diff options
-rw-r--r-- | home.asm | 738 | ||||
-rw-r--r-- | home/text.asm | 738 |
2 files changed, 739 insertions, 737 deletions
@@ -1165,744 +1165,8 @@ ClearScreen:: jp Delay3 -TextBoxBorder:: -; Draw a cxb text box at hl. +INCLUDE "home/text.asm" - ; top row - push hl - ld a, "┌" - ld [hli], a - inc a ; ─ - call NPlaceChar - inc a ; ┐ - ld [hl], a - pop hl - - ld de, 20 - add hl, de - - ; middle rows -.next - push hl - ld a, "│" - ld [hli],a - ld a, " " - call NPlaceChar - ld [hl], "│" - pop hl - - ld de, 20 - add hl, de - dec b - jr nz, .next - - ; bottom row - ld a, "└" - ld [hli], a - ld a, "─" - call NPlaceChar - ld [hl], "┘" - ret - -NPlaceChar:: -; Place char a c times. - ld d, c -.loop - ld [hli], a - dec d - jr nz, .loop - ret - -PlaceString:: ; 1955 (0:1955) - push hl -PlaceNextChar:: ; 1956 (0:1956) - ld a,[de] - - cp "@" - jr nz,.PlaceText - ld b,h - ld c,l - pop hl - ret - -.PlaceText - cp $4E - jr nz,.next - ld bc,$0028 - ld a,[$FFF6] - bit 2,a - jr z,.next2 - ld bc,$14 -.next2 - pop hl - add hl,bc - push hl - jp Next19E8 - -.next - cp $4F - jr nz,.next3 - pop hl - FuncCoord 1, 16 - ld hl,Coord - push hl - jp Next19E8 - -.next3 ; Check against a dictionary - and a - jp z,Char00 - cp $4C - jp z,Char4C - cp $4B - jp z,Char4B - cp $51 - jp z,Char51 - cp $49 - jp z,Char49 - cp $52 - jp z,Char52 - cp $53 - jp z,Char53 - cp $54 - jp z,Char54 - cp $5B - jp z,Char5B - cp $5E - jp z,Char5E - cp $5C - jp z,Char5C - cp $5D - jp z,Char5D - cp $55 - jp z,Char55 - cp $56 - jp z,Char56 - cp $57 - jp z,Char57 - cp $58 - jp z,Char58 - cp $4A - jp z,Char4A - cp $5F - jp z,Char5F - cp $59 - jp z,Char59 - cp $5A - jp z,Char5A - ld [hli],a - call PrintLetterDelay -Next19E8:: ; 19e8 (0:19e8) - inc de - jp PlaceNextChar - -Char00:: ; 19ec (0:19ec) - ld b,h - ld c,l - pop hl - ld de,Char00Text - dec de - ret - -Char00Text:: ; 0x19f4 “%d ERROR.” - TX_FAR _Char00Text - db "@" - -Char52:: ; 0x19f9 player’s name - push de - ld de,W_PLAYERNAME - jr FinishDTE - -Char53:: ; 19ff (0:19ff) ; rival’s name - push de - ld de,W_RIVALNAME - jr FinishDTE - -Char5D:: ; 1a05 (0:1a05) ; TRAINER - push de - ld de,Char5DText - jr FinishDTE - -Char5C:: ; 1a0b (0:1a0b) ; TM - push de - ld de,Char5CText - jr FinishDTE - -Char5B:: ; 1a11 (0:1a11) ; PC - push de - ld de,Char5BText - jr FinishDTE - -Char5E:: ; 1a17 (0:1a17) ; ROCKET - push de - ld de,Char5EText - jr FinishDTE - -Char54:: ; 1a1d (0:1a1d) ; POKé - push de - ld de,Char54Text - jr FinishDTE - -Char56:: ; 1a23 (0:1a23) ; …… - push de - ld de,Char56Text - jr FinishDTE - -Char4A:: ; 1a29 (0:1a29) ; PKMN - push de - ld de,Char4AText - jr FinishDTE - -Char59:: ; 1a2f (0:1a2f) -; depending on whose turn it is, print -; enemy active monster’s name, prefixed with “Enemy ” -; or -; player active monster’s name -; (like Char5A but flipped) - ld a,[H_WHOSETURN] - xor 1 - jr MonsterNameCharsCommon - -Char5A:: ; 1a35 (0:1a35) -; 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) - push de - and a - jr nz,.Enemy - ld de,W_PLAYERMONNAME ; player active monster name - jr FinishDTE - -.Enemy ; 1A40 - ; print “Enemy ” - ld de,Char5AText - call PlaceString - - ld h,b - ld l,c - ld de,W_ENEMYMONNAME ; enemy active monster name - -FinishDTE:: ; 1a4b (0:1a4b) - call PlaceString - ld h,b - ld l,c - pop de - inc de - jp PlaceNextChar - -Char5CText:: ; 1a55 (0:1a55) - db "TM@" -Char5DText:: ; 1a58 (0:1a58) - db "TRAINER@" -Char5BText:: ; 1a60 (0:1a60) - db "PC@" -Char5EText:: ; 1a63 (0:1a63) - db "ROCKET@" -Char54Text:: ; 1a6a (0:1a6a) - db "POKé@" -Char56Text:: ; 1a6f (0:1a6f) - db "……@" -Char5AText:: ; 1a72 (0:1a72) - db "Enemy @" -Char4AText:: ; 1a79 (0:1a79) - db $E1,$E2,"@" ; PKMN - -Char55:: ; 1a7c (0:1a7c) - push de - ld b,h - ld c,l - ld hl,Char55Text - call TextCommandProcessor - ld h,b - ld l,c - pop de - inc de - jp PlaceNextChar - -Char55Text:: ; 1a8c (0:1a8c) -; equivalent to Char4B - TX_FAR _Char55Text - db "@" - -Char5F:: ; 1a91 (0:1a91) -; ends a Pokédex entry - ld [hl],"." - pop hl - ret - -Char58:: ; 1a95 (0:1a95) - ld a,[W_ISLINKBATTLE] - cp 4 - jp z,Next1AA2 - ld a,$EE - FuncCoord 18, 16 - ld [Coord],a -Next1AA2:: ; 1aa2 (0:1aa2) - call ProtectedDelay3 - call ManualTextScroll - ld a,$7F - FuncCoord 18, 16 - ld [Coord],a -Char57:: ; 1aad (0:1aad) - pop hl - ld de,Char58Text - dec de - ret - -Char58Text:: ; 1ab3 (0:1ab3) - db "@" - -Char51:: ; 1ab4 (0:1ab4) - push de - ld a,$EE - FuncCoord 18, 16 - ld [Coord],a - call ProtectedDelay3 - call ManualTextScroll - FuncCoord 1, 13 - ld hl,Coord - ld bc,$0412 - call ClearScreenArea - ld c,$14 - call DelayFrames - pop de - FuncCoord 1, 14 - ld hl,Coord - jp Next19E8 - -Char49:: ; 1ad5 (0:1ad5) - push de - ld a,$EE - FuncCoord 18, 16 - ld [Coord],a - call ProtectedDelay3 - call ManualTextScroll - FuncCoord 1, 10 - ld hl,Coord - ld bc,$0712 - call ClearScreenArea - ld c,$14 - call DelayFrames - pop de - pop hl - FuncCoord 1, 11 - ld hl,Coord - push hl - jp Next19E8 - -Char4B:: ; 1af8 (0:1af8) - ld a,$EE - FuncCoord 18, 16 - ld [Coord],a - call ProtectedDelay3 - push de - call ManualTextScroll - pop de - ld a,$7F - FuncCoord 18, 16 - ld [Coord],a - ;fall through -Char4C:: ; 1b0a (0:1b0a) - push de - call Next1B18 - call Next1B18 - FuncCoord 1, 16 - ld hl,Coord - pop de - jp Next19E8 - -Next1B18:: ; 1b18 (0:1b18) - FuncCoord 0, 14 - ld hl,Coord - FuncCoord 0, 13 - ld de,Coord - ld b,$3C -.next - ld a,[hli] - ld [de],a - inc de - dec b - jr nz,.next - FuncCoord 1, 16 - ld hl,Coord - ld a,$7F - ld b,$12 -.next2 - ld [hli],a - dec b - jr nz,.next2 - - ; wait five frames - ld b,5 -.WaitFrame - call DelayFrame - dec b - jr nz,.WaitFrame - - ret - -ProtectedDelay3:: ; 1b3a (0:1b3a) - push bc - call Delay3 - pop bc - ret - -TextCommandProcessor:: ; 1b40 (0:1b40) - ld a,[wd358] - push af - set 1,a - ld e,a - ld a,[$fff4] - xor e - ld [wd358],a - ld a,c - ld [wcc3a],a - ld a,b - ld [wcc3b],a - -NextTextCommand:: ; 1b55 (0:1b55) - ld a,[hli] - cp a, "@" ; terminator - jr nz,.doTextCommand - pop af - ld [wd358],a - ret -.doTextCommand - push hl - cp a,$17 - jp z,TextCommand17 - cp a,$0e - jp nc,TextCommand0B ; if a != 0x17 and a >= 0xE, go to command 0xB -; if a < 0xE, use a jump table - ld hl,TextCommandJumpTable - push bc - add a - ld b,$00 - ld c,a - add hl,bc - pop bc - ld a,[hli] - ld h,[hl] - ld l,a - jp [hl] - -; draw box -; 04AAAABBCC -; AAAA = address of upper left corner -; BB = height -; CC = width -TextCommand04:: ; 1b78 (0:1b78) - pop hl - ld a,[hli] - ld e,a - ld a,[hli] - ld d,a - ld a,[hli] - ld b,a - ld a,[hli] - ld c,a - push hl - ld h,d - ld l,e - call TextBoxBorder - pop hl - jr NextTextCommand - -; place string inline -; 00{string} -TextCommand00:: ; 1b8a (0:1b8a) - pop hl - ld d,h - ld e,l - ld h,b - ld l,c - call PlaceString - ld h,d - ld l,e - inc hl - jr NextTextCommand - -; place string from RAM -; 01AAAA -; AAAA = address of string -TextCommand01:: ; 1b97 (0:1b97) - pop hl - ld a,[hli] - ld e,a - ld a,[hli] - ld d,a - push hl - ld h,b - ld l,c - call PlaceString - pop hl - jr NextTextCommand - -; print BCD number -; 02AAAABB -; AAAA = address of BCD number -; BB -; bits 0-4 = length in bytes -; bits 5-7 = unknown flags -TextCommand02:: ; 1ba5 (0:1ba5) - pop hl - ld a,[hli] - ld e,a - ld a,[hli] - ld d,a - ld a,[hli] - push hl - ld h,b - ld l,c - ld c,a - call PrintBCDNumber - ld b,h - ld c,l - pop hl - jr NextTextCommand - -; repoint destination address -; 03AAAA -; AAAA = new destination address -TextCommand03:: ; 1bb7 (0:1bb7) - pop hl - ld a,[hli] - ld [wcc3a],a - ld c,a - ld a,[hli] - ld [wcc3b],a - ld b,a - jp NextTextCommand - -; repoint destination to second line of dialogue text box -; 05 -; (no arguments) -TextCommand05:: ; 1bc5 (0:1bc5) - pop hl - FuncCoord 1, 16 - ld bc,Coord ; address of second line of dialogue text box - jp NextTextCommand - -; blink arrow and wait for A or B to be pressed -; 06 -; (no arguments) -TextCommand06:: ; 1bcc (0:1bcc) - ld a,[W_ISLINKBATTLE] - cp a,$04 - jp z,TextCommand0D - ld a,$ee ; down arrow - FuncCoord 18, 16 - ld [Coord],a ; place down arrow in lower right corner of dialogue text box - push bc - call ManualTextScroll ; blink arrow and wait for A or B to be pressed - pop bc - ld a," " - FuncCoord 18, 16 - ld [Coord],a ; overwrite down arrow with blank space - pop hl - jp NextTextCommand - -; scroll text up one line -; 07 -; (no arguments) -TextCommand07:: ; 1be7 (0:1be7) - ld a," " - FuncCoord 18, 16 - ld [Coord],a ; place blank space in lower right corner of dialogue text box - call Next1B18 ; scroll up text - call Next1B18 - pop hl - FuncCoord 1, 16 - ld bc,Coord ; address of second line of dialogue text box - jp NextTextCommand - -; execute asm inline -; 08{code} -TextCommand08:: ; 1bf9 (0:1bf9) - pop hl - ld de,NextTextCommand - push de ; return address - jp [hl] - -; print decimal number (converted from binary number) -; 09AAAABB -; AAAA = address of number -; BB -; bits 0-3 = how many digits to display -; bits 4-7 = how long the number is in bytes -TextCommand09:: ; 1bff (0:1bff) - pop hl - ld a,[hli] - ld e,a - ld a,[hli] - ld d,a - ld a,[hli] - push hl - ld h,b - ld l,c - ld b,a - and a,$0f - ld c,a - ld a,b - and a,$f0 - swap a - set 6,a - ld b,a - call PrintNumber - ld b,h - ld c,l - pop hl - jp NextTextCommand - -; wait half a second if the user doesn't hold A or B -; 0A -; (no arguments) -TextCommand0A:: ; 1c1d (0:1c1d) - push bc - call Joypad - ld a,[hJoyHeld] - and a,%00000011 ; A and B buttons - jr nz,.skipDelay - ld c,30 - call DelayFrames -.skipDelay - pop bc - pop hl - jp NextTextCommand - -; plays sounds -; this actually handles various command ID's, not just 0B -; (no arguments) -TextCommand0B:: ; 1c31 (0:1c31) - pop hl - push bc - dec hl - ld a,[hli] - ld b,a ; b = command number that got us here - push hl - ld hl,TextCommandSounds -.loop - ld a,[hli] - cp b - jr z,.matchFound - inc hl - jr .loop -.matchFound - cp a,$14 - jr z,.pokemonCry - cp a,$15 - jr z,.pokemonCry - cp a,$16 - jr z,.pokemonCry - ld a,[hl] - call PlaySound - call WaitForSoundToFinish - pop hl - pop bc - jp NextTextCommand -.pokemonCry - push de - ld a,[hl] - call PlayCry - pop de - pop hl - pop bc - jp NextTextCommand - -; format: text command ID, sound ID or cry ID -TextCommandSounds:: ; 1c64 (0:1c64) - db $0B,(SFX_02_3a - SFX_Headers_02) / 3 - db $12,(SFX_02_46 - SFX_Headers_02) / 3 - db $0E,(SFX_02_41 - SFX_Headers_02) / 3 - db $0F,(SFX_02_3a - SFX_Headers_02) / 3 - db $10,(SFX_02_3b - SFX_Headers_02) / 3 - db $11,(SFX_02_42 - SFX_Headers_02) / 3 - db $13,(SFX_02_44 - SFX_Headers_02) / 3 - db $14,NIDORINA ; used in OakSpeech - db $15,PIDGEOT ; used in SaffronCityText12 - db $16,DEWGONG ; unused? - -; draw ellipses -; 0CAA -; AA = number of ellipses to draw -TextCommand0C:: ; 1c78 (0:1c78) - pop hl - ld a,[hli] - ld d,a - push hl - ld h,b - ld l,c -.loop - ld a,$75 ; ellipsis - ld [hli],a - push de - call Joypad - pop de - ld a,[hJoyHeld] ; joypad state - and a,%00000011 ; is A or B button pressed? - jr nz,.skipDelay ; if so, skip the delay - ld c,10 - call DelayFrames -.skipDelay - dec d - jr nz,.loop - ld b,h - ld c,l - pop hl - jp NextTextCommand - -; wait for A or B to be pressed -; 0D -; (no arguments) -TextCommand0D:: ; 1c9a (0:1c9a) - push bc - call ManualTextScroll ; wait for A or B to be pressed - pop bc - pop hl - jp NextTextCommand - -; process text commands in another ROM bank -; 17AAAABB -; AAAA = address of text commands -; BB = bank -TextCommand17:: ; 1ca3 (0:1ca3) - pop hl - ld a,[H_LOADEDROMBANK] - push af - ld a,[hli] - ld e,a - ld a,[hli] - ld d,a - ld a,[hli] - ld [H_LOADEDROMBANK],a - ld [$2000],a - push hl - ld l,e - ld h,d - call TextCommandProcessor - pop hl - pop af - ld [H_LOADEDROMBANK],a - ld [$2000],a - jp NextTextCommand - -TextCommandJumpTable:: ; 1cc1 (0:1cc1) - dw TextCommand00 - dw TextCommand01 - dw TextCommand02 - dw TextCommand03 - dw TextCommand04 - dw TextCommand05 - dw TextCommand06 - dw TextCommand07 - dw TextCommand08 - dw TextCommand09 - dw TextCommand0A - dw TextCommand0B - dw TextCommand0C - dw TextCommand0D ; this function seems to be used only once ; it store the address of a row and column of the VRAM background map in hl diff --git a/home/text.asm b/home/text.asm new file mode 100644 index 00000000..7d8ea61b --- /dev/null +++ b/home/text.asm @@ -0,0 +1,738 @@ +TextBoxBorder:: +; Draw a cxb text box at hl. + + ; top row + push hl + ld a, "┌" + ld [hli], a + inc a ; ─ + call NPlaceChar + inc a ; ┐ + ld [hl], a + pop hl + + ld de, 20 + add hl, de + + ; middle rows +.next + push hl + ld a, "│" + ld [hli],a + ld a, " " + call NPlaceChar + ld [hl], "│" + pop hl + + ld de, 20 + add hl, de + dec b + jr nz, .next + + ; bottom row + ld a, "└" + ld [hli], a + ld a, "─" + call NPlaceChar + ld [hl], "┘" + ret + +NPlaceChar:: +; Place char a c times. + ld d, c +.loop + ld [hli], a + dec d + jr nz, .loop + ret + +PlaceString:: ; 1955 (0:1955) + push hl +PlaceNextChar:: ; 1956 (0:1956) + ld a,[de] + + cp "@" + jr nz,.PlaceText + ld b,h + ld c,l + pop hl + ret + +.PlaceText + cp $4E + jr nz,.next + ld bc,$0028 + ld a,[$FFF6] + bit 2,a + jr z,.next2 + ld bc,$14 +.next2 + pop hl + add hl,bc + push hl + jp Next19E8 + +.next + cp $4F + jr nz,.next3 + pop hl + FuncCoord 1, 16 + ld hl,Coord + push hl + jp Next19E8 + +.next3 ; Check against a dictionary + and a + jp z,Char00 + cp $4C + jp z,Char4C + cp $4B + jp z,Char4B + cp $51 + jp z,Char51 + cp $49 + jp z,Char49 + cp $52 + jp z,Char52 + cp $53 + jp z,Char53 + cp $54 + jp z,Char54 + cp $5B + jp z,Char5B + cp $5E + jp z,Char5E + cp $5C + jp z,Char5C + cp $5D + jp z,Char5D + cp $55 + jp z,Char55 + cp $56 + jp z,Char56 + cp $57 + jp z,Char57 + cp $58 + jp z,Char58 + cp $4A + jp z,Char4A + cp $5F + jp z,Char5F + cp $59 + jp z,Char59 + cp $5A + jp z,Char5A + ld [hli],a + call PrintLetterDelay +Next19E8:: ; 19e8 (0:19e8) + inc de + jp PlaceNextChar + +Char00:: ; 19ec (0:19ec) + ld b,h + ld c,l + pop hl + ld de,Char00Text + dec de + ret + +Char00Text:: ; 0x19f4 “%d ERROR.” + TX_FAR _Char00Text + db "@" + +Char52:: ; 0x19f9 player’s name + push de + ld de,W_PLAYERNAME + jr FinishDTE + +Char53:: ; 19ff (0:19ff) ; rival’s name + push de + ld de,W_RIVALNAME + jr FinishDTE + +Char5D:: ; 1a05 (0:1a05) ; TRAINER + push de + ld de,Char5DText + jr FinishDTE + +Char5C:: ; 1a0b (0:1a0b) ; TM + push de + ld de,Char5CText + jr FinishDTE + +Char5B:: ; 1a11 (0:1a11) ; PC + push de + ld de,Char5BText + jr FinishDTE + +Char5E:: ; 1a17 (0:1a17) ; ROCKET + push de + ld de,Char5EText + jr FinishDTE + +Char54:: ; 1a1d (0:1a1d) ; POKé + push de + ld de,Char54Text + jr FinishDTE + +Char56:: ; 1a23 (0:1a23) ; …… + push de + ld de,Char56Text + jr FinishDTE + +Char4A:: ; 1a29 (0:1a29) ; PKMN + push de + ld de,Char4AText + jr FinishDTE + +Char59:: ; 1a2f (0:1a2f) +; depending on whose turn it is, print +; enemy active monster’s name, prefixed with “Enemy ” +; or +; player active monster’s name +; (like Char5A but flipped) + ld a,[H_WHOSETURN] + xor 1 + jr MonsterNameCharsCommon + +Char5A:: ; 1a35 (0:1a35) +; 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) + push de + and a + jr nz,.Enemy + ld de,W_PLAYERMONNAME ; player active monster name + jr FinishDTE + +.Enemy ; 1A40 + ; print “Enemy ” + ld de,Char5AText + call PlaceString + + ld h,b + ld l,c + ld de,W_ENEMYMONNAME ; enemy active monster name + +FinishDTE:: ; 1a4b (0:1a4b) + call PlaceString + ld h,b + ld l,c + pop de + inc de + jp PlaceNextChar + +Char5CText:: ; 1a55 (0:1a55) + db "TM@" +Char5DText:: ; 1a58 (0:1a58) + db "TRAINER@" +Char5BText:: ; 1a60 (0:1a60) + db "PC@" +Char5EText:: ; 1a63 (0:1a63) + db "ROCKET@" +Char54Text:: ; 1a6a (0:1a6a) + db "POKé@" +Char56Text:: ; 1a6f (0:1a6f) + db "……@" +Char5AText:: ; 1a72 (0:1a72) + db "Enemy @" +Char4AText:: ; 1a79 (0:1a79) + db $E1,$E2,"@" ; PKMN + +Char55:: ; 1a7c (0:1a7c) + push de + ld b,h + ld c,l + ld hl,Char55Text + call TextCommandProcessor + ld h,b + ld l,c + pop de + inc de + jp PlaceNextChar + +Char55Text:: ; 1a8c (0:1a8c) +; equivalent to Char4B + TX_FAR _Char55Text + db "@" + +Char5F:: ; 1a91 (0:1a91) +; ends a Pokédex entry + ld [hl],"." + pop hl + ret + +Char58:: ; 1a95 (0:1a95) + ld a,[W_ISLINKBATTLE] + cp 4 + jp z,Next1AA2 + ld a,$EE + FuncCoord 18, 16 + ld [Coord],a +Next1AA2:: ; 1aa2 (0:1aa2) + call ProtectedDelay3 + call ManualTextScroll + ld a,$7F + FuncCoord 18, 16 + ld [Coord],a +Char57:: ; 1aad (0:1aad) + pop hl + ld de,Char58Text + dec de + ret + +Char58Text:: ; 1ab3 (0:1ab3) + db "@" + +Char51:: ; 1ab4 (0:1ab4) + push de + ld a,$EE + FuncCoord 18, 16 + ld [Coord],a + call ProtectedDelay3 + call ManualTextScroll + FuncCoord 1, 13 + ld hl,Coord + ld bc,$0412 + call ClearScreenArea + ld c,$14 + call DelayFrames + pop de + FuncCoord 1, 14 + ld hl,Coord + jp Next19E8 + +Char49:: ; 1ad5 (0:1ad5) + push de + ld a,$EE + FuncCoord 18, 16 + ld [Coord],a + call ProtectedDelay3 + call ManualTextScroll + FuncCoord 1, 10 + ld hl,Coord + ld bc,$0712 + call ClearScreenArea + ld c,$14 + call DelayFrames + pop de + pop hl + FuncCoord 1, 11 + ld hl,Coord + push hl + jp Next19E8 + +Char4B:: ; 1af8 (0:1af8) + ld a,$EE + FuncCoord 18, 16 + ld [Coord],a + call ProtectedDelay3 + push de + call ManualTextScroll + pop de + ld a,$7F + FuncCoord 18, 16 + ld [Coord],a + ;fall through +Char4C:: ; 1b0a (0:1b0a) + push de + call Next1B18 + call Next1B18 + FuncCoord 1, 16 + ld hl,Coord + pop de + jp Next19E8 + +Next1B18:: ; 1b18 (0:1b18) + FuncCoord 0, 14 + ld hl,Coord + FuncCoord 0, 13 + ld de,Coord + ld b,$3C +.next + ld a,[hli] + ld [de],a + inc de + dec b + jr nz,.next + FuncCoord 1, 16 + ld hl,Coord + ld a,$7F + ld b,$12 +.next2 + ld [hli],a + dec b + jr nz,.next2 + + ; wait five frames + ld b,5 +.WaitFrame + call DelayFrame + dec b + jr nz,.WaitFrame + + ret + +ProtectedDelay3:: ; 1b3a (0:1b3a) + push bc + call Delay3 + pop bc + ret + +TextCommandProcessor:: ; 1b40 (0:1b40) + ld a,[wd358] + push af + set 1,a + ld e,a + ld a,[$fff4] + xor e + ld [wd358],a + ld a,c + ld [wcc3a],a + ld a,b + ld [wcc3b],a + +NextTextCommand:: ; 1b55 (0:1b55) + ld a,[hli] + cp a, "@" ; terminator + jr nz,.doTextCommand + pop af + ld [wd358],a + ret +.doTextCommand + push hl + cp a,$17 + jp z,TextCommand17 + cp a,$0e + jp nc,TextCommand0B ; if a != 0x17 and a >= 0xE, go to command 0xB +; if a < 0xE, use a jump table + ld hl,TextCommandJumpTable + push bc + add a + ld b,$00 + ld c,a + add hl,bc + pop bc + ld a,[hli] + ld h,[hl] + ld l,a + jp [hl] + +; draw box +; 04AAAABBCC +; AAAA = address of upper left corner +; BB = height +; CC = width +TextCommand04:: ; 1b78 (0:1b78) + pop hl + ld a,[hli] + ld e,a + ld a,[hli] + ld d,a + ld a,[hli] + ld b,a + ld a,[hli] + ld c,a + push hl + ld h,d + ld l,e + call TextBoxBorder + pop hl + jr NextTextCommand + +; place string inline +; 00{string} +TextCommand00:: ; 1b8a (0:1b8a) + pop hl + ld d,h + ld e,l + ld h,b + ld l,c + call PlaceString + ld h,d + ld l,e + inc hl + jr NextTextCommand + +; place string from RAM +; 01AAAA +; AAAA = address of string +TextCommand01:: ; 1b97 (0:1b97) + pop hl + ld a,[hli] + ld e,a + ld a,[hli] + ld d,a + push hl + ld h,b + ld l,c + call PlaceString + pop hl + jr NextTextCommand + +; print BCD number +; 02AAAABB +; AAAA = address of BCD number +; BB +; bits 0-4 = length in bytes +; bits 5-7 = unknown flags +TextCommand02:: ; 1ba5 (0:1ba5) + pop hl + ld a,[hli] + ld e,a + ld a,[hli] + ld d,a + ld a,[hli] + push hl + ld h,b + ld l,c + ld c,a + call PrintBCDNumber + ld b,h + ld c,l + pop hl + jr NextTextCommand + +; repoint destination address +; 03AAAA +; AAAA = new destination address +TextCommand03:: ; 1bb7 (0:1bb7) + pop hl + ld a,[hli] + ld [wcc3a],a + ld c,a + ld a,[hli] + ld [wcc3b],a + ld b,a + jp NextTextCommand + +; repoint destination to second line of dialogue text box +; 05 +; (no arguments) +TextCommand05:: ; 1bc5 (0:1bc5) + pop hl + FuncCoord 1, 16 + ld bc,Coord ; address of second line of dialogue text box + jp NextTextCommand + +; blink arrow and wait for A or B to be pressed +; 06 +; (no arguments) +TextCommand06:: ; 1bcc (0:1bcc) + ld a,[W_ISLINKBATTLE] + cp a,$04 + jp z,TextCommand0D + ld a,$ee ; down arrow + FuncCoord 18, 16 + ld [Coord],a ; place down arrow in lower right corner of dialogue text box + push bc + call ManualTextScroll ; blink arrow and wait for A or B to be pressed + pop bc + ld a," " + FuncCoord 18, 16 + ld [Coord],a ; overwrite down arrow with blank space + pop hl + jp NextTextCommand + +; scroll text up one line +; 07 +; (no arguments) +TextCommand07:: ; 1be7 (0:1be7) + ld a," " + FuncCoord 18, 16 + ld [Coord],a ; place blank space in lower right corner of dialogue text box + call Next1B18 ; scroll up text + call Next1B18 + pop hl + FuncCoord 1, 16 + ld bc,Coord ; address of second line of dialogue text box + jp NextTextCommand + +; execute asm inline +; 08{code} +TextCommand08:: ; 1bf9 (0:1bf9) + pop hl + ld de,NextTextCommand + push de ; return address + jp [hl] + +; print decimal number (converted from binary number) +; 09AAAABB +; AAAA = address of number +; BB +; bits 0-3 = how many digits to display +; bits 4-7 = how long the number is in bytes +TextCommand09:: ; 1bff (0:1bff) + pop hl + ld a,[hli] + ld e,a + ld a,[hli] + ld d,a + ld a,[hli] + push hl + ld h,b + ld l,c + ld b,a + and a,$0f + ld c,a + ld a,b + and a,$f0 + swap a + set 6,a + ld b,a + call PrintNumber + ld b,h + ld c,l + pop hl + jp NextTextCommand + +; wait half a second if the user doesn't hold A or B +; 0A +; (no arguments) +TextCommand0A:: ; 1c1d (0:1c1d) + push bc + call Joypad + ld a,[hJoyHeld] + and a,%00000011 ; A and B buttons + jr nz,.skipDelay + ld c,30 + call DelayFrames +.skipDelay + pop bc + pop hl + jp NextTextCommand + +; plays sounds +; this actually handles various command ID's, not just 0B +; (no arguments) +TextCommand0B:: ; 1c31 (0:1c31) + pop hl + push bc + dec hl + ld a,[hli] + ld b,a ; b = command number that got us here + push hl + ld hl,TextCommandSounds +.loop + ld a,[hli] + cp b + jr z,.matchFound + inc hl + jr .loop +.matchFound + cp a,$14 + jr z,.pokemonCry + cp a,$15 + jr z,.pokemonCry + cp a,$16 + jr z,.pokemonCry + ld a,[hl] + call PlaySound + call WaitForSoundToFinish + pop hl + pop bc + jp NextTextCommand +.pokemonCry + push de + ld a,[hl] + call PlayCry + pop de + pop hl + pop bc + jp NextTextCommand + +; format: text command ID, sound ID or cry ID +TextCommandSounds:: ; 1c64 (0:1c64) + db $0B,(SFX_02_3a - SFX_Headers_02) / 3 + db $12,(SFX_02_46 - SFX_Headers_02) / 3 + db $0E,(SFX_02_41 - SFX_Headers_02) / 3 + db $0F,(SFX_02_3a - SFX_Headers_02) / 3 + db $10,(SFX_02_3b - SFX_Headers_02) / 3 + db $11,(SFX_02_42 - SFX_Headers_02) / 3 + db $13,(SFX_02_44 - SFX_Headers_02) / 3 + db $14,NIDORINA ; used in OakSpeech + db $15,PIDGEOT ; used in SaffronCityText12 + db $16,DEWGONG ; unused? + +; draw ellipses +; 0CAA +; AA = number of ellipses to draw +TextCommand0C:: ; 1c78 (0:1c78) + pop hl + ld a,[hli] + ld d,a + push hl + ld h,b + ld l,c +.loop + ld a,$75 ; ellipsis + ld [hli],a + push de + call Joypad + pop de + ld a,[hJoyHeld] ; joypad state + and a,%00000011 ; is A or B button pressed? + jr nz,.skipDelay ; if so, skip the delay + ld c,10 + call DelayFrames +.skipDelay + dec d + jr nz,.loop + ld b,h + ld c,l + pop hl + jp NextTextCommand + +; wait for A or B to be pressed +; 0D +; (no arguments) +TextCommand0D:: ; 1c9a (0:1c9a) + push bc + call ManualTextScroll ; wait for A or B to be pressed + pop bc + pop hl + jp NextTextCommand + +; process text commands in another ROM bank +; 17AAAABB +; AAAA = address of text commands +; BB = bank +TextCommand17:: ; 1ca3 (0:1ca3) + pop hl + ld a,[H_LOADEDROMBANK] + push af + ld a,[hli] + ld e,a + ld a,[hli] + ld d,a + ld a,[hli] + ld [H_LOADEDROMBANK],a + ld [$2000],a + push hl + ld l,e + ld h,d + call TextCommandProcessor + pop hl + pop af + ld [H_LOADEDROMBANK],a + ld [$2000],a + jp NextTextCommand + +TextCommandJumpTable:: ; 1cc1 (0:1cc1) + dw TextCommand00 + dw TextCommand01 + dw TextCommand02 + dw TextCommand03 + dw TextCommand04 + dw TextCommand05 + dw TextCommand06 + dw TextCommand07 + dw TextCommand08 + dw TextCommand09 + dw TextCommand0A + dw TextCommand0B + dw TextCommand0C + dw TextCommand0D |