summaryrefslogtreecommitdiff
path: root/Improve-the-Loading-of-Battle-Terrain.md
blob: 839f00e4435cff0c0234eb2b00995e5ceb7356f4 (plain)
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
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
WARNING: a bit of a long tutorial.

When making a ROM hack, it's natural to want to add new battle terrain for battles. Emerald unfortunately handles loading these through big switch statements in functions.
FRLG on the other hand, has a few extra functions that handle the loading of these terrain by giving them the required battle terrain ID for example `BATTLE_TERRAIN_PLAIN`
at the cost of needing every single battle terrain in `sBattleTerrainTable`. These changes are done in [battle_bg.c](../blob/master/src/battle_bg.c).

This will walk you through porting this behaviour over to Emerald. Firstly, we're going to look at some things from pokefirered.

```c
// Maps map scene values to battle terrain IDs.
// Maps with any of the MAP_BATTLE_SCENE_* values seen here will use these
// regardless of whether the player is on water or in tall grass etc
static const struct {
    u8 mapScene;
    u8 battleTerrain;
} sMapBattleSceneMapping[] = {
    {MAP_BATTLE_SCENE_GYM,      BATTLE_TERRAIN_GYM},
    {MAP_BATTLE_SCENE_INDOOR_1, BATTLE_TERRAIN_INDOOR_1},
    {MAP_BATTLE_SCENE_INDOOR_2, BATTLE_TERRAIN_INDOOR_2},
    {MAP_BATTLE_SCENE_LORELEI,  BATTLE_TERRAIN_LORELEI},
    {MAP_BATTLE_SCENE_BRUNO,    BATTLE_TERRAIN_BRUNO},
    {MAP_BATTLE_SCENE_AGATHA,   BATTLE_TERRAIN_AGATHA},
    {MAP_BATTLE_SCENE_LANCE,    BATTLE_TERRAIN_LANCE},
    {MAP_BATTLE_SCENE_LINK,     BATTLE_TERRAIN_LINK}
};
```

```c
// If current map scene equals any of the values in sMapBattleSceneMapping,
// use its battle terrain value. Otherwise, use the default.
static u8 GetBattleTerrainByMapScene(u8 mapBattleScene)
{
    int i;
    for (i = 0; i < NELEMS(sMapBattleSceneMapping); i++)
    {
        if (mapBattleScene == sMapBattleSceneMapping[i].mapScene)
            return sMapBattleSceneMapping[i].battleTerrain;
    }
    return BATTLE_TERRAIN_PLAIN;
}
```

```c
// Loads the initial battle terrain.
static void LoadBattleTerrainGfx(u16 terrain)
{
    if (terrain >= NELEMS(sBattleTerrainTable))
        terrain = BATTLE_TERRAIN_PLAIN;  // If higher than the number of entries in sBattleTerrainTable, use the default.
    // Copy to bg3
    LZDecompressVram(sBattleTerrainTable[terrain].tileset, (void *)BG_CHAR_ADDR(2));
    LZDecompressVram(sBattleTerrainTable[terrain].tilemap, (void *)BG_SCREEN_ADDR(26));
    LoadCompressedPalette(sBattleTerrainTable[terrain].palette, 0x20, 0x60);
}
```

```c
// Loads the entry associated with the battle terrain.
// This can be the grass moving on the screen at the start of a wild encounter in tall grass.
static void LoadBattleTerrainEntryGfx(u16 terrain)
{
    if (terrain >= NELEMS(sBattleTerrainTable))
        terrain = BATTLE_TERRAIN_PLAIN;
    // Copy to bg1
    LZDecompressVram(sBattleTerrainTable[terrain].entryTileset, (void *)BG_CHAR_ADDR(1));
    LZDecompressVram(sBattleTerrainTable[terrain].entryTilemap, (void *)BG_SCREEN_ADDR(28));
}
```

```c
// Gets the battle terrain value if conditions are met.
// This could be a specific trainer class, battle type or wild Pokémon.
// If no conditions are met or if the map scene isn't MAP_BATTLE_SCENE_NORMAL,
// use the battle terrain mapped to map scenes.
static u8 GetBattleTerrainOverride(void)
{
    u8 battleScene;
    if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER_TOWER | BATTLE_TYPE_LINK | BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_EREADER_TRAINER))
    {
        return BATTLE_TERRAIN_LINK;
    }
    else if (gBattleTypeFlags & BATTLE_TYPE_POKEDUDE)
    {
        gBattleTerrain = BATTLE_TERRAIN_GRASS;
        return BATTLE_TERRAIN_GRASS;
    }
    else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
    {
        if (gTrainers[gTrainerBattleOpponent_A].trainerClass == CLASS_LEADER_2)
        {
            return BATTLE_TERRAIN_LEADER;
        }
        else if (gTrainers[gTrainerBattleOpponent_A].trainerClass == CLASS_CHAMPION_2)
        {
            return BATTLE_TERRAIN_CHAMPION;
        }
    }
    battleScene = GetCurrentMapBattleScene();
    if (battleScene == MAP_BATTLE_SCENE_NORMAL)
    {
        return gBattleTerrain;
    }
    return GetBattleTerrainByMapScene(battleScene);
}
```

We will basically be taking advantage of these functions to get the battle terrain we are wanting to use. We will need to add some more BATTLE_TERRAIN_* values. In `include/constants/battle.h`,
We should see these:
```c
// Battle terrain defines for gBattleTerrain.
#define BATTLE_TERRAIN_GRASS        0
#define BATTLE_TERRAIN_LONG_GRASS   1
#define BATTLE_TERRAIN_SAND         2
#define BATTLE_TERRAIN_UNDERWATER   3
#define BATTLE_TERRAIN_WATER        4
#define BATTLE_TERRAIN_POND         5
#define BATTLE_TERRAIN_MOUNTAIN     6
#define BATTLE_TERRAIN_CAVE         7
#define BATTLE_TERRAIN_BUILDING     8
#define BATTLE_TERRAIN_PLAIN        9
```
It's going to need to look like this:
```c
// Battle terrain defines for gBattleTerrain.
#define BATTLE_TERRAIN_GRASS        0
#define BATTLE_TERRAIN_LONG_GRASS   1
#define BATTLE_TERRAIN_SAND         2
#define BATTLE_TERRAIN_UNDERWATER   3
#define BATTLE_TERRAIN_WATER        4
#define BATTLE_TERRAIN_POND         5
#define BATTLE_TERRAIN_MOUNTAIN     6
#define BATTLE_TERRAIN_CAVE         7
#define BATTLE_TERRAIN_BUILDING     8
#define BATTLE_TERRAIN_PLAIN        9
#define BATTLE_TERRAIN_FRONTIER     10
#define BATTLE_TERRAIN_GYM          11
#define BATTLE_TERRAIN_LEADER       12
#define BATTLE_TERRAIN_MAGMA        13
#define BATTLE_TERRAIN_AQUA         14
#define BATTLE_TERRAIN_SIDNEY       15
#define BATTLE_TERRAIN_PHOEBE       16
#define BATTLE_TERRAIN_GLACIA       17
#define BATTLE_TERRAIN_DRAKE        18
#define BATTLE_TERRAIN_CHAMPION     19
#define BATTLE_TERRAIN_GROUDON      20
#define BATTLE_TERRAIN_KYOGRE       21
#define BATTLE_TERRAIN_RAYQUAZA     22
```

We then need to update `sBattleTerrainTable` with our new `BATTLE_TERRAIN_*` values. They need to be in order of these values.
So if you change `BATTLE_TERRAIN_PLAIN` to be for example 20, you will need to move it further down the terrain table.
Changes needed are large so I'll show individually what's needed.

```c
    [BATTLE_TERRAIN_FRONTIER] =
    {
        .tileset = gBattleTerrainTiles_Building,
        .tilemap = gBattleTerrainTilemap_Building,
        .entryTileset = gBattleTerrainAnimTiles_Building,
        .entryTilemap = gBattleTerrainAnimTilemap_Building,
        .palette = gBattleTerrainPalette_Frontier,
    },
```

```c
    [BATTLE_TERRAIN_GYM] =
    {
        .tileset = gBattleTerrainTiles_Building,
        .tilemap = gBattleTerrainTilemap_Building,
        .entryTileset = gBattleTerrainAnimTiles_Building,
        .entryTilemap = gBattleTerrainAnimTilemap_Building,
        .palette = gBattleTerrainPalette_BuildingGym,
    },
```

```c
    [BATTLE_TERRAIN_LEADER] =
    {
        .tileset = gBattleTerrainTiles_Building,
        .tilemap = gBattleTerrainTilemap_Building,
        .entryTileset = gBattleTerrainAnimTiles_Building,
        .entryTilemap = gBattleTerrainAnimTilemap_Building,
        .palette = gBattleTerrainPalette_BuildingLeader,
    },
```

```c
    [BATTLE_TERRAIN_MAGMA] =
    {
        .tileset = gBattleTerrainTiles_Stadium,
        .tilemap = gBattleTerrainTilemap_Stadium,
        .entryTileset = gBattleTerrainAnimTiles_Building,
        .entryTilemap = gBattleTerrainAnimTilemap_Building,
        .palette = gBattleTerrainPalette_StadiumMagma,
    },
```

```c
    [BATTLE_TERRAIN_AQUA] =
    {
        .tileset = gBattleTerrainTiles_Stadium,
        .tilemap = gBattleTerrainTilemap_Stadium,
        .entryTileset = gBattleTerrainAnimTiles_Building,
        .entryTilemap = gBattleTerrainAnimTilemap_Building,
        .palette = gBattleTerrainPalette_StadiumAqua,
    },
```

```c
    [BATTLE_TERRAIN_SIDNEY] =
    {
        .tileset = gBattleTerrainTiles_Stadium,
        .tilemap = gBattleTerrainTilemap_Stadium,
        .entryTileset = gBattleTerrainAnimTiles_Building,
        .entryTilemap = gBattleTerrainAnimTilemap_Building,
        .palette = gBattleTerrainPalette_StadiumSidney,
    },
```

```c
    [BATTLE_TERRAIN_PHOEBE] =
    {
        .tileset = gBattleTerrainTiles_Stadium,
        .tilemap = gBattleTerrainTilemap_Stadium,
        .entryTileset = gBattleTerrainAnimTiles_Building,
        .entryTilemap = gBattleTerrainAnimTilemap_Building,
        .palette = gBattleTerrainPalette_StadiumPhoebe,
    },
```

```c
    [BATTLE_TERRAIN_GLACIA] =
    {
        .tileset = gBattleTerrainTiles_Stadium,
        .tilemap = gBattleTerrainTilemap_Stadium,
        .entryTileset = gBattleTerrainAnimTiles_Building,
        .entryTilemap = gBattleTerrainAnimTilemap_Building,
        .palette = gBattleTerrainPalette_StadiumGlacia,
    },
```

```c
    [BATTLE_TERRAIN_DRAKE] =
    {
        .tileset = gBattleTerrainTiles_Stadium,
        .tilemap = gBattleTerrainTilemap_Stadium,
        .entryTileset = gBattleTerrainAnimTiles_Building,
        .entryTilemap = gBattleTerrainAnimTilemap_Building,
        .palette = gBattleTerrainPalette_StadiumDrake,
    },
```

```c
    [BATTLE_TERRAIN_CHAMPION] =
    {
        .tileset = gBattleTerrainTiles_Stadium,
        .tilemap = gBattleTerrainTilemap_Stadium,
        .entryTileset = gBattleTerrainAnimTiles_Building,
        .entryTilemap = gBattleTerrainAnimTilemap_Building,
        .palette = gBattleTerrainPalette_StadiumWallace,
    },
```

```c
    [BATTLE_TERRAIN_GROUDON] =
    {
        .tileset = gBattleTerrainTiles_Cave,
        .tilemap = gBattleTerrainTilemap_Cave,
        .entryTileset = gBattleTerrainAnimTiles_Cave,
        .entryTilemap = gBattleTerrainAnimTilemap_Cave,
        .palette = gBattleTerrainPalette_Groudon,
    },
```

```c
    [BATTLE_TERRAIN_KYOGRE] =
    {
        .tileset = gBattleTerrainTiles_Water,
        .tilemap = gBattleTerrainTilemap_Water,
        .entryTileset = gBattleTerrainAnimTiles_Underwater,
        .entryTilemap = gBattleTerrainAnimTilemap_Underwater,
        .palette = gBattleTerrainPalette_Kyogre,
    },
```

```c
    [BATTLE_TERRAIN_RAYQUAZA] =
    {
        .tileset = gBattleTerrainTiles_Rayquaza,
        .tilemap = gBattleTerrainTilemap_Rayquaza,
        .entryTileset = gBattleTerrainAnimTiles_Rayquaza,
        .entryTilemap = gBattleTerrainAnimTilemap_Rayquaza,
        .palette = gBattleTerrainPalette_Rayquaza,
    },
```

The tedious bit is done. Now we need to start adding in the functions mentioned above but making changes to them so they work for Emerald's scenarios.

Our `sMapBattleSceneMapping` should look like this. I recommend putting this just below the terrain table but it's a matter of preference.
```c
static const struct {
    u8 mapScene;
    u8 battleTerrain;
} sMapBattleSceneMapping[] = {
    {MAP_BATTLE_SCENE_GYM,      BATTLE_TERRAIN_GYM},
    {MAP_BATTLE_SCENE_MAGMA,    BATTLE_TERRAIN_MAGMA},
    {MAP_BATTLE_SCENE_AQUA,     BATTLE_TERRAIN_AQUA},
    {MAP_BATTLE_SCENE_SIDNEY,   BATTLE_TERRAIN_SIDNEY},
    {MAP_BATTLE_SCENE_PHOEBE,   BATTLE_TERRAIN_PHOEBE},
    {MAP_BATTLE_SCENE_GLACIA,   BATTLE_TERRAIN_GLACIA},
    {MAP_BATTLE_SCENE_DRAKE,    BATTLE_TERRAIN_DRAKE},
    {MAP_BATTLE_SCENE_FRONTIER, BATTLE_TERRAIN_FRONTIER}
};
```

`GetBattleTerrainByMapScene`,`LoadBattleTerrainGfx` and `LoadBattleTerrainEntryGfx` mentioned above can be used as is. I recommend putting these below `sMapBattleSceneMapping`, but again, up to preference.

Now we need to add `GetBattleTerrainOverride` with our changes, this should look like this:
```c
static u8 GetBattleTerrainOverride(void)
{
    u8 battleScene;
    if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_EREADER_TRAINER))
    {
        return BATTLE_TERRAIN_FRONTIER;
    }
    else if (gBattleTypeFlags & BATTLE_TYPE_GROUDON)
    {
        return BATTLE_TERRAIN_GROUDON;
    }
    else if (gBattleTypeFlags & BATTLE_TYPE_KYOGRE)
    {
        return BATTLE_TERRAIN_KYOGRE;
    }
    else if (gBattleTypeFlags & BATTLE_TYPE_RAYQUAZA)
    {
        return BATTLE_TERRAIN_RAYQUAZA;
    }
    else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
    {
        if (gTrainers[gTrainerBattleOpponent_A].trainerClass == TRAINER_CLASS_LEADER)
        {
            return BATTLE_TERRAIN_LEADER;
        }
        else if (gTrainers[gTrainerBattleOpponent_A].trainerClass == TRAINER_CLASS_CHAMPION)
        {
            return BATTLE_TERRAIN_CHAMPION;
        }
    }
    battleScene = GetCurrentMapBattleScene();
    if (battleScene == MAP_BATTLE_SCENE_NORMAL)
    {
        return gBattleTerrain;
    }
    return GetBattleTerrainByMapScene(battleScene);
}
```
I recommend putting this just before `LoadChosenBattleElement` but up to preference.

Don't forget to extern it under `static void CB2_UnusedBattleInit(void);` like so:
```c
static void CB2_UnusedBattleInit(void);
static u8 GetBattleTerrainOverride(void);
```

We then need to replace the entirety of `DrawMainBattleBackground` with:
```c
void DrawMainBattleBackground(void)
{
    LoadBattleTerrainGfx(GetBattleTerrainOverride());
}
```

We need to look for `DrawBattleEntryBackground` and replace that with:
```c
void DrawBattleEntryBackground(void)
{
    if (gBattleTypeFlags & BATTLE_TYPE_LINK)
    {
        LZDecompressVram(gBattleVSFrame_Gfx, (void*)(BG_CHAR_ADDR(1)));
        LZDecompressVram(gVsLettersGfx, (void*)OBJ_VRAM0);
        LoadCompressedPalette(gBattleVSFrame_Pal, 0x60, 0x20);
        SetBgAttribute(1, BG_ATTR_SCREENSIZE, 1);
        SetGpuReg(REG_OFFSET_BG1CNT, 0x5C04);
        CopyToBgTilemapBuffer(1, gBattleVSFrame_Tilemap, 0, 0);
        CopyToBgTilemapBuffer(2, gBattleVSFrame_Tilemap, 0, 0);
        CopyBgTilemapBufferToVram(1);
        CopyBgTilemapBufferToVram(2);
        SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG1 | WININ_WIN0_BG2 | WININ_WIN0_OBJ | WININ_WIN0_CLR);
        SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG1 | WINOUT_WIN01_BG2 | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR);
        gBattle_BG1_Y = 0xFF5C;
        gBattle_BG2_Y = 0xFF5C;
        LoadCompressedSpriteSheetUsingHeap(&sVsLettersSpriteSheet);
    }
    else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_EREADER_TRAINER))
    {
        if (!(gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) || gPartnerTrainerId == TRAINER_STEVEN_PARTNER)
        {
            LoadBattleTerrainEntryGfx(BATTLE_TERRAIN_BUILDING);
        }
        else
        {
            // Set up bg for the multi battle intro where both teams slide in facing the screen.
            // Note Steven's multi battle (which has a dedicated back pic) is excluded above.
            SetBgAttribute(1, BG_ATTR_CHARBASEINDEX, 2);
            SetBgAttribute(2, BG_ATTR_CHARBASEINDEX, 2);
            CopyToBgTilemapBuffer(1, gMultiBattleIntroBg_Opponent_Tilemap, 0, 0);
            CopyToBgTilemapBuffer(2, gMultiBattleIntroBg_Player_Tilemap, 0, 0);
            CopyBgTilemapBufferToVram(1);
            CopyBgTilemapBufferToVram(2);
        }
    }
    else if (gBattleTypeFlags & BATTLE_TYPE_GROUDON)
    {
        LoadBattleTerrainEntryGfx(BATTLE_TERRAIN_CAVE);
    }
    else if (gBattleTypeFlags & BATTLE_TYPE_KYOGRE)
    {
        LoadBattleTerrainEntryGfx(BATTLE_TERRAIN_UNDERWATER);
    }
    else if (gBattleTypeFlags & BATTLE_TYPE_RAYQUAZA)
    {
        LoadBattleTerrainEntryGfx(BATTLE_TERRAIN_RAYQUAZA);
    }
    else
    {
        if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
        {
            u8 trainerClass = gTrainers[gTrainerBattleOpponent_A].trainerClass;
            if (trainerClass == TRAINER_CLASS_LEADER)
            {
                LoadBattleTerrainEntryGfx(BATTLE_TERRAIN_BUILDING);
                return;
            }
            else if (trainerClass == TRAINER_CLASS_CHAMPION)
            {
                LoadBattleTerrainEntryGfx(BATTLE_TERRAIN_BUILDING);
                return;
            }
        }

        if (GetCurrentMapBattleScene() == MAP_BATTLE_SCENE_NORMAL)
        {
            LoadBattleTerrainEntryGfx(gBattleTerrain);
        }
        else
        {
            LoadBattleTerrainEntryGfx(BATTLE_TERRAIN_BUILDING);
        }
    }
}
```

And then finally, we replace `LoadChosenBattleElement` with:
```c
bool8 LoadChosenBattleElement(u8 caseId)
{
    bool8 ret = FALSE;

    switch (caseId)
    {
    case 0:
        LZDecompressVram(gBattleTextboxTiles, (void*)(BG_CHAR_ADDR(0)));
        break;
    case 1:
        CopyToBgTilemapBuffer(0, gBattleTextboxTilemap, 0, 0);
        CopyBgTilemapBufferToVram(0);
        break;
    case 2:
        LoadCompressedPalette(gBattleTextboxPalette, 0, 0x40);
        break;
    case 3:
        LZDecompressVram(sBattleTerrainTable[GetBattleTerrainOverride()].tileset, (void *)BG_CHAR_ADDR(2));
        break;
    case 4:
        LZDecompressVram(sBattleTerrainTable[GetBattleTerrainOverride()].tilemap, (void *)BG_SCREEN_ADDR(26));
        break;
    case 5:
        LoadCompressedPalette(sBattleTerrainTable[GetBattleTerrainOverride()].palette, 0x20, 0x60);
        break;
    case 6:
        LoadBattleMenuWindowGfx();
        break;
    default:
        ret = TRUE;
        break;
    }

    return ret;
}
```

And with that, if I didn't miss anything out, battle terrain should be functionally equivalent to before without the need for big switch statements which can be a pain to work with and just a waste, in my opinion.