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authorYamaArashi <shadow962@live.com>2016-06-11 17:30:20 -0700
committerGitHub <noreply@github.com>2016-06-11 17:30:20 -0700
commit7e12ca56a8d04d33f3945bb5b981c311fcdd44ef (patch)
tree8a61aee33d6b47e960dc71dbb89c096622bbdc95 /home/text.asm
parentd8dae96f35222ababb9688ce2aed3292515f8ca2 (diff)
parent7f34e28f242ee4d0caba0bd96b040811dcb86c50 (diff)
Merge pull request #133 from YamaArashi/master
Remove address comments
Diffstat (limited to 'home/text.asm')
-rw-r--r--home/text.asm96
1 files changed, 48 insertions, 48 deletions
diff --git a/home/text.asm b/home/text.asm
index a9e7cd60..99dedc75 100644
--- a/home/text.asm
+++ b/home/text.asm
@@ -46,9 +46,9 @@ NPlaceChar::
jr nz, .loop
ret
-PlaceString:: ; 1955 (0:1955)
+PlaceString::
push hl
-PlaceNextChar:: ; 1956 (0:1956)
+PlaceNextChar::
ld a,[de]
cp "@"
@@ -123,11 +123,11 @@ PlaceNextChar:: ; 1956 (0:1956)
jp z,Char5A
ld [hli],a
call PrintLetterDelay
-PlaceNextChar_inc:: ; 19e8 (0:19e8)
+PlaceNextChar_inc::
inc de
jp PlaceNextChar
-Char00:: ; 19ec (0:19ec)
+Char00::
ld b,h
ld c,l
pop hl
@@ -184,7 +184,7 @@ Char4A:: ; 1a29 (0:1a29) ; PKMN
ld de,Char4AText
jr FinishDTE
-Char59:: ; 1a2f (0:1a2f)
+Char59::
; depending on whose turn it is, print
; enemy active monster’s name, prefixed with “Enemy ”
; or
@@ -194,13 +194,13 @@ Char59:: ; 1a2f (0:1a2f)
xor 1
jr MonsterNameCharsCommon
-Char5A:: ; 1a35 (0:1a35)
+Char5A::
; depending on whose turn it is, print
; player active monster’s name
; or
; enemy active monster’s name, prefixed with “Enemy ”
ld a,[H_WHOSETURN]
-MonsterNameCharsCommon:: ; 1a37 (0:1a37)
+MonsterNameCharsCommon::
push de
and a
jr nz,.Enemy
@@ -216,7 +216,7 @@ MonsterNameCharsCommon:: ; 1a37 (0:1a37)
ld l,c
ld de,wEnemyMonNick ; enemy active monster name
-FinishDTE:: ; 1a4b (0:1a4b)
+FinishDTE::
call PlaceString
ld h,b
ld l,c
@@ -224,24 +224,24 @@ FinishDTE:: ; 1a4b (0:1a4b)
inc de
jp PlaceNextChar
-Char5CText:: ; 1a55 (0:1a55)
+Char5CText::
db "TM@"
-Char5DText:: ; 1a58 (0:1a58)
+Char5DText::
db "TRAINER@"
-Char5BText:: ; 1a60 (0:1a60)
+Char5BText::
db "PC@"
-Char5EText:: ; 1a63 (0:1a63)
+Char5EText::
db "ROCKET@"
-Char54Text:: ; 1a6a (0:1a6a)
+Char54Text::
db "POKé@"
-Char56Text:: ; 1a6f (0:1a6f)
+Char56Text::
db "……@"
-Char5AText:: ; 1a72 (0:1a72)
+Char5AText::
db "Enemy @"
-Char4AText:: ; 1a79 (0:1a79)
+Char4AText::
db $E1,$E2,"@" ; PKMN
-Char55:: ; 1a7c (0:1a7c)
+Char55::
push de
ld b,h
ld c,l
@@ -253,38 +253,38 @@ Char55:: ; 1a7c (0:1a7c)
inc de
jp PlaceNextChar
-Char55Text:: ; 1a8c (0:1a8c)
+Char55Text::
; equivalent to Char4B
TX_FAR _Char55Text
db "@"
-Char5F:: ; 1a91 (0:1a91)
+Char5F::
; ends a Pokédex entry
ld [hl],"."
pop hl
ret
-Char58:: ; 1a95 (0:1a95)
+Char58::
ld a,[wLinkState]
cp LINK_STATE_BATTLING
jp z,Next1AA2
ld a,$EE
Coorda 18, 16
-Next1AA2:: ; 1aa2 (0:1aa2)
+Next1AA2::
call ProtectedDelay3
call ManualTextScroll
ld a, " "
Coorda 18, 16
-Char57:: ; 1aad (0:1aad)
+Char57::
pop hl
ld de,Char58Text
dec de
ret
-Char58Text:: ; 1ab3 (0:1ab3)
+Char58Text::
db "@"
-Char51:: ; 1ab4 (0:1ab4)
+Char51::
push de
ld a,$EE
Coorda 18, 16
@@ -299,7 +299,7 @@ Char51:: ; 1ab4 (0:1ab4)
coord hl, 1, 14
jp PlaceNextChar_inc
-Char49:: ; 1ad5 (0:1ad5)
+Char49::
push de
ld a,$EE
Coorda 18, 16
@@ -316,7 +316,7 @@ Char49:: ; 1ad5 (0:1ad5)
push hl
jp PlaceNextChar_inc
-Char4B:: ; 1af8 (0:1af8)
+Char4B::
ld a,$EE
Coorda 18, 16
call ProtectedDelay3
@@ -326,7 +326,7 @@ Char4B:: ; 1af8 (0:1af8)
ld a, " "
Coorda 18, 16
;fall through
-Char4C:: ; 1b0a (0:1b0a)
+Char4C::
push de
call Next1B18
call Next1B18
@@ -334,7 +334,7 @@ Char4C:: ; 1b0a (0:1b0a)
pop de
jp PlaceNextChar_inc
-Next1B18:: ; 1b18 (0:1b18)
+Next1B18::
coord hl, 0, 14
coord de, 0, 13
ld b,60
@@ -361,13 +361,13 @@ Next1B18:: ; 1b18 (0:1b18)
ret
-ProtectedDelay3:: ; 1b3a (0:1b3a)
+ProtectedDelay3::
push bc
call Delay3
pop bc
ret
-TextCommandProcessor:: ; 1b40 (0:1b40)
+TextCommandProcessor::
ld a,[wLetterPrintingDelayFlags]
push af
set 1,a
@@ -380,7 +380,7 @@ TextCommandProcessor:: ; 1b40 (0:1b40)
ld a,b
ld [wUnusedCC3B],a
-NextTextCommand:: ; 1b55 (0:1b55)
+NextTextCommand::
ld a,[hli]
cp a, "@" ; terminator
jr nz,.doTextCommand
@@ -411,7 +411,7 @@ NextTextCommand:: ; 1b55 (0:1b55)
; AAAA = address of upper left corner
; BB = height
; CC = width
-TextCommand04:: ; 1b78 (0:1b78)
+TextCommand04::
pop hl
ld a,[hli]
ld e,a
@@ -430,7 +430,7 @@ TextCommand04:: ; 1b78 (0:1b78)
; place string inline
; 00{string}
-TextCommand00:: ; 1b8a (0:1b8a)
+TextCommand00::
pop hl
ld d,h
ld e,l
@@ -445,7 +445,7 @@ TextCommand00:: ; 1b8a (0:1b8a)
; place string from RAM
; 01AAAA
; AAAA = address of string
-TextCommand01:: ; 1b97 (0:1b97)
+TextCommand01::
pop hl
ld a,[hli]
ld e,a
@@ -464,7 +464,7 @@ TextCommand01:: ; 1b97 (0:1b97)
; BB
; bits 0-4 = length in bytes
; bits 5-7 = unknown flags
-TextCommand02:: ; 1ba5 (0:1ba5)
+TextCommand02::
pop hl
ld a,[hli]
ld e,a
@@ -484,7 +484,7 @@ TextCommand02:: ; 1ba5 (0:1ba5)
; repoint destination address
; 03AAAA
; AAAA = new destination address
-TextCommand03:: ; 1bb7 (0:1bb7)
+TextCommand03::
pop hl
ld a,[hli]
ld [wUnusedCC3A],a
@@ -497,7 +497,7 @@ TextCommand03:: ; 1bb7 (0:1bb7)
; repoint destination to second line of dialogue text box
; 05
; (no arguments)
-TextCommand05:: ; 1bc5 (0:1bc5)
+TextCommand05::
pop hl
coord bc, 1, 16 ; address of second line of dialogue text box
jp NextTextCommand
@@ -505,7 +505,7 @@ TextCommand05:: ; 1bc5 (0:1bc5)
; blink arrow and wait for A or B to be pressed
; 06
; (no arguments)
-TextCommand06:: ; 1bcc (0:1bcc)
+TextCommand06::
ld a,[wLinkState]
cp a,LINK_STATE_BATTLING
jp z,TextCommand0D
@@ -522,7 +522,7 @@ TextCommand06:: ; 1bcc (0:1bcc)
; scroll text up one line
; 07
; (no arguments)
-TextCommand07:: ; 1be7 (0:1be7)
+TextCommand07::
ld a," "
Coorda 18, 16 ; place blank space in lower right corner of dialogue text box
call Next1B18 ; scroll up text
@@ -533,7 +533,7 @@ TextCommand07:: ; 1be7 (0:1be7)
; execute asm inline
; 08{code}
-TextCommand08:: ; 1bf9 (0:1bf9)
+TextCommand08::
pop hl
ld de,NextTextCommand
push de ; return address
@@ -545,7 +545,7 @@ TextCommand08:: ; 1bf9 (0:1bf9)
; BB
; bits 0-3 = how many digits to display
; bits 4-7 = how long the number is in bytes
-TextCommand09:: ; 1bff (0:1bff)
+TextCommand09::
pop hl
ld a,[hli]
ld e,a
@@ -572,7 +572,7 @@ TextCommand09:: ; 1bff (0:1bff)
; wait half a second if the user doesn't hold A or B
; 0A
; (no arguments)
-TextCommand0A:: ; 1c1d (0:1c1d)
+TextCommand0A::
push bc
call Joypad
ld a,[hJoyHeld]
@@ -588,7 +588,7 @@ TextCommand0A:: ; 1c1d (0:1c1d)
; plays sounds
; this actually handles various command ID's, not just 0B
; (no arguments)
-TextCommand0B:: ; 1c31 (0:1c31)
+TextCommand0B::
pop hl
push bc
dec hl
@@ -625,7 +625,7 @@ TextCommand0B:: ; 1c31 (0:1c31)
jp NextTextCommand
; format: text command ID, sound ID or cry ID
-TextCommandSounds:: ; 1c64 (0:1c64)
+TextCommandSounds::
db $0B,SFX_GET_ITEM_1
db $12,SFX_CAUGHT_MON
db $0E,SFX_POKEDEX_RATING
@@ -640,7 +640,7 @@ TextCommandSounds:: ; 1c64 (0:1c64)
; draw ellipses
; 0CAA
; AA = number of ellipses to draw
-TextCommand0C:: ; 1c78 (0:1c78)
+TextCommand0C::
pop hl
ld a,[hli]
ld d,a
@@ -669,7 +669,7 @@ TextCommand0C:: ; 1c78 (0:1c78)
; wait for A or B to be pressed
; 0D
; (no arguments)
-TextCommand0D:: ; 1c9a (0:1c9a)
+TextCommand0D::
push bc
call ManualTextScroll ; wait for A or B to be pressed
pop bc
@@ -680,7 +680,7 @@ TextCommand0D:: ; 1c9a (0:1c9a)
; 17AAAABB
; AAAA = address of text commands
; BB = bank
-TextCommand17:: ; 1ca3 (0:1ca3)
+TextCommand17::
pop hl
ld a,[H_LOADEDROMBANK]
push af
@@ -701,7 +701,7 @@ TextCommand17:: ; 1ca3 (0:1ca3)
ld [MBC1RomBank],a
jp NextTextCommand
-TextCommandJumpTable:: ; 1cc1 (0:1cc1)
+TextCommandJumpTable::
dw TextCommand00
dw TextCommand01
dw TextCommand02