 * 10 ; logo height
call ByteFill
; Reversed signage for every other line's position.
; This is responsible for the interlaced effect.
ld a, e
xor $ff
inc a
ld b, 8 * 10 / 2 ; logo height / 2
ld hl, wLYOverrides + 1
.loop
ld [hli], a
inc hl
dec b
jr nz, .loop
farcall AnimateTitleCrystal
ret
.done
; Next scene
ld hl, wJumptableIndex
inc [hl]
xor a
ldh [hLCDCPointer], a
; Play the title screen music.
ld de, MUSIC_TITLE
call PlayMusic
ld a, $88
ldh [hWY], a
ret
TitleScreenTimer:
; Next scene
ld hl, wJumptableIndex
inc [hl]
; Start a timer
ld hl, wTitleScreenTimer
ld de, 73 * 60 + 36
ld [hl], e
inc hl
ld [hl], d
ret
TitleScreenMain:
; Run the timer down.
ld hl, wTitleScreenTimer
ld e, [hl]
inc hl
ld d, [hl]
ld a, e
or d
jr z, .end
dec de
ld [hl], d
dec hl
ld [hl], e
; Save data can be deleted by pressing Up + B + Select.
call GetJoypad
ld hl, hJoyDown
ld a, [hl]
and D_UP + B_BUTTON + SELECT
cp D_UP + B_BUTTON + SELECT
jr z, .delete_save_data
; To bring up the clock reset dialog:
; Hold Down + B + Select to initiate the sequence.
ldh a, [hClockResetTrigger]
cp $34
jr z, .check_clock_reset
ld a, [hl]
and D_DOWN + B_BUTTON + SELECT
cp D_DOWN + B_BUTTON + SELECT
jr nz, .check_start
ld a, $34
ldh [hClockResetTrigger], a
jr .check_start
; Keep Select pressed, and hold Left + Up.
; Then let go of Select.
.check_clock_reset
bit SELECT_F, [hl]
jr nz, .check_start
xor a
ldh [hClockResetTrigger], a
ld a, [hl]
and D_LEFT + D_UP
cp D_LEFT + D_UP
jr z, .clock_reset
; Press Start or A to start the game.
.check_start
ld a, [hl]
and START | A_BUTTON
jr nz, .incave
ret
.incave
ld a, 0
jr .done
.delete_save_data
ld a, 1
.done
ld [wIntroSceneFrameCounter], a
; Return to the intro sequence.
ld hl, wJumptableIndex
set 7, [hl]
ret
.end
; Next scene
ld hl, wJumptableIndex
inc [hl]
; Fade out the title screen music
xor a ; MUSIC_NONE
ld [wMusicFadeID], a
ld [wMusicFadeID + 1], a
ld hl, wMusicFade
ld [hl], 8 ; 1 second
ld hl, wTitleScreenTimer
inc [hl]
ret
.clock_reset
ld a, 4
ld [wIntroSceneFrameCounter], a
; Return to the intro sequence.
ld hl, wJumptableIndex
set 7, [hl]
ret
TitleScreenEnd:
; Wait until the music is done fading.
ld hl, wTitleScreenTimer
inc [hl]
ld a, [wMusicFade]
and a
ret nz
ld a, 2
ld [wIntroSceneFrameCounter], a
; Back to the intro.
ld hl, wJumptableIndex
set 7, [hl]
ret
DeleteSaveData:
farcall _DeleteSaveData
jp Init
ResetClock:
farcall _ResetClock
jp Init
Function639b: ; unreferenced
; If bit 0 or 1 of [wTitleScreenTimer] is set, we don't need to be here.
ld a, [wTitleScreenTimer]
and %00000011
ret nz
ld bc, wSpriteAnim10
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
ld l, [hl]
ld h, 0
add hl, hl
add hl, hl
ld de, .Data_63ca
add hl, de
; If bit 2 of [wTitleScreenTimer] is set, get the second dw; else, get the first dw
ld a, [wTitleScreenTimer]
and %00000100
srl a
srl a
ld e, a
ld d, 0
add hl, de
add hl, de
ld a, [hli]
and a
ret z
ld e, a
ld d, [hl]
ld a, SPRITE_ANIM_INDEX_GS_TITLE_TRAIL
call InitSpriteAnimStruct
ret
.Data_63ca:
; frame 0 y, x; frame 1 y, x
db 11 * 8 + 4, 10 * 8, 0 * 8, 0 * 8
db 11 * 8 + 4, 13 * 8, 11 * 8 + 4, 11 * 8
db 11 * 8 + 4, 13 * 8, 11 * 8 + 4, 15 * 8
db 11 * 8 + 4, 17 * 8, 11 * 8 + 4, 15 * 8
db 0 * 8, 0 * 8, 11 * 8 + 4, 15 * 8
db 0 * 8, 0 * 8, 11 * 8 + 4, 11 * 8
Copyright:
call ClearTilemap
call LoadFontsExtra
ld de, CopyrightGFX
ld hl, vTiles2 tile $60
lb bc, BANK(CopyrightGFX), 29
call Request2bpp
hlcoord 2, 7
ld de, CopyrightString
jp PlaceString
CopyrightString:
; ©1995-2001 Nintendo
db $60, $61, $62, $63, $64, $65, $66
db $67, $68, $69, $6a, $6b, $6c
; ©1995-2001 Creatures inc.
next $60, $61, $62, $63, $64, $65, $66
db $6d, $6e, $6f, $70, $71, $72, $7a, $7b, $7c
; ©1995-2001 GAME FREAK inc.
next $60, $61, $62, $63, $64, $65, $66
db $73, $74, $75, $76, $77, $78, $79, $7a, $7b, $7c
db "@"
GameInit::
farcall TryLoadSaveData
call ClearWindowData
call ClearBGPalettes
call ClearTilemap
ld a, HIGH(vBGMap0)
ldh [hBGMapAddress + 1], a
xor a ; LOW(vBGMap0)
ldh [hBGMapAddress], a
ldh [hJoyDown], a
ldh [hSCX], a
ldh [hSCY], a
ld a, $90
ldh [hWY], a
call WaitBGMap
jp IntroSequence
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