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authorIIMarckus <iimarckus@gmail.com>2018-06-02 04:27:31 -0600
committerIIMarckus <iimarckus@gmail.com>2018-06-02 04:27:31 -0600
commit5d2473f767b431910da023a6e37ad3239dcdd575 (patch)
tree6200e65d9bd7e8fa8429c62d3907f21587ab74df /de/engine/trade.asm
parentf31a2ed69f7368d88a0a1aed5c35aa8cb34af6b3 (diff)
Start of German translation. Needs work.multilang
Diffstat (limited to 'de/engine/trade.asm')
-rwxr-xr-xde/engine/trade.asm853
1 files changed, 853 insertions, 0 deletions
diff --git a/de/engine/trade.asm b/de/engine/trade.asm
new file mode 100755
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+++ b/de/engine/trade.asm
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+InternalClockTradeAnim:
+; Do the trading animation with the player's gameboy on the left.
+; In-game trades and internally clocked link cable trades use this.
+ ld a, [wTradedPlayerMonSpecies]
+ ld [wLeftGBMonSpecies], a
+ ld a, [wTradedEnemyMonSpecies]
+ ld [wRightGBMonSpecies], a
+ ld de, InternalClockTradeFuncSequence
+ jr TradeAnimCommon
+
+ExternalClockTradeAnim:
+; Do the trading animation with the player's gameboy on the right.
+; Externally clocked link cable trades use this.
+ ld a, [wTradedEnemyMonSpecies]
+ ld [wLeftGBMonSpecies], a
+ ld a, [wTradedPlayerMonSpecies]
+ ld [wRightGBMonSpecies], a
+ ld de, ExternalClockTradeFuncSequence
+
+TradeAnimCommon:
+ ld a, [wOptions]
+ push af
+ ld a, [hSCY]
+ push af
+ ld a, [hSCX]
+ push af
+ xor a
+ ld [wOptions], a
+ ld [hSCY], a
+ ld [hSCX], a
+ push de
+.loop
+ pop de
+ ld a, [de]
+ cp $ff
+ jr z, .done
+ inc de
+ push de
+ ld hl, TradeFuncPointerTable
+ add a
+ ld c, a
+ ld b, $0
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld de, .loop
+ push de
+ jp hl ; call trade func, which will return to the top of the loop
+.done
+ pop af
+ ld [hSCX], a
+ pop af
+ ld [hSCY], a
+ pop af
+ ld [wOptions], a
+ ret
+
+addtradefunc: MACRO
+\1TradeFunc::
+ dw \1
+ ENDM
+
+tradefunc: MACRO
+ db (\1TradeFunc - TradeFuncPointerTable) / 2
+ ENDM
+
+; The functions in the sequences below are executed in order by TradeFuncCommon.
+; They are from opposite perspectives. The external clock one makes use of
+; Trade_SwapNames to swap the player and enemy names for some functions.
+
+InternalClockTradeFuncSequence:
+ tradefunc LoadTradingGFXAndMonNames
+ tradefunc Trade_ShowPlayerMon
+ tradefunc Trade_DrawOpenEndOfLinkCable
+ tradefunc Trade_AnimateBallEnteringLinkCable
+ tradefunc Trade_AnimLeftToRight
+ tradefunc Trade_Delay100
+ tradefunc Trade_ShowClearedWindow
+ tradefunc PrintTradeWentToText
+ tradefunc PrintTradeForSendsText
+ tradefunc PrintTradeFarewellText
+ tradefunc Trade_AnimRightToLeft
+ tradefunc Trade_ShowClearedWindow
+ tradefunc Trade_DrawOpenEndOfLinkCable
+ tradefunc Trade_ShowEnemyMon
+ tradefunc Trade_Delay100
+ tradefunc Trade_Cleanup
+ db $FF
+
+ExternalClockTradeFuncSequence:
+ tradefunc LoadTradingGFXAndMonNames
+ tradefunc Trade_ShowClearedWindow
+ tradefunc PrintTradeWillTradeText
+ tradefunc PrintTradeFarewellText
+ tradefunc Trade_SwapNames
+ tradefunc Trade_AnimLeftToRight
+ tradefunc Trade_SwapNames
+ tradefunc Trade_ShowClearedWindow
+ tradefunc Trade_DrawOpenEndOfLinkCable
+ tradefunc Trade_ShowEnemyMon
+ tradefunc Trade_SlideTextBoxOffScreen
+ tradefunc Trade_ShowPlayerMon
+ tradefunc Trade_DrawOpenEndOfLinkCable
+ tradefunc Trade_AnimateBallEnteringLinkCable
+ tradefunc Trade_SwapNames
+ tradefunc Trade_AnimRightToLeft
+ tradefunc Trade_SwapNames
+ tradefunc Trade_Delay100
+ tradefunc Trade_ShowClearedWindow
+ tradefunc PrintTradeWentToText
+ tradefunc Trade_Cleanup
+ db $FF
+
+TradeFuncPointerTable:
+ addtradefunc LoadTradingGFXAndMonNames
+ addtradefunc Trade_ShowPlayerMon
+ addtradefunc Trade_DrawOpenEndOfLinkCable
+ addtradefunc Trade_AnimateBallEnteringLinkCable
+ addtradefunc Trade_ShowEnemyMon
+ addtradefunc Trade_AnimLeftToRight
+ addtradefunc Trade_AnimRightToLeft
+ addtradefunc Trade_Delay100
+ addtradefunc Trade_ShowClearedWindow
+ addtradefunc PrintTradeWentToText
+ addtradefunc PrintTradeForSendsText
+ addtradefunc PrintTradeFarewellText
+ addtradefunc PrintTradeTakeCareText
+ addtradefunc PrintTradeWillTradeText
+ addtradefunc Trade_Cleanup
+ addtradefunc Trade_SlideTextBoxOffScreen
+ addtradefunc Trade_SwapNames
+
+Trade_Delay100:
+ ld c, 100
+ jp DelayFrames
+
+Trade_CopyTileMapToVRAM:
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call Delay3
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ret
+
+Trade_Delay80:
+ ld c, 80
+ jp DelayFrames
+
+Trade_ClearTileMap:
+ coord hl, 0, 0
+ ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
+ ld a, " "
+ jp FillMemory
+
+LoadTradingGFXAndMonNames:
+ call Trade_ClearTileMap
+ call DisableLCD
+ ld hl, TradingAnimationGraphics
+ ld de, vChars2 + $310
+ ld bc, TradingAnimationGraphicsEnd - TradingAnimationGraphics
+ ld a, BANK(TradingAnimationGraphics)
+ call FarCopyData2
+ ld hl, TradingAnimationGraphics2
+ ld de, vSprites + $7c0
+ ld bc, TradingAnimationGraphics2End - TradingAnimationGraphics2
+ ld a, BANK(TradingAnimationGraphics2)
+ call FarCopyData2
+ ld hl, vBGMap0
+ ld bc, $800
+ ld a, " "
+ call FillMemory
+ call ClearSprites
+ ld a, $ff
+ ld [wUpdateSpritesEnabled], a
+ ld hl, wd730
+ set 6, [hl] ; turn on instant text printing
+ ld a, [wOnSGB]
+ and a
+ ld a, $e4 ; non-SGB OBP0
+ jr z, .next
+ ld a, $f0 ; SGB OBP0
+.next
+ ld [rOBP0], a
+ call EnableLCD
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ld a, [wTradedPlayerMonSpecies]
+ ld [wd11e], a
+ call GetMonName
+ ld hl, wcd6d
+ ld de, wcf50
+ ld bc, NAME_LENGTH
+ call CopyData
+ ld a, [wTradedEnemyMonSpecies]
+ ld [wd11e], a
+ jp GetMonName
+
+Trade_LoadMonPartySpriteGfx:
+ ld a, %11010000
+ ld [rOBP1], a
+ jpba LoadMonPartySpriteGfx
+
+Trade_SwapNames:
+ ld hl, wPlayerName
+ ld de, wBuffer
+ ld bc, NAME_LENGTH
+ call CopyData
+ ld hl, wLinkEnemyTrainerName
+ ld de, wPlayerName
+ ld bc, NAME_LENGTH
+ call CopyData
+ ld hl, wBuffer
+ ld de, wLinkEnemyTrainerName
+ ld bc, NAME_LENGTH
+ jp CopyData
+
+Trade_Cleanup:
+ xor a
+ call LoadGBPal
+ ld hl, wd730
+ res 6, [hl] ; turn off instant text printing
+ ret
+
+Trade_ShowPlayerMon:
+ ld a, %10101011
+ ld [rLCDC], a
+ ld a, $50
+ ld [hWY], a
+ ld a, $86
+ ld [rWX], a
+ ld [hSCX], a
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ coord hl, 4, 0
+ ld b, 6
+ ld c, 10
+ call TextBoxBorder
+ call Trade_PrintPlayerMonInfoText
+ ld b, vBGMap0 / $100
+ call CopyScreenTileBufferToVRAM
+ call ClearScreen
+ ld a, [wTradedPlayerMonSpecies]
+ call Trade_LoadMonSprite
+ ld a, $7e
+.slideScreenLoop
+ push af
+ call DelayFrame
+ pop af
+ ld [rWX], a
+ ld [hSCX], a
+ dec a
+ dec a
+ and a
+ jr nz, .slideScreenLoop
+ call Trade_Delay80
+ ld a, TRADE_BALL_POOF_ANIM
+ call Trade_ShowAnimation
+ ld a, TRADE_BALL_DROP_ANIM
+ call Trade_ShowAnimation ; clears mon pic
+ ld a, [wTradedPlayerMonSpecies]
+ call PlayCry
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ret
+
+Trade_DrawOpenEndOfLinkCable:
+ call Trade_ClearTileMap
+ ld b, vBGMap0 / $100
+ call CopyScreenTileBufferToVRAM
+ ld b, SET_PAL_GENERIC
+ call RunPaletteCommand
+
+; This function call is pointless. It just copies blank tiles to VRAM that was
+; already filled with blank tiles.
+ ld hl, vBGMap1 + $8c
+ call Trade_CopyCableTilesOffScreen
+
+ ld a, $a0
+ ld [hSCX], a
+ call DelayFrame
+ ld a, %10001011
+ ld [rLCDC], a
+ coord hl, 6, 2
+ ld b, $7 ; open end of link cable tile ID list index
+ call CopyTileIDsFromList_ZeroBaseTileID
+ call Trade_CopyTileMapToVRAM
+ ld a, SFX_HEAL_HP
+ call PlaySound
+ ld c, 20
+.loop
+ ld a, [hSCX]
+ add 4
+ ld [hSCX], a
+ dec c
+ jr nz, .loop
+ ret
+
+Trade_AnimateBallEnteringLinkCable:
+ ld a, TRADE_BALL_SHAKE_ANIM
+ call Trade_ShowAnimation
+ ld c, 10
+ call DelayFrames
+ ld a, %11100100
+ ld [rOBP0], a
+ xor a
+ ld [wLinkCableAnimBulgeToggle], a
+ lb bc, $20, $60
+.moveBallInsideLinkCableLoop
+ push bc
+ xor a
+ ld de, Trade_BallInsideLinkCableOAM
+ call WriteOAMBlock
+ ld a, [wLinkCableAnimBulgeToggle]
+ xor $1
+ ld [wLinkCableAnimBulgeToggle], a
+ add $7e
+ ld hl, wOAMBuffer + $02
+ ld de, 4
+ ld c, e
+.cycleLinkCableBulgeTile
+ ld [hl], a
+ add hl, de
+ dec c
+ jr nz, .cycleLinkCableBulgeTile
+ call Delay3
+ pop bc
+ ld a, c
+ add $4
+ ld c, a
+ cp $a0
+ jr nc, .ballSpriteReachedEdgeOfScreen
+ ld a, SFX_TINK
+ call PlaySound
+ jr .moveBallInsideLinkCableLoop
+.ballSpriteReachedEdgeOfScreen
+ call ClearSprites
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call ClearScreen
+ ld b, $98
+ call CopyScreenTileBufferToVRAM
+ call Delay3
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ret
+
+Trade_BallInsideLinkCableOAM:
+ db $7E,$00,$7E,$20
+ db $7E,$40,$7E,$60
+
+Trade_ShowEnemyMon:
+ ld a, TRADE_BALL_TILT_ANIM
+ call Trade_ShowAnimation
+ call Trade_ShowClearedWindow
+ coord hl, 4, 10
+ ld b, 6
+ ld c, 10
+ call TextBoxBorder
+ call Trade_PrintEnemyMonInfoText
+ call Trade_CopyTileMapToVRAM
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ld a, [wTradedEnemyMonSpecies]
+ call Trade_LoadMonSprite
+ ld a, TRADE_BALL_POOF_ANIM
+ call Trade_ShowAnimation
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ld a, [wTradedEnemyMonSpecies]
+ call PlayCry
+ call Trade_Delay100
+ coord hl, 4, 10
+ lb bc, 8, 12
+ call ClearScreenArea
+ jp PrintTradeTakeCareText
+
+Trade_AnimLeftToRight:
+; Animates the mon moving from the left GB to the right one.
+ call Trade_InitGameboyTransferGfx
+ ld a, $1
+ ld [wTradedMonMovingRight], a
+ ld a, %11100100
+ ld [rOBP0], a
+ ld a, $54
+ ld [wBaseCoordX], a
+ ld a, $1c
+ ld [wBaseCoordY], a
+ ld a, [wLeftGBMonSpecies]
+ ld [wMonPartySpriteSpecies], a
+ call Trade_WriteCircledMonOAM
+ call Trade_DrawLeftGameboy
+ call Trade_CopyTileMapToVRAM
+ call Trade_DrawCableAcrossScreen
+ ld hl, vBGMap1 + $8c
+ call Trade_CopyCableTilesOffScreen
+ ld b, $6
+ call Trade_AnimMonMoveHorizontal
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call Trade_DrawCableAcrossScreen
+ ld b, $4
+ call Trade_AnimMonMoveHorizontal
+ call Trade_DrawRightGameboy
+ ld b, $6
+ call Trade_AnimMonMoveHorizontal
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call Trade_AnimMonMoveVertical
+ jp ClearSprites
+
+Trade_AnimRightToLeft:
+; Animates the mon moving from the right GB to the left one.
+ call Trade_InitGameboyTransferGfx
+ xor a
+ ld [wTradedMonMovingRight], a
+ ld a, $64
+ ld [wBaseCoordX], a
+ ld a, $44
+ ld [wBaseCoordY], a
+ ld a, [wRightGBMonSpecies]
+ ld [wMonPartySpriteSpecies], a
+ call Trade_WriteCircledMonOAM
+ call Trade_DrawRightGameboy
+ call Trade_CopyTileMapToVRAM
+ call Trade_DrawCableAcrossScreen
+ ld hl, vBGMap1 + $94
+ call Trade_CopyCableTilesOffScreen
+ call Trade_AnimMonMoveVertical
+ ld b, $6
+ call Trade_AnimMonMoveHorizontal
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call Trade_DrawCableAcrossScreen
+ ld b, $4
+ call Trade_AnimMonMoveHorizontal
+ call Trade_DrawLeftGameboy
+ ld b, $6
+ call Trade_AnimMonMoveHorizontal
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ jp ClearSprites
+
+Trade_InitGameboyTransferGfx:
+; Initialises the graphics for showing a mon moving between gameboys.
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call ClearScreen
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call Trade_LoadMonPartySpriteGfx
+ call DelayFrame
+ ld a, %10101011
+ ld [rLCDC], a
+ xor a
+ ld [hSCX], a
+ ld a, $90
+ ld [hWY], a
+ ret
+
+Trade_DrawLeftGameboy:
+ call Trade_ClearTileMap
+
+; draw link cable
+ coord hl, 11, 4
+ ld a, $5d
+ ld [hli], a
+ ld a, $5e
+ ld c, 8
+.loop
+ ld [hli], a
+ dec c
+ jr nz, .loop
+
+; draw gameboy pic
+ coord hl, 5, 3
+ ld b, $6
+ call CopyTileIDsFromList_ZeroBaseTileID
+
+; draw text box with player name below gameboy pic
+ coord hl, 4, 12
+ ld b, 2
+ ld c, 7
+ call TextBoxBorder
+ coord hl, 5, 14
+ ld de, wPlayerName
+ call PlaceString
+
+ jp DelayFrame
+
+Trade_DrawRightGameboy:
+ call Trade_ClearTileMap
+
+; draw horizontal segment of link cable
+ coord hl, 0, 4
+ ld a, $5e
+ ld c, $e
+.loop
+ ld [hli], a
+ dec c
+ jr nz, .loop
+
+; draw vertical segment of link cable
+ ld a, $5f
+ ld [hl], a
+ ld de, SCREEN_WIDTH
+ add hl, de
+ ld a, $61
+ ld [hl], a
+ add hl, de
+ ld [hl], a
+ add hl, de
+ ld [hl], a
+ add hl, de
+ ld [hl], a
+ add hl, de
+ ld a, $60
+ ld [hld], a
+ ld a, $5d
+ ld [hl], a
+
+; draw gameboy pic
+ coord hl, 7, 8
+ ld b, $6
+ call CopyTileIDsFromList_ZeroBaseTileID
+
+; draw text box with enemy name above link cable
+ coord hl, 6, 0
+ ld b, 2
+ ld c, 7
+ call TextBoxBorder
+ coord hl, 7, 2
+ ld de, wLinkEnemyTrainerName
+ call PlaceString
+
+ jp DelayFrame
+
+Trade_DrawCableAcrossScreen:
+; Draws the link cable across the screen.
+ call Trade_ClearTileMap
+ coord hl, 0, 4
+ ld a, $5e
+ ld c, SCREEN_WIDTH
+.loop
+ ld [hli], a
+ dec c
+ jr nz, .loop
+ ret
+
+Trade_CopyCableTilesOffScreen:
+; This is used to copy the link cable tiles off screen so that the cable
+; continues when the screen is scrolled.
+ push hl
+ coord hl, 0, 4
+ call CopyToRedrawRowOrColumnSrcTiles
+ pop hl
+ ld a, h
+ ld [hRedrawRowOrColumnDest + 1], a
+ ld a, l
+ ld [hRedrawRowOrColumnDest], a
+ ld a, REDRAW_ROW
+ ld [hRedrawRowOrColumnMode], a
+ ld c, 10
+ jp DelayFrames
+
+Trade_AnimMonMoveHorizontal:
+; Animates the mon going through the link cable horizontally over a distance of
+; b 16-pixel units.
+ ld a, [wTradedMonMovingRight]
+ ld e, a
+ ld d, $8
+.scrollLoop
+ ld a, e
+ dec a
+ jr z, .movingRight
+; moving left
+ ld a, [hSCX]
+ sub $2
+ jr .next
+.movingRight
+ ld a, [hSCX]
+ add $2
+.next
+ ld [hSCX], a
+ call DelayFrame
+ dec d
+ jr nz, .scrollLoop
+ call Trade_AnimCircledMon
+ dec b
+ jr nz, Trade_AnimMonMoveHorizontal
+ ret
+
+Trade_AnimCircledMon:
+; Cycles between the two animation frames of the mon party sprite, cycles
+; between a circle and an oval around the mon sprite, and makes the cable flash.
+ push de
+ push bc
+ push hl
+ ld a, [rBGP]
+ xor $3c ; make link cable flash
+ ld [rBGP], a
+ ld hl, wOAMBuffer + $02
+ ld de, $4
+ ld c, $14
+.loop
+ ld a, [hl]
+ xor $40
+ ld [hl], a
+ add hl, de
+ dec c
+ jr nz, .loop
+ pop hl
+ pop bc
+ pop de
+ ret
+
+Trade_WriteCircledMonOAM:
+ callba WriteMonPartySpriteOAMBySpecies
+ call Trade_WriteCircleOAM
+
+Trade_AddOffsetsToOAMCoords:
+ ld hl, wOAMBuffer
+ ld c, $14
+.loop
+ ld a, [wBaseCoordY]
+ add [hl]
+ ld [hli], a
+ ld a, [wBaseCoordX]
+ add [hl]
+ ld [hli], a
+ inc hl
+ inc hl
+ dec c
+ jr nz, .loop
+ ret
+
+Trade_AnimMonMoveVertical:
+; Animates the mon going through the link cable vertically as well as
+; horizontally for a bit. The last bit of horizontal movement (when moving
+; right) or the first bit of horizontal movement (when moving left) are done
+; here instead of Trade_AnimMonMoveHorizontal because this function moves the
+; sprite itself rather than scrolling the screen around the sprite. Moving the
+; sprite itself is necessary because the vertical segment of the link cable is
+; to the right of the screen position that the mon sprite has when
+; Trade_AnimMonMoveHorizontal is executing.
+ ld a, [wTradedMonMovingRight]
+ and a
+ jr z, .movingLeft
+; moving right
+ lb bc, 4, 0 ; move right
+ call .doAnim
+ lb bc, 0, 10 ; move down
+ jr .doAnim
+.movingLeft
+ lb bc, 0, -10 ; move up
+ call .doAnim
+ lb bc, -4, 0 ; move left
+.doAnim
+ ld a, b
+ ld [wBaseCoordX], a
+ ld a, c
+ ld [wBaseCoordY], a
+ ld d, $4
+.loop
+ call Trade_AddOffsetsToOAMCoords
+ call Trade_AnimCircledMon
+ ld c, 8
+ call DelayFrames
+ dec d
+ jr nz, .loop
+ ret
+
+Trade_WriteCircleOAM:
+; Writes the OAM blocks for the circle around the traded mon as it passes
+; the link cable.
+ ld hl, Trade_CircleOAMPointers
+ ld c, $4
+ xor a
+.loop
+ push bc
+ ld e, [hl]
+ inc hl
+ ld d, [hl]
+ inc hl
+ ld c, [hl]
+ inc hl
+ ld b, [hl]
+ inc hl
+ push hl
+ inc a
+ push af
+ call WriteOAMBlock
+ pop af
+ pop hl
+ pop bc
+ dec c
+ jr nz, .loop
+ ret
+
+Trade_CircleOAMPointers:
+ dw Trade_CircleOAM0
+ db $08,$08
+ dw Trade_CircleOAM1
+ db $18,$08
+ dw Trade_CircleOAM2
+ db $08,$18
+ dw Trade_CircleOAM3
+ db $18,$18
+
+Trade_CircleOAM0:
+ db $38,$10,$39,$10
+ db $3A,$10,$3B,$10
+
+Trade_CircleOAM1:
+ db $39,$30,$38,$30
+ db $3B,$30,$3A,$30
+
+Trade_CircleOAM2:
+ db $3A,$50,$3B,$50
+ db $38,$50,$39,$50
+
+Trade_CircleOAM3:
+ db $3B,$70,$3A,$70
+ db $39,$70,$38,$70
+
+; a = species
+Trade_LoadMonSprite:
+ ld [wcf91], a
+ ld [wd0b5], a
+ ld [wWholeScreenPaletteMonSpecies], a
+ ld b, SET_PAL_POKEMON_WHOLE_SCREEN
+ ld c, 0
+ call RunPaletteCommand
+ ld a, [H_AUTOBGTRANSFERENABLED]
+ xor $1
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call GetMonHeader
+ coord hl, 7, 2
+ call LoadFlippedFrontSpriteByMonIndex
+ ld c, 10
+ jp DelayFrames
+
+Trade_ShowClearedWindow:
+; clears the window and covers the BG entirely with the window
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call ClearScreen
+ ld a, %11100011
+ ld [rLCDC], a
+ ld a, $7
+ ld [rWX], a
+ xor a
+ ld [hWY], a
+ ld a, $90
+ ld [hSCX], a
+ ret
+
+Trade_SlideTextBoxOffScreen:
+; Slides the window right until it's off screen. The window usually just has
+; a text box at the bottom when this is called. However, when this is called
+; after Trade_ShowEnemyMon in the external clock sequence, there is a mon pic
+; above the text box and it is also scrolled off the screen.
+ ld c, 50
+ call DelayFrames
+.loop
+ call DelayFrame
+ ld a, [rWX]
+ inc a
+ inc a
+ ld [rWX], a
+ cp $a1
+ jr nz, .loop
+ call Trade_ClearTileMap
+ ld c, 10
+ call DelayFrames
+ ld a, $7
+ ld [rWX], a
+ ret
+
+PrintTradeWentToText:
+ ld hl, TradeWentToText
+ call PrintText
+ ld c, 200
+ call DelayFrames
+ jp Trade_SlideTextBoxOffScreen
+
+TradeWentToText:
+ TX_FAR _TradeWentToText
+ db "@"
+
+PrintTradeForSendsText:
+ ld hl, TradeForText
+ call PrintText
+ call Trade_Delay80
+ ld hl, TradeSendsText
+ call PrintText
+ jp Trade_Delay80
+
+TradeForText:
+ TX_FAR _TradeForText
+ db "@"
+
+TradeSendsText:
+ TX_FAR _TradeSendsText
+ db "@"
+
+PrintTradeFarewellText:
+ ld hl, TradeWavesFarewellText
+ call PrintText
+ call Trade_Delay80
+ ld hl, TradeTransferredText
+ call PrintText
+ call Trade_Delay80
+ jp Trade_SlideTextBoxOffScreen
+
+TradeWavesFarewellText:
+ TX_FAR _TradeWavesFarewellText
+ db "@"
+
+TradeTransferredText:
+ TX_FAR _TradeTransferredText
+ db "@"
+
+PrintTradeTakeCareText:
+ ld hl, TradeTakeCareText
+ call PrintText
+ jp Trade_Delay80
+
+TradeTakeCareText:
+ TX_FAR _TradeTakeCareText
+ db "@"
+
+PrintTradeWillTradeText:
+ ld hl, TradeWillTradeText
+ call PrintText
+ call Trade_Delay80
+ ld hl, TradeforText
+ call PrintText
+ jp Trade_Delay80
+
+TradeWillTradeText:
+ TX_FAR _TradeWillTradeText
+ db "@"
+
+TradeforText:
+ TX_FAR _TradeforText
+ db "@"
+
+Trade_ShowAnimation:
+ ld [wAnimationID], a
+ xor a
+ ld [wAnimationType], a
+ predef_jump MoveAnimation