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|
Copyright_GameFreakPresents:
; Play the copyright screen and GameFreak Presents sequence.
; Return carry if user cancels animation by pressing a button.
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, SCREEN_HEIGHT_PX
ldh [hWY], a
call WaitBGMap
ld b, SCGB_GAMEFREAK_LOGO
call GetSGBLayout
call SetPalettes
ld c, 10
call DelayFrames
callfar Copyright
call WaitBGMap
ld c, 100
call DelayFrames
call ClearTilemap
call .GetGFLogoGFX
.loop
call .PlayFrame
jr nc, .loop
; high bits of wJumptableIndex are recycled for some flags
; this was set if user canceled by pressing a button
ld a, [wJumptableIndex]
bit 6, a
jr nz, .canceled
; clear carry flag from GameFreakPresents_PlayFrame
and a
ret
.canceled
scf
ret
.GetGFLogoGFX:
; Load gfx and initialize variables
ld de, GameFreakPresentsGFX1
ld hl, vTiles1
lb bc, BANK(GameFreakPresentsGFX1), 28
call Get1bpp
ld de, GameFreakPresentsGFX2
ld hl, vTiles1 tile 28
lb bc, BANK(GameFreakPresentsGFX2), 5
call Request2bpp
farcall ClearSpriteAnims
ld hl, wSpriteAnimDict
ld a, 6
ld [hli], a
ld a, $8d
ld [hl], a
xor a
ld [wJumptableIndex], a
ld [wIntroSceneFrameCounter], a
ld [wIntroSceneTimer], a
ldh [hSCX], a
ldh [hSCY], a
ld a, 1
ldh [hBGMapMode], a
ld a, SCREEN_HEIGHT_PX
ldh [hWY], a
lb de, %00100100, %11111000
call DmgToCgbObjPals
ret
.PlayFrame:
; Play one frame of GameFreakPresents sequence.
; Return carry when the sequence completes or is canceled.
call JoyTextDelay
ldh a, [hJoyLast]
and BUTTONS
jr nz, .pressed_button
; high bits of wJumptableIndex are recycled for some flags
; this is set when the sequence finished
ld a, [wJumptableIndex]
bit 7, a
jr nz, .finish
farcall PlaySpriteAnimations
call PlaceGameFreakPresents
call DelayFrame
; ensure carry is cleared
and a
ret
.pressed_button
; high bits of wJumptableIndex are recycled for some flags
ld hl, wJumptableIndex
set 6, [hl]
.finish
callfar ClearSpriteAnims
call ClearTilemap
call ClearSprites
ld c, 16
call DelayFrames
scf
ret
PlaceGameFreakPresents:
jumptable .scenes, wJumptableIndex
.scenes
dw GameFreakPresents_Star
dw GameFreakPresents_PlaceLogo
dw GameFreakPresents_LogoSparkles
dw GameFreakPresents_PlacePresents
dw GameFreakPresents_WaitForTimer
dw GameFreakPresents_SetDoneFlag
GameFreakPresents_NextScene:
ld hl, wJumptableIndex
inc [hl]
ret
Unreferenced_Functione4a8d:
ld c, 64
call DelayFrames
call GameFreakPresents_NextScene
ret
GameFreakPresents_Star:
; tell GameFreakPresents_PlaceLogo we haven't finished yet
xor a
ld [wIntroSceneFrameCounter], a
depixel 10, 11, 4, 0
ld a, SPRITE_ANIM_INDEX_GS_INTRO_STAR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
add hl, bc
ld [hl], $80
ld de, SFX_GAME_FREAK_LOGO_GS
call PlaySFX
call GameFreakPresents_NextScene
ret
GameFreakPresents_PlaceLogo:
; Draw the Game Freak logo (may be initially invisible due to palette)
; wait until the star animation completed
; this counter is set in DoAnimFrame.GSIntroStar in engine/gfx/sprite_anims.asm
ld a, [wIntroSceneFrameCounter]
and a
ret z
depixel 10, 11, 4, 0
ld a, SPRITE_ANIM_INDEX_GAMEFREAK_LOGO
call InitSpriteAnimStruct
call GameFreakPresents_NextScene
; set timer for GameFreakPresents_LogoSparkles
ld a, $80
ld [wIntroSceneTimer], a
ret
GameFreakPresents_LogoSparkles:
ld hl, wIntroSceneTimer
ld a, [hl]
and a
jr z, .done
dec [hl]
; add first text when timer passes half
cp $3f
call z, GameFreakPresents_PlaceGameFreak
; add sparkles continuously
call GameFreakPresents_Sparkle
ret
.done
; set timer for GameFreakPresents_PlacePresents
ld [hl], $80
call GameFreakPresents_NextScene
ret
GameFreakPresents_PlaceGameFreak:
hlcoord 5, 12
ld de, .game_freak
call PlaceString
ret
.game_freak
db $80, $81, $82, $83, $8d, $84, $85, $83, $81, $86
db "@"
GameFreakPresents_PlacePresents:
hlcoord 7, 13
ld de, .presents
call PlaceString
call GameFreakPresents_NextScene
; set timer for GameFreakPresents_WaitForTimer
ld a, $80
ld [wIntroSceneTimer], a
ret
.presents
db $87, $88, $89, $8a, $8b, $8c
db "@"
GameFreakPresents_SetDoneFlag:
; Tell GameFreakPresents_PlayFrame and TitleScreenFrame that we're finished.
ld hl, wJumptableIndex
set 7, [hl]
ret
GameFreakPresents_WaitForTimer:
ld hl, wIntroSceneTimer
ld a, [hl]
and a
jr z, .done
dec [hl]
ret
.done
call GameFreakPresents_NextScene
ret
GameFreakPresents_UpdateLogoPal:
; called from DoAnimFrame.GameFreakLogo
; OBP1 was initialized at end of GameFreakPresents_Init
; once we reached the final state, leave it alone
ldh a, [rOBP1]
cp %10010000
ret z
; wait 16 frames before next change
ld a, [wIntroSceneTimer]
and $f
ret nz
; rotate OBP1 by one color slot (2 bits)
; DMG: logo is white, then light gray, then dark gray
; CGB: logo is white, then yellow
ldh a, [rOBP1]
rrca
rrca
call DmgToCgbObjPal1
ret
GameFreakPresents_Sparkle:
; Initialize and configure a sparkle sprite.
; run only every second frame
ld d, a
and 1
ret nz
; shift over so our index is still changing by 1 each time
ld a, d
srl a
; set up a new sparkle sprite
push af
depixel 11, 11
ld a, SPRITE_ANIM_INDEX_GS_INTRO_SPARKLE
call InitSpriteAnimStruct
pop af
; take the bottom 4 bits of a as an index into
; sparkle_vectors (16 entries)
and %00001111
ld e, a
ld d, 0
ld hl, .sparkle_vectors
add hl, de
add hl, de
; set the angle and distance for this sprite
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld a, [de]
ld [hl], a ; angle
inc de
ld hl, SPRITEANIMSTRUCT_0C
add hl, bc
ld [hl], 0
inc hl ; SPRITEANIMSTRUCT_0D
ld a, [de]
ld [hl], a ; distance
ret
.sparkle_vectors
; values control final position of each sparkle
; position is automatically animated along the vector
; each entry emits two sparkles in opposite directions
; angle (6 bits) and distance (tiles?)
db $00, $03
db $08, $04
db $04, $03
db $0c, $02
db $10, $02
db $18, $03
db $14, $04
db $1c, $03
db $20, $02
db $28, $02
db $24, $03
db $2c, $04
db $30, $04
db $38, $03
db $34, $02
db $3c, $04
GameFreakPresentsGFX1:
INCBIN "gfx/intro/gamefreak_presents.1bpp"
INCBIN "gfx/intro/gamefreak_logo.1bpp"
GameFreakPresentsGFX2:
INCBIN "gfx/intro/logo_star.2bpp"
INCBIN "gfx/intro/logo_sparkle.2bpp"
GoldSilverIntro:
call .Init
.Loop:
call .PlayFrame
jr nc, .Loop
ret
.Init:
farcall ClearSpriteAnims
xor a
ld [wIntroJumptableIndex], a
ldh [hBGMapMode], a
ret
.PlayFrame:
call JoyTextDelay
ldh a, [hJoyLast]
and BUTTONS
jr nz, .Finish
; check done flag
ld a, [wIntroJumptableIndex]
bit 7, a
jr nz, .Finish
farcall PlaySpriteAnimations
call IntroSceneJumper
call DelayFrame
and a
ret
.Finish:
callfar ClearSpriteAnims
call ClearSprites
call DelayFrame
xor a
ldh [hSCX], a
ldh [hSCY], a
ldh [hLCDCPointer], a
ldh [hLYOverrideStart], a
ldh [hLYOverrideEnd], a
ld a, %11100100
call DmgToCgbBGPals
depixel 28, 28, 4, 4
call DmgToCgbObjPals
scf
ret
IntroSceneJumper:
jumptable .scenes, wIntroJumptableIndex
.scenes
dw IntroScene1
dw IntroScene2
dw IntroScene3
dw IntroScene4
dw IntroScene5
dw IntroScene6
dw IntroScene7
dw IntroScene8
dw IntroScene9
dw IntroScene10
dw IntroScene11
dw IntroScene12
dw IntroScene13
dw IntroScene14
dw IntroScene15
dw IntroScene16
dw IntroScene17
IntroScene1:
; Set up water cutscene (Shellders/Magikarp/Lapras)
call ClearBGPalettes
call ClearTilemap
ld hl, wIntroJumptableIndex
inc [hl] ; only run once
call DisableLCD
xor a
ldh [hBGMapMode], a
callfar ClearSpriteAnims
ld a, 1
ldh [rVBK], a
hlbgcoord 0, 0, vBGMap2
lb bc, 4, 0
xor a
call ByteFill
ld a, 0
ldh [rVBK], a
call Intro_ResetLYOverrides
ld de, vTiles2 tile $00
ld hl, Intro_WaterGFX1
call Decompress
ld a, LOW(Intro_WaterMeta)
ld [wIntroTilesPointer + 0], a
ld a, HIGH(Intro_WaterMeta)
ld [wIntroTilesPointer + 1], a
hlbgcoord 0, 0, vBGMap2
ld a, l
ld [wIntroBGMapPointer + 0], a
ld a, h
ld [wIntroBGMapPointer + 1], a
ld de, Intro_WaterTilemap + 15 tiles
ld a, e
ld [wIntroTilemapPointer + 0], a
ld a, d
ld [wIntroTilemapPointer + 1], a
call Intro_DrawBackground
ld de, vTiles0 tile $00
ld hl, Intro_WaterGFX2
call Decompress
ld hl, wSpriteAnimDict
ld a, 0
ld [hli], a
ld a, 0
ld [hli], a
xor a
ldh [hSCY], a
ld [wGlobalAnimYOffset], a
ld [wGlobalAnimXOffset], a
ld a, $58
ldh [hSCX], a
xor a
ld [wIntroFrameCounter2], a
ld a, $80
ld [wIntroFrameCounter1], a
ld a, $42
ldh [hLCDCPointer], a
call Functione5095
xor a
ld [wcb19], a
call EnableLCD
call DelayFrame
ld b, SCGB_GS_INTRO
ld c, 0
call GetSGBLayout
ld a, %11100100
call DmgToCgbBGPals
depixel 28, 28
call DmgToCgbObjPals
call Intro_InitShellders
ld de, MUSIC_GS_OPENING
call PlayMusic
ret
IntroScene2:
; shellders underwater
call Functione50af
ld hl, wIntroFrameCounter1
ld a, [hl]
and a
jr z, .skip_intro
dec [hl]
call Intro_InitBubble
ret
.skip_intro
ld [hl], $10
ld hl, wIntroJumptableIndex
inc [hl]
IntroScene3:
; rise towards the surface
call Functione4e90
call Functione4e67
ret nc
; next scene if carry flag is set
call Intro_ResetLYOverrides
ld hl, hSCY
inc [hl]
ld hl, wIntroJumptableIndex
inc [hl]
IntroScene4:
; at surface; Lapras surfs to left of screen
ld a, [wcb19]
and a
jr nz, .next
ld hl, wIntroFrameCounter2
inc [hl]
ld a, [hl]
and $f
jr nz, .asm_e4e21
ld hl, hSCX
dec [hl]
dec [hl]
.asm_e4e21
call Functione4fde
ret
.next
ld hl, wIntroJumptableIndex
inc [hl]
xor a
ld [wIntroFrameCounter1], a
IntroScene5:
; fade out
ld hl, wIntroFrameCounter1
ld a, [hl]
inc [hl]
swap a
and $f
ld e, a
ld d, 0
ld hl, .palettes
add hl, de
ld a, [hl]
cp -1
jr z, .next
call DmgToCgbBGPals
call Functione4fde
ld hl, hSCX
dec [hl]
dec [hl]
ret
.next
ld hl, wIntroJumptableIndex
inc [hl]
ret
.palettes
db %11100100, %11100100, %10010000, %01000000, %00000000
db -1
IntroScene17:
; delay a bit before leading into the title screen
ld c, 64
.loop
call DelayFrame
dec c
jr nz, .loop
; set done flag
ld hl, wIntroJumptableIndex
set 7, [hl]
ret
Functione4e67:
ld hl, wIntroFrameCounter2
inc [hl]
ld a, [hl]
and 3
jr nz, .asm_e4e74
ld hl, hSCX
dec [hl]
.asm_e4e74
and 1
jr nz, .asm_e4e8c
ld hl, wGlobalAnimYOffset
inc [hl]
ld hl, hSCY
ld a, [hl]
dec [hl]
and $f
call z, Intro_UpdateTilemapAndBGMap
ld a, [wIntroFrameCounter1]
and a
jr z, .asm_e4e8e
.asm_e4e8c
and a
ret
.asm_e4e8e
scf
ret
Functione4e90:
jumptable .dw, wIntroFrameCounter1
.dw
dw Functione4eca
dw Functione4eca
dw Functione4eca
dw Functione4ec1
dw Functione4eca
dw Functione4eca
dw Functione4ece
dw Functione4ece
dw Functione4ece
dw Functione4ed5
dw Functione4ee8
dw Functione4eec
dw Functione4eec
dw Functione4eec
dw Functione4eec
dw Functione4eec
dw Functione4eec
Functione4ec1:
call Intro_InitLapras
depixel 28, 28, 4, 4
call DmgToCgbObjPals
; fallthrough
Functione4eca:
call Functione4fde
ret
Functione4ece:
call Intro_InitMagikarps
call Functione4fde
ret
Functione4ed5:
ld hl, wIntroFrameCounter2
ld a, [hl]
and %00011111
jr z, .asm_e4ee1
call Intro_InitMagikarps
ret
.asm_e4ee1
callfar Function9102
ret
Functione4ee8:
xor a
ldh [hLCDCPointer], a
ret
Functione4eec:
call Functione50af
ret
Intro_InitBubble:
ld hl, wIntroFrameCounter1
ld a, [hl]
and $f
ret nz
ld a, [hl]
and $70
swap a
ld e, a
ld d, 0
ld hl, .pixel_table
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ld a, SPRITE_ANIM_INDEX_GS_INTRO_BUBBLE
call InitSpriteAnimStruct
ret
.pixel_table
db 6 * 8, 14 * 8 + 4
db 14 * 8, 18 * 8 + 4
db 10 * 8, 16 * 8 + 4
db 12 * 8, 15 * 8
db 4 * 8, 13 * 8
db 8 * 8, 17 * 8
Intro_InitMagikarps:
depixel 8, 7, 0, 7
ldh a, [hSGB]
and a
jr z, .ok
depixel 4, 3, 0, 7
.ok
ld hl, wIntroFrameCounter2
ld a, [hl]
and e
ret nz
ld a, [hl]
and d
jr nz, .asm_e4f41
depixel 29, 28
call .InitAnim
depixel 26, 0
call .InitAnim
depixel 0, 24
call .InitAnim
ret
.asm_e4f41
depixel 28, 30
call .InitAnim
depixel 31, 24
call .InitAnim
depixel 2, 28
call .InitAnim
ret
.InitAnim:
ld a, SPRITE_ANIM_INDEX_GS_INTRO_MAGIKARP
call InitSpriteAnimStruct
ret
Intro_InitShellders:
depixel 18, 7
call .InitAnim
depixel 14, 10
call .InitAnim
depixel 16, 15
.InitAnim:
ld a, SPRITE_ANIM_INDEX_GS_INTRO_SHELLDER
call InitSpriteAnimStruct
ret
Intro_InitLapras:
ld a, [wIntroFrameCounter2]
and %00011111
ret nz
depixel 16, 24
ld a, SPRITE_ANIM_INDEX_GS_INTRO_LAPRAS
call InitSpriteAnimStruct
ret
Intro_UnusedInitLapras:
depixel 2, 0
ld a, SPRITE_ANIM_INDEX_UNUSED_LAPRAS
call InitSpriteAnimStruct
ret
Intro_UpdateTilemapAndBGMap:
; add new tiles to top as water scene scrolls up to surface
push hl
push de
ld a, [wIntroTilemapPointer + 0]
ld e, a
ld a, [wIntroTilemapPointer + 1]
ld d, a
ld hl, -$10
add hl, de
ld a, l
ld e, l
ld [wIntroTilemapPointer + 0], a
ld a, h
ld d, h
ld [wIntroTilemapPointer + 1], a
hlcoord 0, 0
ld c, BG_MAP_WIDTH / 2
.loop
call Functione54ae
dec c
jr nz, .loop
ld a, [wIntroBGMapPointer + 0]
ld e, a
ld a, [wIntroBGMapPointer + 1]
ld d, a
ld hl, hCurSpriteYCoord
add hl, de
ld a, l
ld [wIntroBGMapPointer + 0], a
ld [wRequested2bppDest + 0], a
ld a, h
and %11111011
or %00001000
ld [wIntroBGMapPointer + 1], a
ld [wRequested2bppDest + 1], a
ld a, LOW(wTilemap)
ld [wRequested2bppSource + 0], a
ld a, HIGH(wTilemap)
ld [wRequested2bppSource + 1], a
ld a, 4
ld [wRequested2bppSize], a
ld hl, wIntroFrameCounter1
dec [hl]
pop de
pop hl
ret
Functione4fde:
; something to do with water scene sprite anims?
ld hl, wIntroFrameCounter2
ld a, [hl]
and 3
cp 3
ret z
ld a, [wRequested2bppSize]
and a
ret nz
ld a, [hl]
and $30
swap a
ld l, a
ld h, 0
rept 5
add hl, hl
endr
ld de, .data_e5015
add hl, de
ld a, l
ld [wRequested2bppSource + 0], a
ld a, h
ld [wRequested2bppSource + 1], a
ld a, LOW(vBGMap0 tile $1e)
ld [wRequested2bppDest + 0], a
ld a, HIGH(vBGMap0 tile $1e)
ld [wRequested2bppDest + 1], a
ld a, 2
ld [wRequested2bppSize], a
ret
.data_e5015
rept 8
db $70, $71, $72, $73
endr
rept 8
db $74, $75, $76, $77
endr
rept 8
db $78, $79, $7a, $7b
endr
rept 8
db $7c, $7d, $7e, $7f
endr
Functione5095:
ld bc, wLYOverrides2
ld a, wLYOverrides2End - wLYOverrides2
ld de, vBGMap1 - vBGMap0
.loop
push af
push de
farcall BattleAnim_Sine_e
ld a, e
ld [bc], a
inc bc
pop de
inc e
pop af
dec a
jr nz, .loop
ret
Functione50af:
ld bc, wLYOverrides
ld e, $10
.loop1
ldh a, [hSCY]
ld [bc], a
inc bc
dec e
jr nz, .loop1
ld hl, wLYOverrides2
ld de, wLYOverrides2 + 1
ld a, [hl]
push af
ld a, $80
.loop2
push af
ld a, [de]
inc de
ld [hli], a
push hl
ld hl, hSCY
add [hl]
ld [bc], a
inc bc
pop hl
pop af
dec a
jr nz, .loop2
pop af
ld [hl], a
ret
IntroScene6:
; Set up grass cutscene (Pikachu/Jigglypuff)
ld hl, wIntroJumptableIndex
inc [hl] ; only run once
call DisableLCD
callfar ClearSpriteAnims
call Intro_ResetLYOverrides
ld de, vTiles2
ld hl, Intro_GrassGFX1
call Decompress
ld a, LOW(Intro_GrassMeta)
ld [wIntroTilesPointer + 0], a
ld a, HIGH(Intro_GrassMeta)
ld [wIntroTilesPointer + 1], a
hlbgcoord 0, 0
ld a, l
ld [wIntroBGMapPointer + 0], a
ld a, h
ld [wIntroBGMapPointer + 1], a
ld de, Intro_GrassTilemap
ld a, e
ld [wIntroTilemapPointer + 0], a
ld a, d
ld [wIntroTilemapPointer + 1], a
call Intro_DrawBackground
ld de, vTiles0
ld hl, Intro_GrassGFX2
call Decompress
ld hl, wSpriteAnimDict
ld a, 1
ld [hli], a
ld a, 0
ld [hli], a
xor a
ldh [hSCY], a
ld [wGlobalAnimYOffset], a
ld a, $60
ldh [hSCX], a
ld a, $a0
ld [wGlobalAnimXOffset], a
xor a
ld [wIntroFrameCounter2], a
call EnableLCD
ld b, SCGB_GS_INTRO
ld c, 1
call GetSGBLayout
ld a, %11100100
call DmgToCgbBGPals
depixel 28, 28, 4, 4
call DmgToCgbObjPals
call Intro_InitJigglypuff
xor a
ld [wcb19], a
ret
IntroScene7:
; scroll left to Jigglypuff
call Intro_InitNote
ld hl, wIntroFrameCounter2
ld a, [hl]
inc [hl]
and 3
ret z
ld hl, hSCX
ld a, [hl]
and a
jr z, .next
dec [hl]
ld hl, wGlobalAnimXOffset
inc [hl]
ret
.next
ld a, -1
ld [wIntroFrameCounter1], a
call Intro_InitPikachu
ld hl, wIntroJumptableIndex
inc [hl]
ret
IntroScene8:
; stop scrolling, Pikachu attacks
ld hl, wIntroFrameCounter1
ld a, [hl]
and a
jr z, .next
dec [hl]
call Intro_InitNote
ld hl, wIntroFrameCounter2
inc [hl]
ret
.next
xor a
ld [wIntroFrameCounter1], a
ld hl, wIntroJumptableIndex
inc [hl]
callfar Function9136
ret
IntroScene9:
; scroll down and fade out
ld hl, wIntroFrameCounter1
ld a, [hl]
inc [hl]
srl a
srl a
srl a
ld e, a
ld d, 0
ld hl, .palettes
add hl, de
ld a, [hl]
cp -1
jr z, .next
call DmgToCgbBGPals
ld hl, hSCY
inc [hl]
ld hl, wGlobalAnimYOffset
dec [hl]
ret
.next
ld hl, wIntroJumptableIndex
inc [hl]
ret
.palettes
db %11100100, %11100100, %11100100, %11100100
db %11100100, %10010000, %01000000, %00000000
db -1
ret ; unused
Intro_InitNote:
ld a, [wcb19]
and a
ret nz
ld hl, wIntroFrameCounter2
ld a, [hl]
and %00111111
ret nz
ld a, [hl]
and %01111111
jr z, .invisible
depixel 11, 6, 4, 0
ld a, SPRITE_ANIM_INDEX_GS_INTRO_NOTE
call InitSpriteAnimStruct
ret
.invisible
depixel 10, 6, 4, 0
ld a, SPRITE_ANIM_INDEX_GS_INTRO_INVISIBLE_NOTE
call InitSpriteAnimStruct
ret
Intro_InitJigglypuff:
depixel 14, 6
ld a, SPRITE_ANIM_INDEX_GS_INTRO_JIGGLYPUFF
call InitSpriteAnimStruct
ret
Intro_InitPikachu:
depixel 14, 24
ld a, SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU
call InitSpriteAnimStruct
depixel 14, 24
ld a, SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU_TAIL
call InitSpriteAnimStruct
ret
IntroScene10:
; Set up fireball cutscene (Charizard, Johto starters)
ld hl, wIntroJumptableIndex
inc [hl] ; only run once
call DisableLCD
callfar ClearSpriteAnims
call Intro_ResetLYOverrides
call Intro_BlankTilemapAndBGMap
ld de, vTiles2
ld hl, Intro_FireGFX1
call Decompress
ld de, vTiles1
ld hl, Intro_FireGFX2
call Decompress
ld de, vTiles0
ld hl, Intro_FireGFX3
ld bc, vTiles1 - vTiles0
call Decompress
ld c, CHIKORITA
ld de, vTiles0 tile $10
farcall Intro_GetMonFrontpic
ld c, CYNDAQUIL
ld de, vTiles0 tile $29
farcall Intro_GetMonFrontpic
ld c, TOTODILE
ld de, vTiles0 tile $42
farcall Intro_GetMonFrontpic
ld hl, wSpriteAnimDict
ld a, 1
ld [hli], a
ld a, 0
ld [hli], a
call EnableLCD
ld a, 0
call Functione5422
ld a, $80
ldh [hSCY], a
xor a
ldh [hSCX], a
ld [wGlobalAnimYOffset], a
ld [wGlobalAnimXOffset], a
xor a
ld [wIntroFrameCounter2], a
ld b, SCGB_GS_INTRO
ld c, 2
call GetSGBLayout
ld a, %00111111
call DmgToCgbBGPals
lb de, %11111111, %11111111
call DmgToCgbObjPals
ld de, MUSIC_NONE
call PlayMusic
call DelayFrame
ld de, MUSIC_GS_OPENING_2
call PlayMusic
ret
IntroScene11:
; scroll up to Charizard silhoutte, flash Johto starters
ld hl, wIntroFrameCounter2
ld a, [hl]
inc [hl]
and 1
ret z
call Intro_CheckSCYEvent
ld hl, hSCY
ld a, [hl]
and a
jr z, .next
inc [hl]
ret
.next
ld hl, wIntroJumptableIndex
inc [hl]
xor a
ld [wIntroFrameCounter1], a
; fallthrough
IntroScene12:
; load Charizard palettes
ld hl, wIntroFrameCounter1
ld a, [hl]
inc [hl]
srl a
srl a
and 3
ld e, a
ld d, 0
ld hl, .palettes
add hl, de
ld a, [hl]
and a
jr z, .next
call DmgToCgbBGPals
ld e, a
ld d, a
call DmgToCgbObjPals
ret
.next
ld hl, wIntroJumptableIndex
inc [hl]
ld a, $80
ld [wIntroFrameCounter1], a
ret
.palettes
db %01101010, %10100101, %11100100, %00000000
IntroScene13:
; Charizard mouth closed
ld hl, wIntroFrameCounter1
ld a, [hl]
and a
jr z, .next
dec [hl]
ret
.next
ld hl, wIntroJumptableIndex
inc [hl]
ld a, 1
call Functione5422
ld a, 4
ld [wIntroFrameCounter1], a
ret
IntroScene14:
; Charizard mouth open
ld hl, wIntroFrameCounter1
ld a, [hl]
and a
jr z, .next
dec [hl]
ret
.next
ld hl, wIntroJumptableIndex
inc [hl]
ld a, 2
call Functione5422
ld a, 64
ld [wIntroFrameCounter1], a
xor a
ld [wIntroFrameCounter2], a
ld de, SFX_GS_INTRO_CHARIZARD_FIREBALL
call PlaySFX
; fallthrough
IntroScene15:
; Charizard mouth wide open / fireball starts
call Functione5473
ld hl, wIntroFrameCounter1
ld a, [hl]
and a
jr z, .next
dec [hl]
ret
.next
ld hl, wIntroJumptableIndex
inc [hl]
xor a
ld [wIntroFrameCounter1], a
ret
IntroScene16:
; continue fireball / fade out palettes
call Functione5473
ld hl, wIntroFrameCounter1
ld a, [hl]
inc [hl]
swap a
and 7
ld e, a
ld d, 0
ld hl, .palettes
add hl, de
ld a, [hl]
cp -1
jr z, .next
call DmgToCgbBGPals
ld e, a
ld d, a
call DmgToCgbObjPals
ret
.next
ld hl, wIntroJumptableIndex
inc [hl]
ret
.palettes
db %11100100, %10010000, %01000000, %00000000
db -1
Intro_BlankTilemapAndBGMap:
hlcoord 0, 0
ld bc, wTilemapEnd - wTilemap
xor a
call ByteFill
hlbgcoord 0, 0
ld bc, vBGMap1 - vBGMap0
xor a
call ByteFill
ret
Intro_CheckSCYEvent:
ldh a, [hSCY]
ld c, a
ld hl, .scy_jumptable
.loop
ld a, [hli]
cp -1
ret z
cp c
jr z, .value_found
inc hl
inc hl
jr .loop
.value_found
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
.scy_jumptable
dbw $86, Intro_LoadChikoritaPalette
dbw $87, Intro_ChikoritaAppears
dbw $88, Functione53e0
dbw $98, Functione53eb
dbw $99, Intro_LoadCyndaquilPalette
dbw $af, Intro_CyndaquilAppears
dbw $b0, Functione53e0
dbw $c0, Functione53eb
dbw $c1, Intro_LoadTotodilePalette
dbw $d7, Intro_TotodileAppears
dbw $d8, Functione53e0
dbw $e8, Functione53eb
dbw $e9, Functione5412
db -1
Intro_ChikoritaAppears:
ld de, SFX_GS_INTRO_POKEMON_APPEARS
call PlaySFX
depixel 22, 1
ld a, SPRITE_ANIM_INDEX_GS_INTRO_CHIKORITA
call InitSpriteAnimStruct
ret
Intro_CyndaquilAppears:
ld de, SFX_GS_INTRO_POKEMON_APPEARS
call PlaySFX
depixel 22, 20
ld a, SPRITE_ANIM_INDEX_GS_INTRO_CYNDAQUIL
call InitSpriteAnimStruct
ret
Intro_TotodileAppears:
ld de, SFX_GS_INTRO_POKEMON_APPEARS
call PlaySFX
depixel 22, 1
ld a, SPRITE_ANIM_INDEX_GS_INTRO_TOTODILE
call InitSpriteAnimStruct
ret
Functione53e0:
depixel 28, 28, 4, 4
call DmgToCgbObjPals
xor a
call DmgToCgbBGPals
ret
Functione53eb:
depixel 31, 31, 7, 7
call DmgToCgbObjPals
ld a, %00111111
call DmgToCgbBGPals
ret
Intro_LoadChikoritaPalette:
ld c, CHIKORITA
farcall Intro_LoadMonPalette
ret
Intro_LoadCyndaquilPalette:
ld c, CYNDAQUIL
farcall Intro_LoadMonPalette
ret
Intro_LoadTotodilePalette:
ld c, TOTODILE
farcall Intro_LoadMonPalette
ret
Functione5412:
ldh a, [hCGB]
and a
ld c, CYNDAQUIL
jr nz, .got_mon
ld c, CHARIZARD
.got_mon
farcall Intro_LoadMonPalette
ret
Functione5422:
push af
hlcoord 0, 6
ld c, $a0
xor a
.loop1
ld [hli], a
dec c
jr nz, .loop1
pop af
ld e, a
ld d, 0
ld hl, .data_e5464
rept 5
add hl, de
endr
ld e, [hl]
inc hl
ld c, [hl]
inc hl
ld b, [hl]
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
ld a, e
.loop2_outer
push bc
push hl
.loop2_inner
ld [hli], a
inc a
dec c
jr nz, .loop2_inner
pop hl
ld bc, SCREEN_WIDTH
add hl, bc
pop bc
dec b
jr nz, .loop2_outer
ld a, 1
ldh [hBGMapMode], a
call DelayFrame
call DelayFrame
call DelayFrame
xor a
ldh [hBGMapMode], a
ret
.data_e5464
; vtile offset, width, height, x, y
db $00, 8, 8
dwcoord 10, 6
db $40, 9, 8
dwcoord 9, 6
db $88, 9, 8
dwcoord 8, 6
Functione5473:
ld hl, wIntroFrameCounter2
ld a, [hl]
inc [hl]
and 3
ret nz
depixel 12, 10, 4, 4
ld a, SPRITE_ANIM_INDEX_GS_INTRO_FIREBALL
call InitSpriteAnimStruct
ld hl, hSCX
dec [hl]
ld hl, wGlobalAnimXOffset
inc [hl]
ret
Unreferenced_Functione548c:
ld bc, vTiles1 - vTiles0
.loop
ld a, [de]
inc de
ld [hli], a
dec bc
ld a, c
or b
jr nz, .loop
ret
Intro_DrawBackground:
ld b, BG_MAP_WIDTH / 2
.outer_loop
push hl
ld c, BG_MAP_HEIGHT / 2
.inner_loop
call Functione54ae
dec c
jr nz, .inner_loop
pop hl
push bc
ld bc, 2 * BG_MAP_WIDTH
add hl, bc
pop bc
dec b
jr nz, .outer_loop
ret
Functione54ae:
; load tile data into a 2x2 section of the bgmap or tilemap
push bc
push de
push hl
push hl
push hl
ld a, [de]
ld l, a
ld h, 0
ld a, [wIntroTilesPointer + 0]
ld e, a
ld a, [wIntroTilesPointer + 1]
ld d, a
add hl, hl
add hl, hl
add hl, de
ld e, l
ld d, h
pop hl
ld a, [de]
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
pop hl
ld bc, BG_MAP_WIDTH
add hl, bc
ld a, [de]
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
pop hl
inc hl
inc hl
pop de
inc de
pop bc
ret
Intro_ResetLYOverrides:
ld hl, wLYOverrides
xor a
ld c, wLYOverrides2 - wLYOverrides
.loop
ld [hli], a
dec c
jr nz, .loop
ret
Intro_WaterGFX1:
INCBIN "gfx/intro/water1.2bpp.lz"
Intro_WaterTilemap:
INCBIN "gfx/intro/water.tilemap"
Intro_WaterMeta:
INCBIN "gfx/intro/water.bin"
Intro_WaterGFX2:
INCBIN "gfx/intro/water2.2bpp.lz"
Intro_GrassGFX1:
INCBIN "gfx/intro/grass1.2bpp.lz"
Intro_GrassTilemap:
INCBIN "gfx/intro/grass.tilemap"
Intro_GrassMeta:
INCBIN "gfx/intro/grass.bin"
Intro_GrassGFX2:
INCBIN "gfx/intro/grass2.2bpp.lz"
Intro_FireGFX1:
INCBIN "gfx/intro/fire1.2bpp.lz"
Intro_FireGFX2:
INCBIN "gfx/intro/fire2.2bpp.lz"
Intro_FireGFX3:
INCBIN "gfx/intro/fire3.2bpp.lz"
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