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|
INCLUDE "constants.asm"
SECTION "engine/title.asm@Title screen", ROMX
IntroSequence::
callab GameFreakIntro ; Bank $39
jr c, TitleSequenceStart
ld a, [wTitleSequenceOpeningType]
and a
jr z, .opening_sequence
.pikachu_minigame
callab PikachuMiniGame ; Bank $38
jr TitleSequenceStart
.opening_sequence
callab OpeningCutscene ; Bank $39
TitleSequenceStart::
call TitleSequenceInit
callab SetTitleBGDecorationBorder ; Bank $02
.loop
call TitleScreenMain
jr nc, .loop
call ClearBGPalettes
call ClearSprites
ld a, $01
ldh [hBGMapMode], a
call ClearTileMap
call UpdateTimePals
ld a, [wJumptableIndex + 1]
ld e, a
ld d, 0
ld hl, TitleScreenJumpTable
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
TitleScreenJumpTable::
dw MainMenu
dw DebugMenu
dw SRAMClearMenu
dw IntroSequence
TitleSequenceInit::
call ClearPalettes
xor a
ldh [hMapAnims], a
ldh [hSCY], a
ldh [hSCX], a
ld de, MUSIC_NONE ; Stop the music.
call PlayMusic
call ClearTileMap
call DisableLCD
call ClearSprites
callba InitEffectObject ; Bank $23
ld hl, vChars0
ld bc, vBGMap0 - vChars0
.clear_loop
ld [hl], $00
inc hl
dec bc
ld a, b
or c
jr nz, .clear_loop
ld hl, TitleScreenGFX
ld de, vChars2 + 65 tiles
ld bc, 13 tiles
ld a, BANK(TitleScreenGFX)
call FarCopyData
ld hl, TitleScreenVersionGFX
ld de, vChars2 + 96 tiles
ld bc, 24 tiles
ld a, BANK(TitleScreenVersionGFX)
call FarCopyData
ld hl, TitleScreenHoOhGFX
ld de, vChars2
ld bc, 49 tiles
ld a, BANK(TitleScreenHoOhGFX)
call FarCopyData
ld hl, TitleScreenLogoGFX
ld de, vChars1
ld bc, 58 tiles
ld a, BANK(TitleScreenLogoGFX)
call FarCopyData
ld hl, TitleScreenGoldLogoGFX
ld de, vChars0 + 186 tiles
ld bc, 20 tiles
ld a, BANK(TitleScreenGoldLogoGFX)
call FarCopyData
call SetTitleGfx
ld hl, wTileMapBackup
ld a, $24
ld [hli], a
ld a, $00
ld [hli], a
ld hl, vBGMap0
ld bc, 128 tiles
ld a, " "
call ByteFill
ld b, $06
call GetSGBLayout
call EnableLCD
ld a, $01
ldh [hBGMapMode], a
call WaitBGMap
xor a
ldh [hBGMapMode], a
ld hl, wJumptableIndex
ld [hli], a ; (Possibly wJumptableIndex from Crystal)
ld [hli], a ; (Possibly wIntroSceneFrameCounter from Crystal)
ld [hli], a ; (Possibly wTitleScreenTimer from Crystal)
ld [hl], a ; (Possibly wTitleScreenTimer + 1 from Crystal)
call .load_position_table
ld a, %00011010
ldh [rBGP], a
ld a, %11100100
ldh [rOBP0], a
ret
.load_position_table:
ld hl, FirePositionTable
ld c, 6 ; Load 6 flying objects on the screen.
.set_fire_note_loop
push bc
ld e, [hl]
inc hl
ld d, [hl]
inc hl
push hl
ld a, $2E ; Title fire/note object effect type?
call InitSpriteAnimStruct
pop hl
pop bc
dec c
jr nz, .set_fire_note_loop
ret
FirePositionTable::
dw $4CE0
dw $58A0
dw $6490
dw $70D0
dw $7CB0
dw $8800
TitleFireGFX:: INCBIN "gfx/title/fire.2bpp" ; 5EB8-5F37
TitleNotesGFX:: INCBIN "gfx/title/notes.2bpp" ; 5F38=5FB7
TitleScreenMain::
ld a, [wJumptableIndex]
bit 7, a
jr nz, .exit
call TitleScreenSequence
callba EffectObjectJumpNoDelay ; Bank $23
call DelayFrame
and a
ret
.exit
scf
ret
TitleScreenSequence::
ld e, a
ld d, 0
ld hl, TitleScreenSequenceTable
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
TitleScreenSequenceTable::
dw TitleSeq_Start
dw TitleSeq_LoadPokemonLogo
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_MoveTitle
dw TitleSeq_MoveTitleEnd
dw TitleSeq_InitFlashTitle
dw TitleSeq_FlashTitle
dw TitleSeq_PMJapaneseChara
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_WaitForNextSequence
dw TitleSeq_PMSubtitle
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_WaitForNextSequence
dw TitleSeq_Version
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_WaitForNextSequence
dw TitleSeq_CopyRight
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_WaitForNextSequence
dw TitleSeq_HoOh
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_IncreaseJumpTableIndex
dw TitleSeq_WaitForNextSequence
dw TitleSeq_PressButtonInit
dw TitleSeq_TitleScreenInputAndTimeout
dw TitleSeq_FadeMusicOut
TitleSeq_IncreaseJumpTableIndex::
ld hl, wJumptableIndex
inc [hl]
ret
TitleSeq_WaitForNextSequence::
xor a
ldh [hBGMapMode], a
ld hl, wJumptableIndex + 2
ld a, [hl]
and a
jr z, .next_seq
dec [hl]
ret
.next_seq
call TitleSeq_IncreaseJumpTableIndex
ret
TitleSeq_LoadPokemonLogo::
call PrintPokemonLogo
call TitleSeq_IncreaseJumpTableIndex
ld a, $01
ldh [hBGMapMode], a
ret
TitleSeq_Start::
call TitleSeq_IncreaseJumpTableIndex
push de
ld de, $002D
call PlaySFX ; Play "Swish" sound
pop de
ld a, $80
ld [wJumptableIndex + 2], a
call SetLYOverrides
ld a, $43
ldh [hLCDCPointer], a
ret
TitleSeq_MoveTitle::
xor a
ldh [hBGMapMode], a
ld hl, wJumptableIndex + 2
ld a, [hl]
and a
jr z, .nextseq
add $04
ld [hl], a
ld e, a
.wait
ldh a, [rLY]
cp $40
jr c, .wait
ld a, e
call SetLYOverrides
ret
.nextseq
call TitleSeq_IncreaseJumpTableIndex
ret
TitleSeq_MoveTitleEnd::
xor a
ldh [hLCDCPointer], a
call TitleSeq_IncreaseJumpTableIndex
ld de, MUSIC_TITLE
call PlayMusic ; Play "Title Theme"
ret
TitleSeq_InitFlashTitle::
call TitleSeq_IncreaseJumpTableIndex
ld a, %00011010
ld [wJumptableIndex + 2], a
ld a, 6
ld [wJumptableIndex + 3], a
ret
TitleSeq_FlashTitle::
ld hl, wJumptableIndex + 3
ld a, [hl]
and a
jr z, .exit
dec [hl]
ld a, [wJumptableIndex + 2]
xor %00011010
ld [wJumptableIndex +2 ], a
ldh [rBGP], a
call DelayFrame
call DelayFrame
ret
.exit
call TitleSeq_IncreaseJumpTableIndex
ld a, %11100100
ldh [rBGP], a
ret
TitleSeq_PMJapaneseChara::
call PrintPMJapaneseChara
ld a, $10
ld [wJumptableIndex + 2], a
call TitleSeq_IncreaseJumpTableIndex
ld a, $01
ldh [hBGMapMode], a
ret
TitleSeq_PMSubtitle::
call PrintPMSubtitle
ld a, $10
ld [wJumptableIndex + 2], a
call TitleSeq_IncreaseJumpTableIndex
ld a, $01
ldh [hBGMapMode], a
ret
TitleSeq_Version::
call PrintVersion
ld a, $10
ld [wJumptableIndex + 2], a
call TitleSeq_IncreaseJumpTableIndex
ld a, $01
ldh [hBGMapMode], a
ret
TitleSeq_CopyRight::
call PrintCopyRight
ld a, $10
ld [wJumptableIndex + 2], a
call TitleSeq_IncreaseJumpTableIndex
ld a, $01
ldh [hBGMapMode], a
ret
TitleSeq_HoOh::
call Set_HoOh
ld a, $10
ld [wJumptableIndex + 2], a
call TitleSeq_IncreaseJumpTableIndex
ld a, $01
ldh [hBGMapMode], a
ret
TitleSeq_PressButtonInit::
ld hl, wJumptableIndex
inc [hl]
ld hl, wJumptableIndex + 2
ld de, DecodeNybble0Table - 3 ; DecodeNybble0Table - 3 = $0C00
ld [hl], e
inc hl
ld [hl], d
ret
TitleSeq_TitleScreenInputAndTimeout::
ld hl, wJumptableIndex + 2
ld e, [hl]
inc hl
ld d, [hl]
ld a, e
or d
jr z, .psbtn_reset
dec de
ld [hl], d
dec hl
ld [hl], e
call GetJoypad
ld hl, hJoyState
ld a, [hl]
and D_UP | B_BUTTON | SELECT ; UP + B + SELECT brings you to the SRAM clear screen.
cp D_UP | B_BUTTON | SELECT
jr z, .psbtn_sramclear
ld a, [hl]
and SELECT ; SELECT will bring you to the debug menu.
jr nz, .psbtn_gotodebug
ld a, [hl]
and $09
ret z
.psbtn_play
ld a, $00 ; MainMenu
jr .psbtn_nextseq
.psbtn_gotodebug
if DEBUG
ld a, $01 ; DebugMenu
jr .psbtn_nextseq
else
ret
endc
.psbtn_sramclear
ld a, $02
.psbtn_nextseq
ld [wJumptableIndex + 1], a
ld hl, wJumptableIndex
set 7, [hl]
ret
.psbtn_reset
ld hl, wJumptableIndex
inc [hl]
xor a
ld [wMusicFadeID], a
ld [wMusicFadeID + 1], a
ld hl, wMusicFade
ld [hl], 8
ret
TitleSeq_FadeMusicOut::
ld a, [wMusicFade]
and a
ret nz
ld a, 3
ld [wJumptableIndex + 1], a
ld hl, wJumptableIndex
set 7, [hl]
ret
SetLYOverrides::
ld hl, wLYOverrides
ld c, $30
.setly_loop
ld [hli], a
dec c
jr nz, .setly_loop
ret
PrintPMSubtitle::
coord hl, 2, 6
ld b, 15
ld a, $69
jr LoadPrintArea
PrintVersion::
coord hl, 4, 1
ld b, $09
ld a, $60
LoadPrintArea::
ld [hli], a
inc a
dec b
jr nz, LoadPrintArea
ret
PrintPMJapaneseChara::
coord hl, 15, 2
ld a, "こ"
lb bc, 4, 4
jr PrintBoxArea
PrintPokemonLogo::
coord hl, 15, 3
ld [hl], $B8
coord hl, 15, 4
ld [hl], $B9
coord hl, 1, 2
ld a, $80
ld bc, $0E04
PrintBoxArea::
ld de, SCREEN_WIDTH
push bc
push hl
.xloop
ld [hli], a
inc a
dec b
jr nz, .xloop
pop hl
add hl, de
pop bc
dec c
jr nz, PrintBoxArea
ret
PrintCopyRight::
coord hl, 3, 17
ld a, $41
ld b, $0D
.loop
ld [hli], a
inc a
dec b
jr nz, .loop
ret
SRAMClearMenu::
call ClearTileMap
call GetMemSGBLayout
call LoadFont
call LoadFontExtra
ld hl, SRAMClear_Message
call PrintText
ld hl, SRAMClear_WinPOS
call CopyMenuHeader
call VerticalMenu
jp c, Init
ld a, [wMenuCursorY]
cp $01
jp z, Init
callab InitAllSRAMBanks ; Bank $05
jp Init
SRAMClear_Message::
db "<NULL>すべての セーブデータエりアを"
db "<LINE>クりア しますか?<DONE>"
SRAMClear_WinPOS::
db 0
db 7,14,11,19
dw SRAMClear_TextChoice ; menu data
db 1 ; default option
SRAMClear_TextChoice::
db %11000000
db 2
db "いいえ@"
db "はい@"
IntroCopyRightInfo::
call ClearTileMap
call LoadFontExtra
ld de, TitleScreenGFX
ld hl, $9600
lb bc, BANK(TitleScreenGFX), $19
call Request2bpp
coord hl, 5, 7
ld de, IntroCopyRightInfo_Text
jp PlaceString
IntroCopyRightInfo_Text::
db $60, $61, $62, $63, $6D, $6E, $6F, $70, $71, $72, $4E ; "(C)1997 Nintendo\n"
db $60, $61, $62, $63, $73, $74, $75, $76, $77, $78, $6B, $6C, $4E ; "(C)1997 Creatures Inc.\n"
db $60, $61, $62, $63, $64, $65, $66, $67, $68, $69, $6A, $6B, $6C, $50 ; "(C)1997 GAME FREAK Inc.{EOL}"
Set_HoOh::
coord hl, 7, 9
ld de, $000D
ld a, $00
ld b, $07
.loop
ld c, $07
.loop2
ld [hli], a
inc a
dec c
jr nz, .loop2
add hl, de
dec b
jr nz, .loop
ret
; Unused code, looks like it sets the font type for the logo?
SetTitleFont::
ld de, vChars1
ld hl, TitleScreenLogoGFX
ld bc, 130 tiles
ld a, $04
jp FarCopyDataDouble
; Sets the type of art that will be displayed on the title screen
; depending on wTitleSequenceOpeningType.
SetTitleGfx::
ld hl, wTitleSequenceOpeningType
ld a, [hl]
xor $01
ld [hl], a
jr nz, .flame
.note
ld hl, TitleNotesGFX
jr SetTitleGfxNext
.flame
ld hl, TitleFireGFX
SetTitleGfxNext::
ld de, vChars0
ld c, $80
.loop
ld a, [hli]
ld [de], a
inc de
dec c
jr nz, .loop
ret
; if DEBUG
SECTION "engine/title.asm@Title screen TEMPORARY", ROMX
; else
; SECTION "Title screen TEMPORARY", ROMX[$62A2], BANK[$01] ; TODO: merge this with the main section above
; endc
GameInit::
call ClearWindowData
ld a, $23
ld [wce5f], a
jp IntroSequence
|