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-rw-r--r--home.asm5270
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diff --git a/home.asm b/home.asm
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+; The rst vectors are unused.
+SECTION "rst00", ROM0[$00]
+ rst $38
+SECTION "rst08", ROM0[$08]
+ rst $38
+SECTION "rst10", ROM0[$10]
+ rst $38
+SECTION "rst18", ROM0[$18]
+ rst $38
+SECTION "rst20", ROM0[$20]
+ rst $38
+SECTION "rst28", ROM0[$28]
+ rst $38
+SECTION "rst30", ROM0[$30]
+ rst $38
+SECTION "rst38", ROM0[$38]
+ rst $38
+
+; interrupts
+SECTION "vblank", ROM0[$40]
+ jp VBlank
+SECTION "lcdc", ROM0[$48]
+ rst $38
+SECTION "timer", ROM0[$50]
+ jp Timer
+SECTION "serial", ROM0[$58]
+ jp Serial
+SECTION "joypad", ROM0[$60]
+ reti
+
+
+SECTION "bank0",ROM0[$61]
+
+DisableLCD::
+ xor a
+ ld [rIF], a
+ ld a, [rIE]
+ ld b, a
+ res 0, a
+ ld [rIE], a
+
+.wait
+ ld a, [rLY]
+ cp LY_VBLANK
+ jr nz, .wait
+
+ ld a, [rLCDC]
+ and $ff ^ rLCDC_ENABLE_MASK
+ ld [rLCDC], a
+ ld a, b
+ ld [rIE], a
+ ret
+
+EnableLCD::
+ ld a, [rLCDC]
+ set rLCDC_ENABLE, a
+ ld [rLCDC], a
+ ret
+
+ClearSprites::
+ xor a
+ ld hl, wOAMBuffer
+ ld b, 40 * 4
+.loop
+ ld [hli], a
+ dec b
+ jr nz, .loop
+ ret
+
+HideSprites::
+ ld a, 160
+ ld hl, wOAMBuffer
+ ld de, 4
+ ld b, 40
+.loop
+ ld [hl], a
+ add hl, de
+ dec b
+ jr nz, .loop
+ ret
+
+FarCopyData::
+; Copy bc bytes from a:hl to de.
+ ld [wBuffer], a
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, [wBuffer]
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+ call CopyData
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+ ret
+
+CopyData::
+; Copy bc bytes from hl to de.
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec bc
+ ld a, c
+ or b
+ jr nz, CopyData
+ ret
+
+
+SECTION "Entry", ROM0[$100]
+ nop
+ jp Start
+
+
+SECTION "Start", ROM0[$150]
+
+Start::
+ cp GBC
+ jr z, .gbc
+ xor a
+ jr .ok
+.gbc
+ ld a, 0
+.ok
+ ld [wGBC], a
+ jp Init
+
+
+INCLUDE "home/joypad.asm"
+
+INCLUDE "data/map_header_pointers.asm"
+
+INCLUDE "home/overworld.asm"
+
+; this is used to check if the player wants to interrupt the opening sequence at several points
+; XXX is this used anywhere else?
+; INPUT:
+; c = number of frames to wait
+; sets carry if Up+Select+B, Start, or A is pressed within c frames
+; unsets carry otherwise
+CheckForUserInterruption:: ; 12f8 (0:12f8)
+ call DelayFrame
+ push bc
+ call JoypadLowSensitivity
+ pop bc
+ ld a,[hJoyHeld] ; currently pressed buttons
+ cp a,%01000110 ; Up, Select button, B button
+ jr z,.setCarry ; if all three keys are pressed
+ ld a,[$ffb5] ; either newly pressed buttons or currently pressed buttons at low sampling rate
+ and a,%00001001 ; Start button, A button
+ jr nz,.setCarry ; if either key is pressed
+ dec c
+ jr nz,CheckForUserInterruption
+.unsetCarry
+ and a
+ ret
+.setCarry
+ scf
+ ret
+
+; function to load position data for destination warp when switching maps
+; INPUT:
+; a = ID of destination warp within destination map
+LoadDestinationWarpPosition:: ; 1313 (0:1313)
+ ld b,a
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[wPredefParentBank]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld a,b
+ add a
+ add a
+ ld c,a
+ ld b,0
+ add hl,bc
+ ld bc,4
+ ld de,wd35f
+ call CopyData
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; INPUT:
+; c: if nonzero, show at least a sliver of health
+; d = number of HP bar sections (normally 6)
+; e = health (in eighths of bar sections) (normally out of 48)
+DrawHPBar:: ; 1336 (0:1336)
+ push hl
+ push de
+ push bc
+ ld a,$71 ; left of HP bar tile 1
+ ld [hli],a
+ ld a,$62 ; left of HP bar tile 2
+ ld [hli],a
+ push hl
+ ld a,$63 ; empty bar section tile
+.drawEmptyBarLoop
+ ld [hli],a
+ dec d
+ jr nz,.drawEmptyBarLoop
+ ld a,[wListMenuID]
+ dec a ; what should the right of HP bar tile be?
+ ld a,$6d ; right of HP bar tile, in status screen and battles
+ jr z,.writeTile
+ dec a ; right of HP bar tile, in pokemon menu
+.writeTile
+ ld [hl],a
+ pop hl
+ ld a,e
+ and a ; is there enough health to show up on the HP bar?
+ jr nz,.loop ; if so, draw the HP bar
+ ld a,c
+ and a ; should a sliver of health be shown no matter what?
+ jr z,.done
+ ld e,1 ; if so, fill one eighth of a bar section
+; loop to draw every full bar section
+.loop
+ ld a,e
+ sub a,8
+ jr c,.drawPartialBarSection
+ ld e,a
+ ld a,$6b ; filled bar section tile
+ ld [hli],a
+ ld a,e
+ and a
+ jr z,.done
+ jr .loop
+; draws a partial bar section at the end (if necessary)
+; there are 7 possible partial bar sections from 1/8 to 7/8 full
+.drawPartialBarSection
+ ld a,$63 ; empty bar section tile
+ add e ; add e to get the appropriate partial bar section tile
+ ld [hl],a ; write the tile
+.done
+ pop bc
+ pop de
+ pop hl
+ ret
+
+; loads pokemon data from one of multiple sources to wcf98
+; loads base stats to W_MONHDEXNUM
+; INPUT:
+; [wWhichPokemon] = index of pokemon within party/box
+; [wcc49] = source
+; 00: player's party
+; 01: enemy's party
+; 02: current box
+; 03: daycare
+; OUTPUT:
+; [wcf91] = pokemon ID
+; wcf98 = base address of pokemon data
+; W_MONHDEXNUM = base address of base stats
+LoadMonData:: ; 1372 (0:1372)
+ ld hl,LoadMonData_
+ ld b,BANK(LoadMonData_)
+ jp Bankswitch
+
+; writes c to wd0dc+b
+Func_137a:: ; 137a (0:137a)
+ ld hl, wd0dc
+ ld e, b
+ ld d, $0
+ add hl, de
+ ld a, c
+ ld [hl], a
+ ret
+
+LoadFlippedFrontSpriteByMonIndex:: ; 1384 (0:1384)
+ ld a, $1
+ ld [W_SPRITEFLIPPED], a
+
+LoadFrontSpriteByMonIndex:: ; 1389 (0:1389)
+ push hl
+ ld a, [wd11e]
+ push af
+ ld a, [wcf91]
+ ld [wd11e], a
+ predef IndexToPokedex
+ ld hl, wd11e
+ ld a, [hl]
+ pop bc
+ ld [hl], b
+ and a
+ pop hl
+ jr z, .invalidDexNumber ; dex #0 invalid
+ cp NUM_POKEMON + 1
+ jr c, .validDexNumber ; dex >#151 invalid
+.invalidDexNumber
+ ld a, RHYDON ; $1
+ ld [wcf91], a
+ ret
+.validDexNumber
+ push hl
+ ld de, vFrontPic
+ call LoadMonFrontSprite
+ pop hl
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, Bank(asm_3f0d0)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ xor a
+ ld [$ffe1], a
+ call asm_3f0d0
+ xor a
+ ld [W_SPRITEFLIPPED], a
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+; plays the cry of a pokemon
+; INPUT:
+; a = pokemon ID
+PlayCry:: ; 13d0 (0:13d0)
+ call GetCryData
+ call PlaySound ; play cry
+ jp WaitForSoundToFinish ; wait for sound to be done playing
+
+; gets a pokemon's cry data
+; INPUT:
+; a = pokemon ID
+GetCryData:: ; 13d9 (0:13d9)
+ dec a
+ ld c,a
+ ld b,0
+ ld hl,CryData
+ add hl,bc
+ add hl,bc
+ add hl,bc
+ ld a,Bank(CryData)
+ call BankswitchHome
+ ld a,[hli]
+ ld b,a
+ ld a,[hli]
+ ld [wc0f1],a
+ ld a,[hl]
+ ld [wc0f2],a
+ call BankswitchBack
+ ld a,b ; a = cryID
+ ld c,$14 ; base sound ID for pokemon cries
+ rlca
+ add b ; a = cryID * 3
+ add c ; a = $14 + cryID * 3
+ ret
+
+DisplayPartyMenu:: ; 13fc (0:13fc)
+ ld a,[$ffd7]
+ push af
+ xor a
+ ld [$ffd7],a
+ call GBPalWhiteOutWithDelay3
+ call ClearSprites
+ call PartyMenuInit
+ call DrawPartyMenu
+ jp HandlePartyMenuInput
+
+GoBackToPartyMenu:: ; 1411 (0:1411)
+ ld a,[$ffd7]
+ push af
+ xor a
+ ld [$ffd7],a
+ call PartyMenuInit
+ call RedrawPartyMenu
+ jp HandlePartyMenuInput
+
+PartyMenuInit:: ; 1420 (0:1420)
+ ld a,$01
+ call BankswitchHome
+ call LoadHpBarAndStatusTilePatterns
+ ld hl,wd730
+ set 6,[hl] ; turn off letter printing delay
+ xor a
+ ld [wcc49],a
+ ld [wcc37],a
+ ld hl,wTopMenuItemY
+ inc a
+ ld [hli],a ; top menu item Y
+ xor a
+ ld [hli],a ; top menu item X
+ ld a,[wcc2b]
+ push af
+ ld [hli],a ; current menu item ID
+ inc hl
+ ld a,[wPartyCount]
+ and a ; are there more than 0 pokemon in the party?
+ jr z,.storeMaxMenuItemID
+ dec a
+; if party is not empty, the max menu item ID is ([wPartyCount] - 1)
+; otherwise, it is 0
+.storeMaxMenuItemID
+ ld [hli],a ; max menu item ID
+ ld a,[wd11f]
+ and a
+ ld a,%00000011 ; A button and B button
+ jr z,.next
+ xor a
+ ld [wd11f],a
+ inc a
+.next
+ ld [hli],a ; menu watched keys
+ pop af
+ ld [hl],a ; old menu item ID
+ ret
+
+HandlePartyMenuInput:: ; 145a (0:145a)
+ ld a,1
+ ld [wMenuWrappingEnabled],a
+ ld a,$40
+ ld [wd09b],a
+ call HandleMenuInputPokemonSelection
+ call PlaceUnfilledArrowMenuCursor
+ ld b,a
+ xor a
+ ld [wd09b],a
+ ld a,[wCurrentMenuItem]
+ ld [wcc2b],a
+ ld hl,wd730
+ res 6,[hl] ; turn on letter printing delay
+ ld a,[wcc35]
+ and a
+ jp nz,.swappingPokemon
+ pop af
+ ld [$ffd7],a
+ bit 1,b
+ jr nz,.noPokemonChosen
+ ld a,[wPartyCount]
+ and a
+ jr z,.noPokemonChosen
+ ld a,[wCurrentMenuItem]
+ ld [wWhichPokemon],a
+ ld hl,wPartySpecies
+ ld b,0
+ ld c,a
+ add hl,bc
+ ld a,[hl]
+ ld [wcf91],a
+ ld [wBattleMonSpecies2],a
+ call BankswitchBack
+ and a
+ ret
+.noPokemonChosen
+ call BankswitchBack
+ scf
+ ret
+.swappingPokemon
+ bit 1,b ; was the B button pressed?
+ jr z,.handleSwap ; if not, handle swapping the pokemon
+.cancelSwap ; if the B button was pressed
+ callba ErasePartyMenuCursors
+ xor a
+ ld [wcc35],a
+ ld [wd07d],a
+ call RedrawPartyMenu
+ jr HandlePartyMenuInput
+.handleSwap
+ ld a,[wCurrentMenuItem]
+ ld [wWhichPokemon],a
+ callba SwitchPartyMon
+ jr HandlePartyMenuInput
+
+DrawPartyMenu:: ; 14d4 (0:14d4)
+ ld hl, DrawPartyMenu_
+ jr DrawPartyMenuCommon
+
+RedrawPartyMenu:: ; 14d9 (0:14d9)
+ ld hl, RedrawPartyMenu_
+
+DrawPartyMenuCommon:: ; 14dc (0:14dc)
+ ld b, BANK(RedrawPartyMenu_)
+ jp Bankswitch
+
+; prints a pokemon's status condition
+; INPUT:
+; de = address of status condition
+; hl = destination address
+PrintStatusCondition:: ; 14e1 (0:14e1)
+ push de
+ dec de
+ dec de ; de = address of current HP
+ ld a,[de]
+ ld b,a
+ dec de
+ ld a,[de]
+ or b ; is the pokemon's HP zero?
+ pop de
+ jr nz,PrintStatusConditionNotFainted
+; if the pokemon's HP is 0, print "FNT"
+ ld a,"F"
+ ld [hli],a
+ ld a,"N"
+ ld [hli],a
+ ld [hl],"T"
+ and a
+ ret
+PrintStatusConditionNotFainted ; 14f6
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(PrintStatusAilment)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call PrintStatusAilment ; print status condition
+ pop bc
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; function to print pokemon level, leaving off the ":L" if the level is at least 100
+; INPUT:
+; hl = destination address
+; [wcfb9] = level
+PrintLevel:: ; 150b (0:150b)
+ ld a,$6e ; ":L" tile ID
+ ld [hli],a
+ ld c,2 ; number of digits
+ ld a,[wcfb9] ; level
+ cp a,100
+ jr c,PrintLevelCommon
+; if level at least 100, write over the ":L" tile
+ dec hl
+ inc c ; increment number of digits to 3
+ jr PrintLevelCommon
+
+; prints the level without leaving off ":L" regardless of level
+; INPUT:
+; hl = destination address
+; [wcfb9] = level
+PrintLevelFull:: ; 151b (0:151b)
+ ld a,$6e ; ":L" tile ID
+ ld [hli],a
+ ld c,3 ; number of digits
+ ld a,[wcfb9] ; level
+
+PrintLevelCommon:: ; 1523 (0:1523)
+ ld [wd11e],a
+ ld de,wd11e
+ ld b,$41 ; no leading zeroes, left-aligned, one byte
+ jp PrintNumber
+
+Func_152e:: ; 152e (0:152e)
+ ld hl,wd0dc
+ ld c,a
+ ld b,0
+ add hl,bc
+ ld a,[hl]
+ ret
+
+; copies the base stat data of a pokemon to W_MONHDEXNUM (W_MONHEADER)
+; INPUT:
+; [wd0b5] = pokemon ID
+GetMonHeader:: ; 1537 (0:1537)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(BaseStats)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ push bc
+ push de
+ push hl
+ ld a,[wd11e]
+ push af
+ ld a,[wd0b5]
+ ld [wd11e],a
+ ld de,FossilKabutopsPic
+ ld b,$66 ; size of Kabutops fossil and Ghost sprites
+ cp a,FOSSIL_KABUTOPS ; Kabutops fossil
+ jr z,.specialID
+ ld de,GhostPic
+ cp a,MON_GHOST ; Ghost
+ jr z,.specialID
+ ld de,FossilAerodactylPic
+ ld b,$77 ; size of Aerodactyl fossil sprite
+ cp a,FOSSIL_AERODACTYL ; Aerodactyl fossil
+ jr z,.specialID
+ cp a,MEW
+ jr z,.mew
+ predef IndexToPokedex ; convert pokemon ID in [wd11e] to pokedex number
+ ld a,[wd11e]
+ dec a
+ ld bc,28
+ ld hl,BaseStats
+ call AddNTimes
+ ld de,W_MONHEADER
+ ld bc,28
+ call CopyData
+ jr .done
+.specialID
+ ld hl,W_MONHSPRITEDIM
+ ld [hl],b ; write sprite dimensions
+ inc hl
+ ld [hl],e ; write front sprite pointer
+ inc hl
+ ld [hl],d
+ jr .done
+.mew
+ ld hl,MewBaseStats
+ ld de,W_MONHEADER
+ ld bc,28
+ ld a,BANK(MewBaseStats)
+ call FarCopyData
+.done
+ ld a,[wd0b5]
+ ld [W_MONHDEXNUM],a
+ pop af
+ ld [wd11e],a
+ pop hl
+ pop de
+ pop bc
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; copy party pokemon's name to wcd6d
+GetPartyMonName2:: ; 15b4 (0:15b4)
+ ld a,[wWhichPokemon] ; index within party
+ ld hl,wPartyMonNicks
+
+; this is called more often
+GetPartyMonName:: ; 15ba (0:15ba)
+ push hl
+ push bc
+ call SkipFixedLengthTextEntries ; add 11 to hl, a times
+ ld de,wcd6d
+ push de
+ ld bc,11
+ call CopyData
+ pop de
+ pop bc
+ pop hl
+ ret
+
+; function to print a BCD (Binary-coded decimal) number
+; de = address of BCD number
+; hl = destination address
+; c = flags and length
+; bit 7: if set, do not print leading zeroes
+; if unset, print leading zeroes
+; bit 6: if set, left-align the string (do not pad empty digits with spaces)
+; if unset, right-align the string
+; bit 5: if set, print currency symbol at the beginning of the string
+; if unset, do not print the currency symbol
+; bits 0-4: length of BCD number in bytes
+; Note that bits 5 and 7 are modified during execution. The above reflects
+; their meaning at the beginning of the functions's execution.
+PrintBCDNumber:: ; 15cd (0:15cd)
+ ld b,c ; save flags in b
+ res 7,c
+ res 6,c
+ res 5,c ; c now holds the length
+ bit 5,b
+ jr z,.loop
+ bit 7,b
+ jr nz,.loop
+ ld [hl],"¥"
+ inc hl
+.loop
+ ld a,[de]
+ swap a
+ call PrintBCDDigit ; print upper digit
+ ld a,[de]
+ call PrintBCDDigit ; print lower digit
+ inc de
+ dec c
+ jr nz,.loop
+ bit 7,b ; were any non-zero digits printed?
+ jr z,.done ; if so, we are done
+.numberEqualsZero ; if every digit of the BCD number is zero
+ bit 6,b ; left or right alignment?
+ jr nz,.skipRightAlignmentAdjustment
+ dec hl ; if the string is right-aligned, it needs to be moved back one space
+.skipRightAlignmentAdjustment
+ bit 5,b
+ jr z,.skipCurrencySymbol
+ ld [hl],"¥"
+ inc hl
+.skipCurrencySymbol
+ ld [hl],"0"
+ call PrintLetterDelay
+ inc hl
+.done
+ ret
+
+PrintBCDDigit:: ; 1604 (0:1604)
+ and a,%00001111
+ and a
+ jr z,.zeroDigit
+.nonzeroDigit
+ bit 7,b ; have any non-space characters been printed?
+ jr z,.outputDigit
+; if bit 7 is set, then no numbers have been printed yet
+ bit 5,b ; print the currency symbol?
+ jr z,.skipCurrencySymbol
+ ld [hl],"¥"
+ inc hl
+ res 5,b
+.skipCurrencySymbol
+ res 7,b ; unset 7 to indicate that a nonzero digit has been reached
+.outputDigit
+ add a,"0"
+ ld [hli],a
+ jp PrintLetterDelay
+.zeroDigit
+ bit 7,b ; either printing leading zeroes or already reached a nonzero digit?
+ jr z,.outputDigit ; if so, print a zero digit
+ bit 6,b ; left or right alignment?
+ ret nz
+ inc hl ; if right-aligned, "print" a space by advancing the pointer
+ ret
+
+; uncompresses the front or back sprite of the specified mon
+; assumes the corresponding mon header is already loaded
+; hl contains offset to sprite pointer ($b for front or $d for back)
+UncompressMonSprite:: ; 1627 (0:1627)
+ ld bc,W_MONHEADER
+ add hl,bc
+ ld a,[hli]
+ ld [W_SPRITEINPUTPTR],a ; fetch sprite input pointer
+ ld a,[hl]
+ ld [W_SPRITEINPUTPTR+1],a
+; define (by index number) the bank that a pokemon's image is in
+; index = Mew, bank 1
+; index = Kabutops fossil, bank $B
+; index < $1F, bank 9
+; $1F ≤ index < $4A, bank $A
+; $4A ≤ index < $74, bank $B
+; $74 ≤ index < $99, bank $C
+; $99 ≤ index, bank $D
+ ld a,[wcf91] ; XXX name for this ram location
+ ld b,a
+ cp MEW
+ ld a,BANK(MewPicFront)
+ jr z,.GotBank
+ ld a,b
+ cp FOSSIL_KABUTOPS
+ ld a,BANK(FossilKabutopsPic)
+ jr z,.GotBank
+ ld a,b
+ cp TANGELA + 1
+ ld a,BANK(TangelaPicFront)
+ jr c,.GotBank
+ ld a,b
+ cp MOLTRES + 1
+ ld a,BANK(MoltresPicFront)
+ jr c,.GotBank
+ ld a,b
+ cp BEEDRILL + 2
+ ld a,BANK(BeedrillPicFront)
+ jr c,.GotBank
+ ld a,b
+ cp STARMIE + 1
+ ld a,BANK(StarmiePicFront)
+ jr c,.GotBank
+ ld a,BANK(VictreebelPicFront)
+.GotBank
+ jp UncompressSpriteData
+
+; de: destination location
+LoadMonFrontSprite:: ; 1665 (0:1665)
+ push de
+ ld hl, W_MONHFRONTSPRITE - W_MONHEADER
+ call UncompressMonSprite
+ ld hl, W_MONHSPRITEDIM
+ ld a, [hli]
+ ld c, a
+ pop de
+ ; fall through
+
+; postprocesses uncompressed sprite chunks to a 2bpp sprite and loads it into video ram
+; calculates alignment parameters to place both sprite chunks in the center of the 7*7 tile sprite buffers
+; de: destination location
+; a,c: sprite dimensions (in tiles of 8x8 each)
+LoadUncompressedSpriteData:: ; 1672 (0:1672)
+ push de
+ and $f
+ ld [H_SPRITEWIDTH], a ; each byte contains 8 pixels (in 1bpp), so tiles=bytes for width
+ ld b, a
+ ld a, $7
+ sub b ; 7-w
+ inc a ; 8-w
+ srl a ; (8-w)/2 ; horizontal center (in tiles, rounded up)
+ ld b, a
+ add a
+ add a
+ add a
+ sub b ; 7*((8-w)/2) ; skip for horizontal center (in tiles)
+ ld [H_SPRITEOFFSET], a
+ ld a, c
+ swap a
+ and $f
+ ld b, a
+ add a
+ add a
+ add a ; 8*tiles is height in bytes
+ ld [H_SPRITEHEIGHT], a ; $ff8c
+ ld a, $7
+ sub b ; 7-h ; skip for vertical center (in tiles, relative to current column)
+ ld b, a
+ ld a, [H_SPRITEOFFSET]
+ add b ; 7*((8-w)/2) + 7-h ; combined overall offset (in tiles)
+ add a
+ add a
+ add a ; 8*(7*((8-w)/2) + 7-h) ; combined overall offset (in bytes)
+ ld [H_SPRITEOFFSET], a
+ xor a
+ ld [$4000], a
+ ld hl, S_SPRITEBUFFER0
+ call ZeroSpriteBuffer ; zero buffer 0
+ ld de, S_SPRITEBUFFER1
+ ld hl, S_SPRITEBUFFER0
+ call AlignSpriteDataCentered ; copy and align buffer 1 to 0 (containing the MSB of the 2bpp sprite)
+ ld hl, S_SPRITEBUFFER1
+ call ZeroSpriteBuffer ; zero buffer 1
+ ld de, S_SPRITEBUFFER2
+ ld hl, S_SPRITEBUFFER1
+ call AlignSpriteDataCentered ; copy and align buffer 2 to 1 (containing the LSB of the 2bpp sprite)
+ pop de
+ jp InterlaceMergeSpriteBuffers
+
+; copies and aligns the sprite data properly inside the sprite buffer
+; sprite buffers are 7*7 tiles in size, the loaded sprite is centered within this area
+AlignSpriteDataCentered:: ; 16c2 (0:16c2)
+ ld a, [H_SPRITEOFFSET]
+ ld b, $0
+ ld c, a
+ add hl, bc
+ ld a, [H_SPRITEWIDTH] ; $ff8b
+.columnLoop
+ push af
+ push hl
+ ld a, [H_SPRITEHEIGHT] ; $ff8c
+ ld c, a
+.columnInnerLoop
+ ld a, [de]
+ inc de
+ ld [hli], a
+ dec c
+ jr nz, .columnInnerLoop
+ pop hl
+ ld bc, 7*8 ; 7 tiles
+ add hl, bc ; advance one full column
+ pop af
+ dec a
+ jr nz, .columnLoop
+ ret
+
+; fills the sprite buffer (pointed to in hl) with zeros
+ZeroSpriteBuffer:: ; 16df (0:16df)
+ ld bc, SPRITEBUFFERSIZE
+.nextByteLoop
+ xor a
+ ld [hli], a
+ dec bc
+ ld a, b
+ or c
+ jr nz, .nextByteLoop
+ ret
+
+; combines the (7*7 tiles, 1bpp) sprite chunks in buffer 0 and 1 into a 2bpp sprite located in buffer 1 through 2
+; in the resulting sprite, the rows of the two source sprites are interlaced
+; de: output address
+InterlaceMergeSpriteBuffers:: ; 16ea (0:16ea)
+ xor a
+ ld [$4000], a
+ push de
+ ld hl, S_SPRITEBUFFER2 + (SPRITEBUFFERSIZE - 1) ; destination: end of buffer 2
+ ld de, S_SPRITEBUFFER1 + (SPRITEBUFFERSIZE - 1) ; source 2: end of buffer 1
+ ld bc, S_SPRITEBUFFER0 + (SPRITEBUFFERSIZE - 1) ; source 1: end of buffer 0
+ ld a, SPRITEBUFFERSIZE/2 ; $c4
+ ld [H_SPRITEINTERLACECOUNTER], a ; $ff8b
+.interlaceLoop
+ ld a, [de]
+ dec de
+ ld [hld], a ; write byte of source 2
+ ld a, [bc]
+ dec bc
+ ld [hld], a ; write byte of source 1
+ ld a, [de]
+ dec de
+ ld [hld], a ; write byte of source 2
+ ld a, [bc]
+ dec bc
+ ld [hld], a ; write byte of source 1
+ ld a, [H_SPRITEINTERLACECOUNTER] ; $ff8b
+ dec a
+ ld [H_SPRITEINTERLACECOUNTER], a ; $ff8b
+ jr nz, .interlaceLoop
+ ld a, [W_SPRITEFLIPPED]
+ and a
+ jr z, .notFlipped
+ ld bc, 2*SPRITEBUFFERSIZE
+ ld hl, S_SPRITEBUFFER1
+.swapLoop
+ swap [hl] ; if flipped swap nybbles in all bytes
+ inc hl
+ dec bc
+ ld a, b
+ or c
+ jr nz, .swapLoop
+.notFlipped
+ pop hl
+ ld de, S_SPRITEBUFFER1
+ ld c, (2*SPRITEBUFFERSIZE)/16 ; $31, number of 16 byte chunks to be copied
+ ld a, [H_LOADEDROMBANK]
+ ld b, a
+ jp CopyVideoData
+
+
+INCLUDE "data/collision.asm"
+
+
+FarCopyData2::
+; Identical to FarCopyData, but uses $ff8b
+; as temp space instead of wBuffer.
+ ld [$ff8b],a
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[$ff8b]
+ ld [H_LOADEDROMBANK],a
+ ld [MBC3RomBank],a
+ call CopyData
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [MBC3RomBank],a
+ ret
+
+FarCopyData3::
+; Copy bc bytes from a:de to hl.
+ ld [$ff8b],a
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[$ff8b]
+ ld [H_LOADEDROMBANK],a
+ ld [MBC3RomBank],a
+ push hl
+ push de
+ push de
+ ld d,h
+ ld e,l
+ pop hl
+ call CopyData
+ pop de
+ pop hl
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [MBC3RomBank],a
+ ret
+
+FarCopyDataDouble::
+; Expand bc bytes of 1bpp image data
+; from a:hl to 2bpp data at de.
+ ld [$ff8b],a
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[$ff8b]
+ ld [H_LOADEDROMBANK],a
+ ld [MBC3RomBank],a
+.loop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ ld [de],a
+ inc de
+ dec bc
+ ld a,c
+ or b
+ jr nz,.loop
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [MBC3RomBank],a
+ ret
+
+CopyVideoData::
+; Wait for the next VBlank, then copy c 2bpp
+; tiles from b:de to hl, 8 tiles at a time.
+; This takes c/8 frames.
+
+ ld a, [H_AUTOBGTRANSFERENABLED]
+ push af
+ xor a ; disable auto-transfer while copying
+ ld [H_AUTOBGTRANSFERENABLED], a
+
+ ld a, [H_LOADEDROMBANK]
+ ld [$ff8b], a
+
+ ld a, b
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+
+ ld a, e
+ ld [H_VBCOPYSRC], a
+ ld a, d
+ ld [H_VBCOPYSRC + 1], a
+
+ ld a, l
+ ld [H_VBCOPYDEST], a
+ ld a, h
+ ld [H_VBCOPYDEST + 1], a
+
+.loop
+ ld a, c
+ cp 8
+ jr nc, .keepgoing
+
+.done
+ ld [H_VBCOPYSIZE], a
+ call DelayFrame
+ ld a, [$ff8b]
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+ pop af
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ret
+
+.keepgoing
+ ld a, 8
+ ld [H_VBCOPYSIZE], a
+ call DelayFrame
+ ld a, c
+ sub 8
+ ld c, a
+ jr .loop
+
+CopyVideoDataDouble::
+; Wait for the next VBlank, then copy c 1bpp
+; tiles from b:de to hl, 8 tiles at a time.
+; This takes c/8 frames.
+ ld a, [H_AUTOBGTRANSFERENABLED]
+ push af
+ xor a ; disable auto-transfer while copying
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ld a, [H_LOADEDROMBANK]
+ ld [$ff8b], a
+
+ ld a, b
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+
+ ld a, e
+ ld [H_VBCOPYDOUBLESRC], a
+ ld a, d
+ ld [H_VBCOPYDOUBLESRC + 1], a
+
+ ld a, l
+ ld [H_VBCOPYDOUBLEDEST], a
+ ld a, h
+ ld [H_VBCOPYDOUBLEDEST + 1], a
+
+.loop
+ ld a, c
+ cp 8
+ jr nc, .keepgoing
+
+.done
+ ld [H_VBCOPYDOUBLESIZE], a
+ call DelayFrame
+ ld a, [$ff8b]
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+ pop af
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ret
+
+.keepgoing
+ ld a, 8
+ ld [H_VBCOPYDOUBLESIZE], a
+ call DelayFrame
+ ld a, c
+ sub 8
+ ld c, a
+ jr .loop
+
+ClearScreenArea::
+; Clear tilemap area cxb at hl.
+ ld a, $7f ; blank tile
+ ld de, 20 ; screen width
+.y
+ push hl
+ push bc
+.x
+ ld [hli], a
+ dec c
+ jr nz, .x
+ pop bc
+ pop hl
+ add hl, de
+ dec b
+ jr nz, .y
+ ret
+
+CopyScreenTileBufferToVRAM::
+; Copy wTileMap to the BG Map starting at b * $100.
+; This is done in thirds of 6 rows, so it takes 3 frames.
+
+ ld c, 6
+
+ ld hl, $600 * 0
+ ld de, wTileMap + 20 * 6 * 0
+ call .setup
+ call DelayFrame
+
+ ld hl, $600 * 1
+ ld de, wTileMap + 20 * 6 * 1
+ call .setup
+ call DelayFrame
+
+ ld hl, $600 * 2
+ ld de, wTileMap + 20 * 6 * 2
+ call .setup
+ jp DelayFrame
+
+.setup
+ ld a, d
+ ld [H_VBCOPYBGSRC+1], a
+ call GetRowColAddressBgMap
+ ld a, l
+ ld [H_VBCOPYBGDEST], a
+ ld a, h
+ ld [H_VBCOPYBGDEST+1], a
+ ld a, c
+ ld [H_VBCOPYBGNUMROWS], a
+ ld a, e
+ ld [H_VBCOPYBGSRC], a
+ ret
+
+ClearScreen::
+; Clear wTileMap, then wait
+; for the bg map to update.
+ ld bc, 20 * 18
+ inc b
+ ld hl, wTileMap
+ ld a, $7f
+.loop
+ ld [hli], a
+ dec c
+ jr nz, .loop
+ dec b
+ jr nz, .loop
+ jp Delay3
+
+
+INCLUDE "home/text.asm"
+INCLUDE "home/vcopy.asm"
+INCLUDE "home/init.asm"
+INCLUDE "home/vblank.asm"
+INCLUDE "home/fade.asm"
+
+
+Serial:: ; 2125 (0:2125)
+ push af
+ push bc
+ push de
+ push hl
+ ld a, [$ffaa]
+ inc a
+ jr z, .asm_2142
+ ld a, [$ff01]
+ ld [$ffad], a
+ ld a, [$ffac]
+ ld [$ff01], a
+ ld a, [$ffaa]
+ cp $2
+ jr z, .asm_2162
+ ld a, $80
+ ld [$ff02], a
+ jr .asm_2162
+.asm_2142
+ ld a, [$ff01]
+ ld [$ffad], a
+ ld [$ffaa], a
+ cp $2
+ jr z, .asm_215f
+ xor a
+ ld [$ff01], a
+ ld a, $3
+ ld [rDIV], a ; $ff04
+.asm_2153
+ ld a, [rDIV] ; $ff04
+ bit 7, a
+ jr nz, .asm_2153
+ ld a, $80
+ ld [$ff02], a
+ jr .asm_2162
+.asm_215f
+ xor a
+ ld [$ff01], a
+.asm_2162
+ ld a, $1
+ ld [$ffa9], a
+ ld a, $fe
+ ld [$ffac], a
+ pop hl
+ pop de
+ pop bc
+ pop af
+ reti
+
+Func_216f:: ; 216f (0:216f)
+ ld a, $1
+ ld [$ffab], a
+.asm_2173
+ ld a, [hl]
+ ld [$ffac], a
+ call Func_219a
+ push bc
+ ld b, a
+ inc hl
+ ld a, $30
+.asm_217e
+ dec a
+ jr nz, .asm_217e
+ ld a, [$ffab]
+ and a
+ ld a, b
+ pop bc
+ jr z, .asm_2192
+ dec hl
+ cp $fd
+ jr nz, .asm_2173
+ xor a
+ ld [$ffab], a
+ jr .asm_2173
+.asm_2192
+ ld [de], a
+ inc de
+ dec bc
+ ld a, b
+ or c
+ jr nz, .asm_2173
+ ret
+
+Func_219a:: ; 219a (0:219a)
+ xor a
+ ld [$ffa9], a
+ ld a, [$ffaa]
+ cp $2
+ jr nz, .asm_21a7
+ ld a, $81
+ ld [$ff02], a
+.asm_21a7
+ ld a, [$ffa9]
+ and a
+ jr nz, .asm_21f1
+ ld a, [$ffaa]
+ cp $1
+ jr nz, .asm_21cc
+ call Func_2237
+ jr z, .asm_21cc
+ call Func_2231
+ push hl
+ ld hl, wcc48
+ inc [hl]
+ jr nz, .asm_21c3
+ dec hl
+ inc [hl]
+.asm_21c3
+ pop hl
+ call Func_2237
+ jr nz, .asm_21a7
+ jp Func_223f
+.asm_21cc
+ ld a, [rIE] ; $ffff
+ and $f
+ cp $8
+ jr nz, .asm_21a7
+ ld a, [W_NUMHITS] ; wd074
+ dec a
+ ld [W_NUMHITS], a ; wd074
+ jr nz, .asm_21a7
+ ld a, [wd075]
+ dec a
+ ld [wd075], a
+ jr nz, .asm_21a7
+ ld a, [$ffaa]
+ cp $1
+ jr z, .asm_21f1
+ ld a, $ff
+.asm_21ee
+ dec a
+ jr nz, .asm_21ee
+.asm_21f1
+ xor a
+ ld [$ffa9], a
+ ld a, [rIE] ; $ffff
+ and $f
+ sub $8
+ jr nz, .asm_2204
+ ld [W_NUMHITS], a ; wd074
+ ld a, $50
+ ld [wd075], a
+.asm_2204
+ ld a, [$ffad]
+ cp $fe
+ ret nz
+ call Func_2237
+ jr z, .asm_221f
+ push hl
+ ld hl, wcc48
+ ld a, [hl]
+ dec a
+ ld [hld], a
+ inc a
+ jr nz, .asm_2219
+ dec [hl]
+.asm_2219
+ pop hl
+ call Func_2237
+ jr z, Func_223f
+.asm_221f
+ ld a, [rIE] ; $ffff
+ and $f
+ cp $8
+ ld a, $fe
+ ret z
+ ld a, [hl]
+ ld [$ffac], a
+ call DelayFrame
+ jp Func_219a
+
+Func_2231:: ; 2231 (0:2231)
+ ld a, $f
+.asm_2233
+ dec a
+ jr nz, .asm_2233
+ ret
+
+Func_2237:: ; 2237 (0:2237)
+ push hl
+ ld hl, wcc47
+ ld a, [hli]
+ or [hl]
+ pop hl
+ ret
+
+Func_223f:: ; 223f (0:223f)
+ dec a
+ ld [wcc47], a
+ ld [wcc48], a
+ ret
+
+Func_2247:: ; 2247 (0:2247)
+ ld hl, wcc42
+ ld de, wcc3d
+ ld c, $2
+ ld a, $1
+ ld [$ffab], a
+.asm_2253
+ call DelayFrame
+ ld a, [hl]
+ ld [$ffac], a
+ call Func_219a
+ ld b, a
+ inc hl
+ ld a, [$ffab]
+ and a
+ ld a, $0
+ ld [$ffab], a
+ jr nz, .asm_2253
+ ld a, b
+ ld [de], a
+ inc de
+ dec c
+ jr nz, .asm_2253
+ ret
+
+Func_226e:: ; 226e (0:226e)
+ call SaveScreenTilesToBuffer1
+ callab PrintWaitingText
+ call Func_227f
+ jp LoadScreenTilesFromBuffer1
+
+Func_227f:: ; 227f (0:227f)
+ ld a, $ff
+ ld [wcc3e], a
+.asm_2284
+ call Func_22c3
+ call DelayFrame
+ call Func_2237
+ jr z, .asm_22a0
+ push hl
+ ld hl, wcc48
+ dec [hl]
+ jr nz, .asm_229f
+ dec hl
+ dec [hl]
+ jr nz, .asm_229f
+ pop hl
+ xor a
+ jp Func_223f
+.asm_229f
+ pop hl
+.asm_22a0
+ ld a, [wcc3e]
+ inc a
+ jr z, .asm_2284
+ ld b, $a
+.asm_22a8
+ call DelayFrame
+ call Func_22c3
+ dec b
+ jr nz, .asm_22a8
+ ld b, $a
+.asm_22b3
+ call DelayFrame
+ call Func_22ed
+ dec b
+ jr nz, .asm_22b3
+ ld a, [wcc3e]
+ ld [wcc3d], a
+ ret
+
+Func_22c3:: ; 22c3 (0:22c3)
+ call asm_22d7
+ ld a, [wcc42]
+ add $60
+ ld [$ffac], a
+ ld a, [$ffaa]
+ cp $2
+ jr nz, asm_22d7
+ ld a, $81
+ ld [$ff02], a
+asm_22d7:: ; 22d7 (0:22d7)
+ ld a, [$ffad]
+ ld [wcc3d], a
+ and $f0
+ cp $60
+ ret nz
+ xor a
+ ld [$ffad], a
+ ld a, [wcc3d]
+ and $f
+ ld [wcc3e], a
+ ret
+
+Func_22ed:: ; 22ed (0:22ed)
+ xor a
+ ld [$ffac], a
+ ld a, [$ffaa]
+ cp $2
+ ret nz
+ ld a, $81
+ ld [$ff02], a
+ ret
+
+Func_22fa:: ; 22fa (0:22fa)
+ ld a, $2
+ ld [$ff01], a
+ xor a
+ ld [$ffad], a
+ ld a, $80
+ ld [$ff02], a
+ ret
+
+
+; timer interrupt is apparently not invoked anyway
+Timer:: ; 2306 (0:2306)
+ reti
+
+
+INCLUDE "home/audio.asm"
+
+
+UpdateSprites:: ; 2429 (0:2429)
+ ld a, [wcfcb]
+ dec a
+ ret nz
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, Bank(_UpdateSprites)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ call _UpdateSprites
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+INCLUDE "data/mart_inventories.asm"
+
+TextScriptEndingChar:: ; 24d6 (0:24d6)
+ db "@"
+TextScriptEnd:: ; 24d7 (0:24d7)
+ ld hl,TextScriptEndingChar
+ ret
+
+ExclamationText:: ; 24db (0:24db)
+ TX_FAR _ExclamationText
+ db "@"
+
+GroundRoseText:: ; 24e0 (0:24e0)
+ TX_FAR _GroundRoseText
+ db "@"
+
+BoulderText:: ; 24e5 (0:24e5)
+ TX_FAR _BoulderText
+ db "@"
+
+MartSignText:: ; 24ea (0:24ea)
+ TX_FAR _MartSignText
+ db "@"
+
+PokeCenterSignText:: ; 24ef (0:24ef)
+ TX_FAR _PokeCenterSignText
+ db "@"
+
+Predef5CText:: ; 24f4 (0:24f4)
+; XXX better label (what does predef $5C do?)
+ db $08 ; asm
+ predef PickupItem
+ jp TextScriptEnd
+
+
+INCLUDE "home/pic.asm"
+
+
+ResetPlayerSpriteData:: ; 28a6 (0:28a6)
+ ld hl, wSpriteStateData1
+ call ResetPlayerSpriteData_ClearSpriteData
+ ld hl, wSpriteStateData2
+ call ResetPlayerSpriteData_ClearSpriteData
+ ld a, $1
+ ld [wSpriteStateData1], a
+ ld [wSpriteStateData2 + $0e], a
+ ld hl, wSpriteStateData1 + 4
+ ld [hl], $3c ; set Y screen pos
+ inc hl
+ inc hl
+ ld [hl], $40 ; set X screen pos
+ ret
+
+; overwrites sprite data with zeroes
+ResetPlayerSpriteData_ClearSpriteData:: ; 28c4 (0:28c4)
+ ld bc, $10
+ xor a
+ jp FillMemory
+
+Func_28cb:: ; 28cb (0:28cb)
+ ld a, [wMusicHeaderPointer]
+ and a
+ jr nz, .asm_28dc
+ ld a, [wd72c]
+ bit 1, a
+ ret nz
+ ld a, $77
+ ld [$ff24], a
+ ret
+.asm_28dc
+ ld a, [wcfc9]
+ and a
+ jr z, .asm_28e7
+ dec a
+ ld [wcfc9], a
+ ret
+.asm_28e7
+ ld a, [wcfc8]
+ ld [wcfc9], a
+ ld a, [$ff24]
+ and a
+ jr z, .asm_2903
+ ld b, a
+ and $f
+ dec a
+ ld c, a
+ ld a, b
+ and $f0
+ swap a
+ dec a
+ swap a
+ or c
+ ld [$ff24], a
+ ret
+.asm_2903
+ ld a, [wMusicHeaderPointer]
+ ld b, a
+ xor a
+ ld [wMusicHeaderPointer], a
+ ld a, $ff
+ ld [wc0ee], a
+ call PlaySound
+ ld a, [wc0f0]
+ ld [wc0ef], a
+ ld a, b
+ ld [wc0ee], a
+ jp PlaySound
+
+; this function is used to display sign messages, sprite dialog, etc.
+; INPUT: [$ff8c] = sprite ID or text ID
+DisplayTextID:: ; 2920 (0:2920)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ callba DisplayTextIDInit ; initialization
+ ld hl,wcf11
+ bit 0,[hl]
+ res 0,[hl]
+ jr nz,.skipSwitchToMapBank
+ ld a,[W_CURMAP]
+ call SwitchToMapRomBank
+.skipSwitchToMapBank
+ ld a,30 ; half a second
+ ld [H_FRAMECOUNTER],a ; used as joypad poll timer
+ ld hl,W_MAPTEXTPTR
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a ; hl = map text pointer
+ ld d,$00
+ ld a,[$ff8c] ; text ID
+ ld [wcf13],a
+ and a
+ jp z,DisplayStartMenu
+ cp a,$d3 ; safari game over
+ jp z,DisplaySafariGameOverText
+ cp a,$d0 ; fainted
+ jp z,DisplayPokemonFaintedText
+ cp a,$d1 ; blacked out
+ jp z,DisplayPlayerBlackedOutText
+ cp a,$d2 ; repel wore off
+ jp z,DisplayRepelWoreOffText
+ ld a,[W_NUMSPRITES] ; number of sprites
+ ld e,a
+ ld a,[$ff8c] ; sprite ID
+ cp e
+ jr z,.spriteHandling
+ jr nc,.skipSpriteHandling
+.spriteHandling
+; get the text ID of the sprite
+ push hl
+ push de
+ push bc
+ callba Func_13074 ; update the graphics of the sprite the player is talking to (to face the right direction)
+ pop bc
+ pop de
+ ld hl,W_MAPSPRITEDATA ; NPC text entries
+ ld a,[$ff8c]
+ dec a
+ add a
+ add l
+ ld l,a
+ jr nc,.noCarry
+ inc h
+.noCarry
+ inc hl
+ ld a,[hl] ; a = text ID of the sprite
+ pop hl
+.skipSpriteHandling
+; look up the address of the text in the map's text entries
+ dec a
+ ld e,a
+ sla e
+ add hl,de
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a ; hl = address of the text
+ ld a,[hl] ; a = first byte of text
+; check first byte of text for special cases
+ cp a,$fe ; Pokemart NPC
+ jp z,DisplayPokemartDialogue
+ cp a,$ff ; Pokemon Center NPC
+ jp z,DisplayPokemonCenterDialogue
+ cp a,$fc ; Item Storage PC
+ jp z,FuncTX_ItemStoragePC
+ cp a,$fd ; Bill's PC
+ jp z,FuncTX_BillsPC
+ cp a,$f9 ; Pokemon Center PC
+ jp z,FuncTX_PokemonCenterPC
+ cp a,$f5 ; Vending Machine
+ jr nz,.notVendingMachine
+ callba VendingMachineMenu ; jump banks to vending machine routine
+ jr AfterDisplayingTextID
+.notVendingMachine
+ cp a,$f7 ; slot machine
+ jp z,FuncTX_SlotMachine
+ cp a,$f6 ; cable connection NPC in Pokemon Center
+ jr nz,.notSpecialCase
+ callab CableClubNPC
+ jr AfterDisplayingTextID
+.notSpecialCase
+ call Func_3c59 ; display the text
+ ld a,[wcc3c]
+ and a
+ jr nz,HoldTextDisplayOpen
+
+AfterDisplayingTextID:: ; 29d6 (0:29d6)
+ ld a,[wcc47]
+ and a
+ jr nz,HoldTextDisplayOpen
+ call WaitForTextScrollButtonPress ; wait for a button press after displaying all the text
+
+; loop to hold the dialogue box open as long as the player keeps holding down the A button
+HoldTextDisplayOpen:: ; 29df (0:29df)
+ call Joypad
+ ld a,[hJoyHeld]
+ bit 0,a ; is the A button being pressed?
+ jr nz,HoldTextDisplayOpen
+
+CloseTextDisplay:: ; 29e8 (0:29e8)
+ ld a,[W_CURMAP]
+ call SwitchToMapRomBank
+ ld a,$90
+ ld [$ffb0],a ; move the window off the screen
+ call DelayFrame
+ call LoadGBPal
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED],a ; disable continuous WRAM to VRAM transfer each V-blank
+; loop to make sprites face the directions they originally faced before the dialogue
+ ld hl,wSpriteStateData2 + $19
+ ld c,$0f
+ ld de,$0010
+.restoreSpriteFacingDirectionLoop
+ ld a,[hl]
+ dec h
+ ld [hl],a
+ inc h
+ add hl,de
+ dec c
+ jr nz,.restoreSpriteFacingDirectionLoop
+ ld a,BANK(InitMapSprites)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call InitMapSprites ; reload sprite tile pattern data (since it was partially overwritten by text tile patterns)
+ ld hl,wcfc4
+ res 0,[hl]
+ ld a,[wd732]
+ bit 3,a
+ call z,LoadPlayerSpriteGraphics
+ call LoadCurrentMapView
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ jp UpdateSprites ; move sprites
+
+DisplayPokemartDialogue:: ; 2a2e (0:2a2e)
+ push hl
+ ld hl,PokemartGreetingText
+ call PrintText
+ pop hl
+ inc hl
+ call LoadItemList
+ ld a,$02
+ ld [wListMenuID],a ; selects between subtypes of menus
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,Bank(DisplayPokemartDialogue_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call DisplayPokemartDialogue_
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ jp AfterDisplayingTextID
+
+PokemartGreetingText:: ; 2a55 (0:2a55)
+ TX_FAR _PokemartGreetingText
+ db "@"
+
+LoadItemList:: ; 2a5a (0:2a5a)
+ ld a,$01
+ ld [wcfcb],a
+ ld a,h
+ ld [wd128],a
+ ld a,l
+ ld [wd129],a
+ ld de,wStringBuffer2 + 11
+.loop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ cp a,$ff
+ jr nz,.loop
+ ret
+
+DisplayPokemonCenterDialogue:: ; 2a72 (0:2a72)
+ xor a
+ ld [$ff8b],a
+ ld [$ff8c],a
+ ld [$ff8d],a
+ inc hl
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,Bank(DisplayPokemonCenterDialogue_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call DisplayPokemonCenterDialogue_
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ jp AfterDisplayingTextID
+
+DisplaySafariGameOverText:: ; 2a90 (0:2a90)
+ callab PrintSafariGameOverText
+ jp AfterDisplayingTextID
+
+DisplayPokemonFaintedText:: ; 2a9b (0:2a9b)
+ ld hl,PokemonFaintedText
+ call PrintText
+ jp AfterDisplayingTextID
+
+PokemonFaintedText:: ; 2aa4 (0:2aa4)
+ TX_FAR _PokemonFaintedText
+ db "@"
+
+DisplayPlayerBlackedOutText:: ; 2aa9 (0:2aa9)
+ ld hl,PlayerBlackedOutText
+ call PrintText
+ ld a,[wd732]
+ res 5,a
+ ld [wd732],a
+ jp HoldTextDisplayOpen
+
+PlayerBlackedOutText:: ; 2aba (0:2aba)
+ TX_FAR _PlayerBlackedOutText
+ db "@"
+
+DisplayRepelWoreOffText:: ; 2abf (0:2abf)
+ ld hl,RepelWoreOffText
+ call PrintText
+ jp AfterDisplayingTextID
+
+RepelWoreOffText:: ; 2ac8 (0:2ac8)
+ TX_FAR _RepelWoreOffText
+ db "@"
+
+INCLUDE "engine/menu/start_menu.asm"
+
+; function to count how many bits are set in a string of bytes
+; INPUT:
+; hl = address of string of bytes
+; b = length of string of bytes
+; OUTPUT:
+; [wd11e] = number of set bits
+CountSetBits:: ; 2b7f (0:2b7f)
+ ld c,0
+.loop
+ ld a,[hli]
+ ld e,a
+ ld d,8
+.innerLoop ; count how many bits are set in the current byte
+ srl e
+ ld a,0
+ adc c
+ ld c,a
+ dec d
+ jr nz,.innerLoop
+ dec b
+ jr nz,.loop
+ ld a,c
+ ld [wd11e],a ; store number of set bits
+ ret
+
+; subtracts the amount the player paid from their money
+; sets carry flag if there is enough money and unsets carry flag if not
+SubtractAmountPaidFromMoney:: ; 2b96 (0:2b96)
+ ld b,BANK(SubtractAmountPaidFromMoney_)
+ ld hl,SubtractAmountPaidFromMoney_
+ jp Bankswitch
+
+; adds the amount the player sold to their money
+AddAmountSoldToMoney:: ; 2b9e (0:2b9e)
+ ld de,wPlayerMoney + 2
+ ld hl,$ffa1 ; total price of items
+ ld c,3 ; length of money in bytes
+ predef AddBCDPredef ; add total price to money
+ ld a,$13
+ ld [wd125],a
+ call DisplayTextBoxID ; redraw money text box
+ ld a, (SFX_02_5a - SFX_Headers_02) / 3
+ call PlaySoundWaitForCurrent ; play sound
+ jp WaitForSoundToFinish ; wait until sound is done playing
+
+; function to remove an item (in varying quantities) from the player's bag or PC box
+; INPUT:
+; HL = address of inventory (either wNumBagItems or wNumBoxItems)
+; [wWhichPokemon] = index (within the inventory) of the item to remove
+; [wcf96] = quantity to remove
+RemoveItemFromInventory:: ; 2bbb (0:2bbb)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(RemoveItemFromInventory_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call RemoveItemFromInventory_
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; function to add an item (in varying quantities) to the player's bag or PC box
+; INPUT:
+; HL = address of inventory (either wNumBagItems or wNumBoxItems)
+; [wcf91] = item ID
+; [wcf96] = item quantity
+; sets carry flag if successful, unsets carry flag if unsuccessful
+AddItemToInventory:: ; 2bcf (0:2bcf)
+ push bc
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(AddItemToInventory_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call AddItemToInventory_
+ pop bc
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ pop bc
+ ret
+
+; INPUT:
+; [wListMenuID] = list menu ID
+; [wcf8b] = address of the list (2 bytes)
+DisplayListMenuID:: ; 2be6 (0:2be6)
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED],a ; disable auto-transfer
+ ld a,1
+ ld [$ffb7],a ; joypad state update flag
+ ld a,[W_BATTLETYPE]
+ and a ; is it the Old Man battle?
+ jr nz,.specialBattleType
+ ld a,$01 ; hardcoded bank
+ jr .bankswitch
+.specialBattleType ; Old Man battle
+ ld a, Bank(OldManItemList)
+.bankswitch
+ call BankswitchHome
+ ld hl,wd730
+ set 6,[hl] ; turn off letter printing delay
+ xor a
+ ld [wcc35],a ; 0 means no item is currently being swapped
+ ld [wd12a],a
+ ld a,[wcf8b]
+ ld l,a
+ ld a,[wcf8c]
+ ld h,a ; hl = address of the list
+ ld a,[hl]
+ ld [wd12a],a ; [wd12a] = number of list entries
+ ld a,$0d ; list menu text box ID
+ ld [wd125],a
+ call DisplayTextBoxID ; draw the menu text box
+ call UpdateSprites ; move sprites
+ hlCoord 4, 2 ; coordinates of upper left corner of menu text box
+ ld de,$090e ; height and width of menu text box
+ ld a,[wListMenuID]
+ and a ; is it a PC pokemon list?
+ jr nz,.skipMovingSprites
+ call UpdateSprites ; move sprites
+.skipMovingSprites
+ ld a,1 ; max menu item ID is 1 if the list has less than 2 entries
+ ld [wcc37],a
+ ld a,[wd12a]
+ cp a,2 ; does the list have less than 2 entries?
+ jr c,.setMenuVariables
+ ld a,2 ; max menu item ID is 2 if the list has at least 2 entries
+.setMenuVariables
+ ld [wMaxMenuItem],a
+ ld a,4
+ ld [wTopMenuItemY],a
+ ld a,5
+ ld [wTopMenuItemX],a
+ ld a,%00000111 ; A button, B button, Select button
+ ld [wMenuWatchedKeys],a
+ ld c,10
+ call DelayFrames
+
+DisplayListMenuIDLoop:: ; 2c53 (0:2c53)
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED],a ; disable transfer
+ call PrintListMenuEntries
+ ld a,1
+ ld [H_AUTOBGTRANSFERENABLED],a ; enable transfer
+ call Delay3
+ ld a,[W_BATTLETYPE]
+ and a ; is it the Old Man battle?
+ jr z,.notOldManBattle
+.oldManBattle
+ ld a,"▶"
+ Coorda 5, 4 ; place menu cursor in front of first menu entry
+ ld c,80
+ call DelayFrames
+ xor a
+ ld [wCurrentMenuItem],a
+ hlCoord 5, 4
+ ld a,l
+ ld [wMenuCursorLocation],a
+ ld a,h
+ ld [wMenuCursorLocation + 1],a
+ jr .buttonAPressed
+.notOldManBattle
+ call LoadGBPal
+ call HandleMenuInput
+ push af
+ call PlaceMenuCursor
+ pop af
+ bit 0,a ; was the A button pressed?
+ jp z,.checkOtherKeys
+.buttonAPressed
+ ld a,[wCurrentMenuItem]
+ call PlaceUnfilledArrowMenuCursor
+ ld a,$01
+ ld [wd12e],a
+ ld [wd12d],a
+ xor a
+ ld [wcc37],a
+ ld a,[wCurrentMenuItem]
+ ld c,a
+ ld a,[wListScrollOffset]
+ add c
+ ld c,a
+ ld a,[wd12a] ; number of list entries
+ and a ; is the list empty?
+ jp z,ExitListMenu ; if so, exit the menu
+ dec a
+ cp c ; did the player select Cancel?
+ jp c,ExitListMenu ; if so, exit the menu
+ ld a,c
+ ld [wWhichPokemon],a
+ ld a,[wListMenuID]
+ cp a,ITEMLISTMENU
+ jr nz,.skipMultiplying
+; if it's an item menu
+ sla c ; item entries are 2 bytes long, so multiply by 2
+.skipMultiplying
+ ld a,[wcf8b]
+ ld l,a
+ ld a,[wcf8c]
+ ld h,a
+ inc hl ; hl = beginning of list entries
+ ld b,0
+ add hl,bc
+ ld a,[hl]
+ ld [wcf91],a
+ ld a,[wListMenuID]
+ and a ; is it a PC pokemon list?
+ jr z,.pokemonList
+ push hl
+ call GetItemPrice
+ pop hl
+ ld a,[wListMenuID]
+ cp a,ITEMLISTMENU
+ jr nz,.skipGettingQuantity
+; if it's an item menu
+ inc hl
+ ld a,[hl] ; a = item quantity
+ ld [wcf97],a
+.skipGettingQuantity
+ ld a,[wcf91]
+ ld [wd0b5],a
+ ld a,$01
+ ld [wPredefBank],a
+ call GetName
+ jr .storeChosenEntry
+.pokemonList
+ ld hl,wPartyCount
+ ld a,[wcf8b]
+ cp l ; is it a list of party pokemon or box pokemon?
+ ld hl,wPartyMonNicks
+ jr z,.getPokemonName
+ ld hl, wBoxMonNicks ; box pokemon names
+.getPokemonName
+ ld a,[wWhichPokemon]
+ call GetPartyMonName
+.storeChosenEntry ; store the menu entry that the player chose and return
+ ld de,wcd6d
+ call CopyStringToCF4B ; copy name to wcf4b
+ ld a,$01
+ ld [wd12e],a
+ ld a,[wCurrentMenuItem]
+ ld [wd12d],a
+ xor a
+ ld [$ffb7],a ; joypad state update flag
+ ld hl,wd730
+ res 6,[hl] ; turn on letter printing delay
+ jp BankswitchBack
+.checkOtherKeys ; check B, SELECT, Up, and Down keys
+ bit 1,a ; was the B button pressed?
+ jp nz,ExitListMenu ; if so, exit the menu
+ bit 2,a ; was the select button pressed?
+ jp nz,HandleItemListSwapping ; if so, allow the player to swap menu entries
+ ld b,a
+ bit 7,b ; was Down pressed?
+ ld hl,wListScrollOffset
+ jr z,.upPressed
+.downPressed
+ ld a,[hl]
+ add a,3
+ ld b,a
+ ld a,[wd12a] ; number of list entries
+ cp b ; will going down scroll past the Cancel button?
+ jp c,DisplayListMenuIDLoop
+ inc [hl] ; if not, go down
+ jp DisplayListMenuIDLoop
+.upPressed
+ ld a,[hl]
+ and a
+ jp z,DisplayListMenuIDLoop
+ dec [hl]
+ jp DisplayListMenuIDLoop
+
+DisplayChooseQuantityMenu:: ; 2d57 (0:2d57)
+; text box dimensions/coordinates for just quantity
+ hlCoord 15, 9
+ ld b,1 ; height
+ ld c,3 ; width
+ ld a,[wListMenuID]
+ cp a,PRICEDITEMLISTMENU
+ jr nz,.drawTextBox
+; text box dimensions/coordinates for quantity and price
+ hlCoord 7, 9
+ ld b,1 ; height
+ ld c,11 ; width
+.drawTextBox
+ call TextBoxBorder
+ hlCoord 16, 10
+ ld a,[wListMenuID]
+ cp a,PRICEDITEMLISTMENU
+ jr nz,.printInitialQuantity
+ hlCoord 8, 10
+.printInitialQuantity
+ ld de,InitialQuantityText
+ call PlaceString
+ xor a
+ ld [wcf96],a ; initialize current quantity to 0
+ jp .incrementQuantity
+.waitForKeyPressLoop
+ call JoypadLowSensitivity
+ ld a,[hJoyPressed] ; newly pressed buttons
+ bit 0,a ; was the A button pressed?
+ jp nz,.buttonAPressed
+ bit 1,a ; was the B button pressed?
+ jp nz,.buttonBPressed
+ bit 6,a ; was Up pressed?
+ jr nz,.incrementQuantity
+ bit 7,a ; was Down pressed?
+ jr nz,.decrementQuantity
+ jr .waitForKeyPressLoop
+.incrementQuantity
+ ld a,[wcf97] ; max quantity
+ inc a
+ ld b,a
+ ld hl,wcf96 ; current quantity
+ inc [hl]
+ ld a,[hl]
+ cp b
+ jr nz,.handleNewQuantity
+; wrap to 1 if the player goes above the max quantity
+ ld a,1
+ ld [hl],a
+ jr .handleNewQuantity
+.decrementQuantity
+ ld hl,wcf96 ; current quantity
+ dec [hl]
+ jr nz,.handleNewQuantity
+; wrap to the max quantity if the player goes below 1
+ ld a,[wcf97] ; max quantity
+ ld [hl],a
+.handleNewQuantity
+ hlCoord 17, 10
+ ld a,[wListMenuID]
+ cp a,PRICEDITEMLISTMENU
+ jr nz,.printQuantity
+.printPrice
+ ld c,$03
+ ld a,[wcf96]
+ ld b,a
+ ld hl,$ff9f ; total price
+; initialize total price to 0
+ xor a
+ ld [hli],a
+ ld [hli],a
+ ld [hl],a
+.addLoop ; loop to multiply the individual price by the quantity to get the total price
+ ld de,$ffa1
+ ld hl,$ff8d
+ push bc
+ predef AddBCDPredef ; add the individual price to the current sum
+ pop bc
+ dec b
+ jr nz,.addLoop
+ ld a,[$ff8e]
+ and a ; should the price be halved (for selling items)?
+ jr z,.skipHalvingPrice
+ xor a
+ ld [$ffa2],a
+ ld [$ffa3],a
+ ld a,$02
+ ld [$ffa4],a
+ predef DivideBCDPredef3 ; halves the price
+; store the halved price
+ ld a,[$ffa2]
+ ld [$ff9f],a
+ ld a,[$ffa3]
+ ld [$ffa0],a
+ ld a,[$ffa4]
+ ld [$ffa1],a
+.skipHalvingPrice
+ hlCoord 12, 10
+ ld de,SpacesBetweenQuantityAndPriceText
+ call PlaceString
+ ld de,$ff9f ; total price
+ ld c,$a3
+ call PrintBCDNumber
+ hlCoord 9, 10
+.printQuantity
+ ld de,wcf96 ; current quantity
+ ld bc,$8102 ; print leading zeroes, 1 byte, 2 digits
+ call PrintNumber
+ jp .waitForKeyPressLoop
+.buttonAPressed ; the player chose to make the transaction
+ xor a
+ ld [wcc35],a ; 0 means no item is currently being swapped
+ ret
+.buttonBPressed ; the player chose to cancel the transaction
+ xor a
+ ld [wcc35],a ; 0 means no item is currently being swapped
+ ld a,$ff
+ ret
+
+InitialQuantityText:: ; 2e30 (0:2e30)
+ db "×01@"
+
+SpacesBetweenQuantityAndPriceText:: ; 2e34 (0:2e34)
+ db " @"
+
+ExitListMenu:: ; 2e3b (0:2e3b)
+ ld a,[wCurrentMenuItem]
+ ld [wd12d],a
+ ld a,$02
+ ld [wd12e],a
+ ld [wcc37],a
+ xor a
+ ld [$ffb7],a
+ ld hl,wd730
+ res 6,[hl]
+ call BankswitchBack
+ xor a
+ ld [wcc35],a ; 0 means no item is currently being swapped
+ scf
+ ret
+
+PrintListMenuEntries:: ; 2e5a (0:2e5a)
+ hlCoord 5, 3
+ ld b,$09
+ ld c,$0e
+ call ClearScreenArea
+ ld a,[wcf8b]
+ ld e,a
+ ld a,[wcf8c]
+ ld d,a
+ inc de ; de = beginning of list entries
+ ld a,[wListScrollOffset]
+ ld c,a
+ ld a,[wListMenuID]
+ cp a,ITEMLISTMENU
+ ld a,c
+ jr nz,.skipMultiplying
+; if it's an item menu
+; item entries are 2 bytes long, so multiply by 2
+ sla a
+ sla c
+.skipMultiplying
+ add e
+ ld e,a
+ jr nc,.noCarry
+ inc d
+.noCarry
+ hlCoord 6, 4 ; coordinates of first list entry name
+ ld b,4 ; print 4 names
+.loop
+ ld a,b
+ ld [wWhichPokemon],a
+ ld a,[de]
+ ld [wd11e],a
+ cp a,$ff
+ jp z,.printCancelMenuItem
+ push bc
+ push de
+ push hl
+ push hl
+ push de
+ ld a,[wListMenuID]
+ and a
+ jr z,.pokemonPCMenu
+ cp a,$01
+ jr z,.movesMenu
+.itemMenu
+ call GetItemName
+ jr .placeNameString
+.pokemonPCMenu
+ push hl
+ ld hl,wPartyCount
+ ld a,[wcf8b]
+ cp l ; is it a list of party pokemon or box pokemon?
+ ld hl,wPartyMonNicks
+ jr z,.getPokemonName
+ ld hl, wBoxMonNicks ; box pokemon names
+.getPokemonName
+ ld a,[wWhichPokemon]
+ ld b,a
+ ld a,4
+ sub b
+ ld b,a
+ ld a,[wListScrollOffset]
+ add b
+ call GetPartyMonName
+ pop hl
+ jr .placeNameString
+.movesMenu
+ call GetMoveName
+.placeNameString
+ call PlaceString
+ pop de
+ pop hl
+ ld a,[wcf93]
+ and a ; should prices be printed?
+ jr z,.skipPrintingItemPrice
+.printItemPrice
+ push hl
+ ld a,[de]
+ ld de,ItemPrices
+ ld [wcf91],a
+ call GetItemPrice ; get price
+ pop hl
+ ld bc,20 + 5 ; 1 row down and 5 columns right
+ add hl,bc
+ ld c,$a3 ; no leading zeroes, right-aligned, print currency symbol, 3 bytes
+ call PrintBCDNumber
+.skipPrintingItemPrice
+ ld a,[wListMenuID]
+ and a
+ jr nz,.skipPrintingPokemonLevel
+.printPokemonLevel
+ ld a,[wd11e]
+ push af
+ push hl
+ ld hl,wPartyCount
+ ld a,[wcf8b]
+ cp l ; is it a list of party pokemon or box pokemon?
+ ld a,$00
+ jr z,.next
+ ld a,$02
+.next
+ ld [wcc49],a
+ ld hl,wWhichPokemon
+ ld a,[hl]
+ ld b,a
+ ld a,$04
+ sub b
+ ld b,a
+ ld a,[wListScrollOffset]
+ add b
+ ld [hl],a
+ call LoadMonData ; load pokemon info
+ ld a,[wcc49]
+ and a ; is it a list of party pokemon or box pokemon?
+ jr z,.skipCopyingLevel
+.copyLevel
+ ld a,[wcf9b]
+ ld [wcfb9],a
+.skipCopyingLevel
+ pop hl
+ ld bc,$001c
+ add hl,bc
+ call PrintLevel ; print level
+ pop af
+ ld [wd11e],a
+.skipPrintingPokemonLevel
+ pop hl
+ pop de
+ inc de
+ ld a,[wListMenuID]
+ cp a,ITEMLISTMENU
+ jr nz,.nextListEntry
+.printItemQuantity
+ ld a,[wd11e]
+ ld [wcf91],a
+ call IsKeyItem ; check if item is unsellable
+ ld a,[wd124]
+ and a ; is the item unsellable?
+ jr nz,.skipPrintingItemQuantity ; if so, don't print the quantity
+ push hl
+ ld bc,20 + 8 ; 1 row down and 8 columns right
+ add hl,bc
+ ld a,"×"
+ ldi [hl],a
+ ld a,[wd11e]
+ push af
+ ld a,[de]
+ ld [wcf97],a
+ push de
+ ld de,wd11e
+ ld [de],a
+ ld bc,$0102
+ call PrintNumber
+ pop de
+ pop af
+ ld [wd11e],a
+ pop hl
+.skipPrintingItemQuantity
+ inc de
+ pop bc
+ inc c
+ push bc
+ inc c
+ ld a,[wcc35] ; ID of item chosen for swapping (counts from 1)
+ and a ; is an item being swapped?
+ jr z,.nextListEntry
+ sla a
+ cp c ; is it this item?
+ jr nz,.nextListEntry
+ dec hl
+ ld a,$ec ; unfilled right arrow menu cursor to indicate an item being swapped
+ ld [hli],a
+.nextListEntry
+ ld bc,2 * 20 ; 2 rows
+ add hl,bc
+ pop bc
+ inc c
+ dec b
+ jp nz,.loop
+ ld bc,-8
+ add hl,bc
+ ld a,$ee ; down arrow
+ ld [hl],a
+ ret
+.printCancelMenuItem
+ ld de,ListMenuCancelText
+ jp PlaceString
+
+ListMenuCancelText:: ; 2f97 (0:2f97)
+ db "CANCEL@"
+
+GetMonName:: ; 2f9e (0:2f9e)
+ push hl
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(MonsterNames) ; 07
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld a,[wd11e]
+ dec a
+ ld hl,MonsterNames ; 421E
+ ld c,10
+ ld b,0
+ call AddNTimes
+ ld de,wcd6d
+ push de
+ ld bc,10
+ call CopyData
+ ld hl,wcd77
+ ld [hl], "@"
+ pop de
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ pop hl
+ ret
+
+GetItemName:: ; 2fcf (0:2fcf)
+; given an item ID at [wd11e], store the name of the item into a string
+; starting at wcd6d
+ push hl
+ push bc
+ ld a,[wd11e]
+ cp HM_01 ; is this a TM/HM?
+ jr nc,.Machine
+
+ ld [wd0b5],a
+ ld a,ITEM_NAME
+ ld [W_LISTTYPE],a
+ ld a,BANK(ItemNames)
+ ld [wPredefBank],a
+ call GetName
+ jr .Finish
+
+.Machine
+ call GetMachineName
+.Finish
+ ld de,wcd6d ; pointer to where item name is stored in RAM
+ pop bc
+ pop hl
+ ret
+
+GetMachineName:: ; 2ff3 (0:2ff3)
+; copies the name of the TM/HM in [wd11e] to wcd6d
+ push hl
+ push de
+ push bc
+ ld a,[wd11e]
+ push af
+ cp TM_01 ; is this a TM? [not HM]
+ jr nc,.WriteTM
+; if HM, then write "HM" and add 5 to the item ID, so we can reuse the
+; TM printing code
+ add 5
+ ld [wd11e],a
+ ld hl,HiddenPrefix ; points to "HM"
+ ld bc,2
+ jr .WriteMachinePrefix
+.WriteTM
+ ld hl,TechnicalPrefix ; points to "TM"
+ ld bc,2
+.WriteMachinePrefix
+ ld de,wcd6d
+ call CopyData
+
+; now get the machine number and convert it to text
+ ld a,[wd11e]
+ sub TM_01 - 1
+ ld b,$F6 ; "0"
+.FirstDigit
+ sub 10
+ jr c,.SecondDigit
+ inc b
+ jr .FirstDigit
+.SecondDigit
+ add 10
+ push af
+ ld a,b
+ ld [de],a
+ inc de
+ pop af
+ ld b,$F6 ; "0"
+ add b
+ ld [de],a
+ inc de
+ ld a,"@"
+ ld [de],a
+
+ pop af
+ ld [wd11e],a
+ pop bc
+ pop de
+ pop hl
+ ret
+
+TechnicalPrefix:: ; 303c (0:303c)
+ db "TM"
+HiddenPrefix:: ; 303e (0:303e)
+ db "HM"
+
+; sets carry if item is HM, clears carry if item is not HM
+; Input: a = item ID
+IsItemHM:: ; 3040 (0:3040)
+ cp a,HM_01
+ jr c,.notHM
+ cp a,TM_01
+ ret
+.notHM
+ and a
+ ret
+
+; sets carry if move is an HM, clears carry if move is not an HM
+; Input: a = move ID
+IsMoveHM:: ; 3049 (0:3049)
+ ld hl,HMMoves
+ ld de,1
+ jp IsInArray
+
+HMMoves:: ; 3052 (0:3052)
+ db CUT,FLY,SURF,STRENGTH,FLASH
+ db $ff ; terminator
+
+GetMoveName:: ; 3058 (0:3058)
+ push hl
+ ld a,MOVE_NAME
+ ld [W_LISTTYPE],a
+ ld a,[wd11e]
+ ld [wd0b5],a
+ ld a,BANK(MoveNames)
+ ld [wPredefBank],a
+ call GetName
+ ld de,wcd6d ; pointer to where move name is stored in RAM
+ pop hl
+ ret
+
+; reloads text box tile patterns, current map view, and tileset tile patterns
+ReloadMapData:: ; 3071 (0:3071)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[W_CURMAP]
+ call SwitchToMapRomBank
+ call DisableLCD
+ call LoadTextBoxTilePatterns
+ call LoadCurrentMapView
+ call LoadTilesetTilePatternData
+ call EnableLCD
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; reloads tileset tile patterns
+ReloadTilesetTilePatterns:: ; 3090 (0:3090)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[W_CURMAP]
+ call SwitchToMapRomBank
+ call DisableLCD
+ call LoadTilesetTilePatternData
+ call EnableLCD
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; shows the town map and lets the player choose a destination to fly to
+ChooseFlyDestination:: ; 30a9 (0:30a9)
+ ld hl,wd72e
+ res 4,[hl]
+ ld b, BANK(LoadTownMap_Fly)
+ ld hl, LoadTownMap_Fly
+ jp Bankswitch
+
+; causes the text box to close waithout waiting for a button press after displaying text
+DisableWaitingAfterTextDisplay:: ; 30b6 (0:30b6)
+ ld a,$01
+ ld [wcc3c],a
+ ret
+
+; uses an item
+; UseItem is used with dummy items to perform certain other functions as well
+; INPUT:
+; [wcf91] = item ID
+; OUTPUT:
+; [wcd6a] = success
+; 00: unsucessful
+; 01: successful
+; 02: not able to be used right now, no extra menu displayed (only certain items use this)
+UseItem:: ; 30bc (0:30bc)
+ ld b,BANK(UseItem_)
+ ld hl,UseItem_
+ jp Bankswitch
+
+; confirms the item toss and then tosses the item
+; INPUT:
+; hl = address of inventory (either wNumBagItems or wNumBoxItems)
+; [wcf91] = item ID
+; [wWhichPokemon] = index of item within inventory
+; [wcf96] = quantity to toss
+; OUTPUT:
+; clears carry flag if the item is tossed, sets carry flag if not
+TossItem:: ; 30c4 (0:30c4)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(TossItem_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call TossItem_
+ pop de
+ ld a,d
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; checks if an item is a key item
+; INPUT:
+; [wcf91] = item ID
+; OUTPUT:
+; [wd124] = result
+; 00: item is not key item
+; 01: item is key item
+IsKeyItem:: ; 30d9 (0:30d9)
+ push hl
+ push de
+ push bc
+ callba IsKeyItem_
+ pop bc
+ pop de
+ pop hl
+ ret
+
+; function to draw various text boxes
+; INPUT:
+; [wd125] = text box ID
+DisplayTextBoxID:: ; 30e8 (0:30e8)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(DisplayTextBoxID_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call DisplayTextBoxID_
+ pop bc
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+Func_30fd:: ; 30fd (0:30fd)
+ ld a, [wcc57]
+ and a
+ ret nz
+ ld a, [wd736]
+ bit 1, a
+ ret nz
+ ld a, [wd730]
+ and $80
+ ret
+
+Func_310e:: ; 310e (0:310e)
+ ld hl, wd736
+ bit 0, [hl]
+ res 0, [hl]
+ jr nz, .asm_3146
+ ld a, [wcc57]
+ and a
+ ret z
+ dec a
+ add a
+ ld d, $0
+ ld e, a
+ ld hl, .pointerTable_3140
+ add hl, de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, [wcc58]
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ld a, [wcf10]
+ call CallFunctionInTable
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+.pointerTable_3140
+ dw PointerTable_1a442
+ dw PointerTable_1a510
+ dw PointerTable_1a57d
+.asm_3146
+ ld b, BANK(Func_1a3e0)
+ ld hl, Func_1a3e0
+ jp Bankswitch
+
+Func_314e:: ; 314e (0:314e)
+ ld b, BANK(Func_1a41d)
+ ld hl, Func_1a41d
+ jp Bankswitch
+
+Func_3156:: ; 3156 (0:3156)
+ ret
+
+; stores hl in [W_TRAINERHEADERPTR]
+StoreTrainerHeaderPointer:: ; 3157 (0:3157)
+ ld a, h
+ ld [W_TRAINERHEADERPTR], a
+ ld a, l
+ ld [W_TRAINERHEADERPTR+1], a
+ ret
+
+; executes the current map script from the function pointer array provided in hl.
+; a: map script index to execute (unless overridden by [wd733] bit 4)
+ExecuteCurMapScriptInTable:: ; 3160 (0:3160)
+ push af
+ push de
+ call StoreTrainerHeaderPointer
+ pop hl
+ pop af
+ push hl
+ ld hl, W_FLAGS_D733
+ bit 4, [hl]
+ res 4, [hl]
+ jr z, .useProvidedIndex ; test if map script index was overridden manually
+ ld a, [W_CURMAPSCRIPT]
+.useProvidedIndex
+ pop hl
+ ld [W_CURMAPSCRIPT], a
+ call CallFunctionInTable
+ ld a, [W_CURMAPSCRIPT]
+ ret
+
+LoadGymLeaderAndCityName:: ; 317f (0:317f)
+ push de
+ ld de, wGymCityName
+ ld bc, $11
+ call CopyData ; load city name
+ pop hl
+ ld de, wGymLeaderName
+ ld bc, $b
+ jp CopyData ; load gym leader name
+
+; reads specific information from trainer header (pointed to at W_TRAINERHEADERPTR)
+; a: offset in header data
+; 0 -> flag's bit (into wTrainerHeaderFlagBit)
+; 2 -> flag's byte ptr (into hl)
+; 4 -> before battle text (into hl)
+; 6 -> after battle text (into hl)
+; 8 -> end battle text (into hl)
+ReadTrainerHeaderInfo:: ; 3193 (0:3193)
+ push de
+ push af
+ ld d, $0
+ ld e, a
+ ld hl, W_TRAINERHEADERPTR
+ ld a, [hli]
+ ld l, [hl]
+ ld h, a
+ add hl, de
+ pop af
+ and a
+ jr nz, .nonZeroOffset
+ ld a, [hl]
+ ld [wTrainerHeaderFlagBit], a ; store flag's bit
+ jr .done
+.nonZeroOffset
+ cp $2
+ jr z, .readPointer ; read flag's byte ptr
+ cp $4
+ jr z, .readPointer ; read before battle text
+ cp $6
+ jr z, .readPointer ; read after battle text
+ cp $8
+ jr z, .readPointer ; read end battle text
+ cp $a
+ jr nz, .done
+ ld a, [hli] ; read end battle text (2) but override the result afterwards (XXX why, bug?)
+ ld d, [hl]
+ ld e, a
+ jr .done
+.readPointer
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+.done
+ pop de
+ ret
+
+TrainerFlagAction::
+ predef_jump FlagActionPredef
+
+; direct talking to a trainer (rather than getting seen by one)
+TalkToTrainer:: ; 31cc (0:31cc)
+ call StoreTrainerHeaderPointer
+ xor a
+ call ReadTrainerHeaderInfo ; read flag's bit
+ ld a, $2
+ call ReadTrainerHeaderInfo ; read flag's byte ptr
+ ld a, [wTrainerHeaderFlagBit]
+ ld c, a
+ ld b, $2
+ call TrainerFlagAction ; read trainer's flag
+ ld a, c
+ and a
+ jr z, .trainerNotYetFought ; test trainer's flag
+ ld a, $6
+ call ReadTrainerHeaderInfo ; print after battle text
+ jp PrintText
+.trainerNotYetFought ; 0x31ed
+ ld a, $4
+ call ReadTrainerHeaderInfo ; print before battle text
+ call PrintText
+ ld a, $a
+ call ReadTrainerHeaderInfo ; (?) does nothing apparently (maybe bug in ReadTrainerHeaderInfo)
+ push de
+ ld a, $8
+ call ReadTrainerHeaderInfo ; read end battle text
+ pop de
+ call PreBattleSaveRegisters
+ ld hl, W_FLAGS_D733
+ set 4, [hl] ; activate map script index override (index is set below)
+ ld hl, wFlags_0xcd60
+ bit 0, [hl] ; test if player is already being engaged by another trainer
+ ret nz
+ call EngageMapTrainer
+ ld hl, W_CURMAPSCRIPT
+ inc [hl] ; progress map script index (assuming it was 0 before) to start pre-battle routines
+ jp Func_325d
+
+; checks if any trainers are seeing the player and wanting to fight
+CheckFightingMapTrainers:: ; 3219 (0:3219)
+ call CheckForEngagingTrainers
+ ld a, [wcf13]
+ cp $ff
+ jr nz, .trainerEngaging
+ xor a
+ ld [wcf13], a
+ ld [wTrainerHeaderFlagBit], a
+ ret
+.trainerEngaging
+ ld hl, W_FLAGS_D733
+ set 3, [hl]
+ ld [wcd4f], a
+ xor a
+ ld [wcd50], a
+ predef EmotionBubble
+ ld a, D_RIGHT | D_LEFT | D_UP | D_DOWN
+ ld [wJoyIgnore], a
+ xor a
+ ldh [$b4], a
+ call TrainerWalkUpToPlayer_Bank0
+ ld hl, W_CURMAPSCRIPT
+ inc [hl] ; progress to battle phase 1 (engaging)
+ ret
+
+Func_324c:: ; 324c (0:324c)
+ ld a, [wd730]
+ and $1
+ ret nz
+ ld [wJoyIgnore], a
+ ld a, [wcf13]
+ ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
+ call DisplayTextID
+
+Func_325d:: ; 325d (0:325d)
+ xor a
+ ld [wJoyIgnore], a
+ call InitBattleEnemyParameters
+ ld hl, wd72d
+ set 6, [hl]
+ set 7, [hl]
+ ld hl, wd72e
+ set 1, [hl]
+ ld hl, W_CURMAPSCRIPT
+ inc [hl] ; progress to battle phase 2 (battling)
+ ret
+
+EndTrainerBattle:: ; 3275 (0:3275)
+ ld hl, wd126
+ set 5, [hl]
+ set 6, [hl]
+ ld hl, wd72d
+ res 7, [hl]
+ ld hl, wFlags_0xcd60
+ res 0, [hl] ; player is no longer engaged by any trainer
+ ld a, [W_ISINBATTLE] ; W_ISINBATTLE
+ cp $ff
+ jp z, ResetButtonPressedAndMapScript
+ ld a, $2
+ call ReadTrainerHeaderInfo
+ ld a, [wTrainerHeaderFlagBit]
+ ld c, a
+ ld b, $1
+ call TrainerFlagAction ; flag trainer as fought
+ ld a, [W_ENEMYMONORTRAINERCLASS]
+ cp $c8
+ jr nc, .skipRemoveSprite ; test if trainer was fought (in that case skip removing the corresponding sprite)
+ ld hl, W_MISSABLEOBJECTLIST
+ ld de, $2
+ ld a, [wcf13]
+ call IsInArray ; search for sprite ID
+ inc hl
+ ld a, [hl]
+ ld [wcc4d], a ; load corresponding missable object index and remove it
+ predef HideObject
+.skipRemoveSprite
+ ld hl, wd730
+ bit 4, [hl]
+ res 4, [hl]
+ ret nz
+
+ResetButtonPressedAndMapScript:: ; 32c1 (0:32c1)
+ xor a
+ ld [wJoyIgnore], a
+ ld [hJoyHeld], a
+ ld [hJoyPressed], a
+ ld [hJoyReleased], a
+ ld [W_CURMAPSCRIPT], a ; reset battle status
+ ret
+
+; calls TrainerWalkUpToPlayer
+TrainerWalkUpToPlayer_Bank0:: ; 32cf (0:32cf)
+ ld b, BANK(TrainerWalkUpToPlayer)
+ ld hl, TrainerWalkUpToPlayer
+ jp Bankswitch
+
+; sets opponent type and mon set/lvl based on the engaging trainer data
+InitBattleEnemyParameters:: ; 32d7 (0:32d7)
+ ld a, [wEngagedTrainerClass]
+ ld [W_CUROPPONENT], a ; wd059
+ ld [W_ENEMYMONORTRAINERCLASS], a
+ cp $c8
+ ld a, [wEngagedTrainerSet] ; wcd2e
+ jr c, .noTrainer
+ ld [W_TRAINERNO], a ; wd05d
+ ret
+.noTrainer
+ ld [W_CURENEMYLVL], a ; W_CURENEMYLVL
+ ret
+
+Func_32ef:: ; 32ef (0:32ef)
+ ld hl, Func_567f9
+ jr asm_3301
+
+Func_32f4:: ; 32f4 (0:32f4)
+ ld hl, Func_56819
+ jr asm_3301 ; 0x32f7 $8
+
+Func_32f9:: ; 32f9 (0:32f9)
+ ld hl, Func_5683d
+ jr asm_3301
+
+Func_32fe:: ; 32fe (0:32fe)
+ ld hl, Func_5685d
+asm_3301:: ; 3301 (0:3301)
+ ld b, BANK(Func_567f9) ; BANK(Func_56819), BANK(Func_5683d), BANK(Func_5685d)
+ jp Bankswitch ; indirect jump to one of the four functions
+
+CheckForEngagingTrainers:: ; 3306 (0:3306)
+ xor a
+ call ReadTrainerHeaderInfo ; read trainer flag's bit (unused)
+ ld d, h ; store trainer header address in de
+ ld e, l
+.trainerLoop
+ call StoreTrainerHeaderPointer ; set trainer header pointer to current trainer
+ ld a, [de]
+ ld [wcf13], a ; store trainer flag's bit
+ ld [wTrainerHeaderFlagBit], a
+ cp $ff
+ ret z
+ ld a, $2
+ call ReadTrainerHeaderInfo ; read trainer flag's byte ptr
+ ld b, $2
+ ld a, [wTrainerHeaderFlagBit]
+ ld c, a
+ call TrainerFlagAction ; read trainer flag
+ ld a, c
+ and a
+ jr nz, .trainerAlreadyFought
+ push hl
+ push de
+ push hl
+ xor a
+ call ReadTrainerHeaderInfo ; get trainer header pointer
+ inc hl
+ ld a, [hl] ; read trainer engage distance
+ pop hl
+ ld [wTrainerEngageDistance], a
+ ld a, [wcf13]
+ swap a
+ ld [wTrainerSpriteOffset], a ; wWhichTrade
+ predef TrainerEngage
+ pop de
+ pop hl
+ ld a, [wTrainerSpriteOffset] ; wWhichTrade
+ and a
+ ret nz ; break if the trainer is engaging
+.trainerAlreadyFought
+ ld hl, $c
+ add hl, de
+ ld d, h
+ ld e, l
+ jr .trainerLoop
+
+; saves loaded rom bank and hl as well as de registers
+PreBattleSaveRegisters:: ; 3354 (0:3354)
+ ld a, [H_LOADEDROMBANK]
+ ld [W_PBSTOREDROMBANK], a
+ ld a, h
+ ld [W_PBSTOREDREGISTERH], a
+ ld a, l
+ ld [W_PBSTOREDREGISTERL], a
+ ld a, d
+ ld [W_PBSTOREDREGISTERD], a
+ ld a, e
+ ld [W_PBSTOREDREGISTERE], a
+ ret
+
+; loads data of some trainer on the current map and plays pre-battle music
+; [wcf13]: sprite ID of trainer who is engaged
+EngageMapTrainer:: ; 336a (0:336a)
+ ld hl, W_MAPSPRITEEXTRADATA
+ ld d, $0
+ ld a, [wcf13]
+ dec a
+ add a
+ ld e, a
+ add hl, de ; seek to engaged trainer data
+ ld a, [hli] ; load trainer class
+ ld [wEngagedTrainerClass], a
+ ld a, [hl] ; load trainer mon set
+ ld [wEnemyMonAttackMod], a ; wcd2e
+ jp PlayTrainerMusic
+
+Func_3381:: ; 3381 (0:3381)
+ push hl
+ ld hl, wd72d
+ bit 7, [hl]
+ res 7, [hl]
+ pop hl
+ ret z
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, [W_PBSTOREDROMBANK]
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ push hl
+ callba SaveTrainerName
+ ld hl, TrainerNameText
+ call PrintText
+ pop hl
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ callba Func_1a5e7
+ jp WaitForSoundToFinish
+
+Func_33b7:: ; 33b7 (0:33b7)
+ ld a, [wcf0b]
+ and a
+ jr nz, .asm_33c6
+ ld a, [W_PBSTOREDREGISTERH]
+ ld h, a
+ ld a, [W_PBSTOREDREGISTERL]
+ ld l, a
+ ret
+.asm_33c6
+ ld a, [W_PBSTOREDREGISTERD]
+ ld h, a
+ ld a, [W_PBSTOREDREGISTERE]
+ ld l, a
+ ret
+
+TrainerNameText:: ; 33cf (0:33cf)
+ TX_FAR _TrainerNameText
+ db $08
+
+Func_33d4:: ; 33d4 (0:33d4)
+ call Func_33b7
+ call TextCommandProcessor
+ jp TextScriptEnd
+
+Func_33dd:: ; 33dd (0:33dd)
+ ld a, [wFlags_0xcd60]
+ bit 0, a
+ ret nz
+ call EngageMapTrainer
+ xor a
+ ret
+
+PlayTrainerMusic:: ; 33e8 (0:33e8)
+ ld a, [wEngagedTrainerClass]
+ cp $c8 + SONY1
+ ret z
+ cp $c8 + SONY2
+ ret z
+ cp $c8 + SONY3
+ ret z
+ ld a, [W_GYMLEADERNO] ; W_GYMLEADERNO
+ and a
+ ret nz
+ xor a
+ ld [wMusicHeaderPointer], a
+ ld a, $ff
+ call PlaySound ; stop music
+ ld a, BANK(Music_MeetEvilTrainer)
+ ld [wc0ef], a
+ ld [wc0f0], a
+ ld a, [wEngagedTrainerClass]
+ ld b, a
+ ld hl, EvilTrainerList
+.evilTrainerListLoop
+ ld a, [hli]
+ cp $ff
+ jr z, .noEvilTrainer
+ cp b
+ jr nz, .evilTrainerListLoop
+ ld a, MUSIC_MEET_EVIL_TRAINER
+ jr .PlaySound
+.noEvilTrainer
+ ld hl, FemaleTrainerList
+.femaleTrainerListLoop
+ ld a, [hli]
+ cp $ff
+ jr z, .maleTrainer
+ cp b
+ jr nz, .femaleTrainerListLoop
+ ld a, MUSIC_MEET_FEMALE_TRAINER
+ jr .PlaySound
+.maleTrainer
+ ld a, MUSIC_MEET_MALE_TRAINER
+.PlaySound
+ ld [wc0ee], a
+ jp PlaySound
+
+INCLUDE "data/trainer_types.asm"
+
+Func_3442:: ; 3442 (0:3442)
+ ld a, [hli]
+ cp $ff
+ ret z
+ cp b
+ jr nz, .asm_345b
+ ld a, [hli]
+ cp c
+ jr nz, .asm_345c
+ ld a, [hli]
+ ld d, [hl]
+ ld e, a
+ ld hl, wccd3
+ call DecodeRLEList
+ dec a
+ ld [wcd38], a
+ ret
+.asm_345b
+ inc hl
+.asm_345c
+ inc hl
+ inc hl
+ jr Func_3442
+
+FuncTX_ItemStoragePC:: ; 3460 (0:3460)
+ call SaveScreenTilesToBuffer2
+ ld b, BANK(PlayerPC)
+ ld hl, PlayerPC
+ jr bankswitchAndContinue
+
+FuncTX_BillsPC:: ; 346a (0:346a)
+ call SaveScreenTilesToBuffer2
+ ld b, BANK(Func_214c2)
+ ld hl, Func_214c2
+ jr bankswitchAndContinue
+
+FuncTX_SlotMachine:: ; 3474 (0:3474)
+; XXX find a better name for this function
+; special_F7
+ ld b,BANK(CeladonPrizeMenu)
+ ld hl,CeladonPrizeMenu
+bankswitchAndContinue:: ; 3479 (0:3479)
+ call Bankswitch
+ jp HoldTextDisplayOpen ; continue to main text-engine function
+
+FuncTX_PokemonCenterPC:: ; 347f (0:347f)
+ ld b, BANK(ActivatePC)
+ ld hl, ActivatePC
+ jr bankswitchAndContinue
+
+Func_3486:: ; 3486 (0:3486)
+ xor a
+ ld [wcd3b], a
+ ld [wSpriteStateData2 + $06], a
+ ld hl, wd730
+ set 7, [hl]
+ ret
+
+IsItemInBag:: ; 3493 (0:3493)
+; given an item_id in b
+; set zero flag if item isn't in player's bag
+; else reset zero flag
+; related to Pokémon Tower and ghosts
+ predef IsItemInBag_
+ ld a,b
+ and a
+ ret
+
+DisplayPokedex:: ; 349b (0:349b)
+ ld [wd11e], a
+ ld b, BANK(Func_7c18)
+ ld hl, Func_7c18
+ jp Bankswitch
+
+Func_34a6:: ; 34a6 (0:34a6)
+ call Func_34ae
+ ld c, $6
+ jp DelayFrames
+
+Func_34ae:: ; 34ae (0:34ae)
+ ld a, $9
+ ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
+ call Func_34fc
+ ld a, [$ff8d]
+ ld [hl], a
+ ret
+
+Func_34b9:: ; 34b9 (0:34b9)
+ ld de, $fff9
+ add hl, de
+ ld [hl], a
+ ret
+
+; tests if the player's coordinates are in a specified array
+; INPUT:
+; hl = address of array
+; OUTPUT:
+; [wWhichTrade] = if there is match, the matching array index
+; sets carry if the coordinates are in the array, clears carry if not
+ArePlayerCoordsInArray:: ; 34bf (0:34bf)
+ ld a,[W_YCOORD]
+ ld b,a
+ ld a,[W_XCOORD]
+ ld c,a
+ ; fallthrough
+
+CheckCoords:: ; 34c7 (0:34c7)
+ xor a
+ ld [wWhichTrade],a
+.loop
+ ld a,[hli]
+ cp a,$ff ; reached terminator?
+ jr z,.notInArray
+ push hl
+ ld hl,wWhichTrade
+ inc [hl]
+ pop hl
+.compareYCoord
+ cp b
+ jr z,.compareXCoord
+ inc hl
+ jr .loop
+.compareXCoord
+ ld a,[hli]
+ cp c
+ jr nz,.loop
+.inArray
+ scf
+ ret
+.notInArray
+ and a
+ ret
+
+; tests if a boulder's coordinates are in a specified array
+; INPUT:
+; hl = address of array
+; ff8c = which boulder to check? XXX
+; OUTPUT:
+; [wWhichTrade] = if there is match, the matching array index
+; sets carry if the coordinates are in the array, clears carry if not
+CheckBoulderCoords:: ; 34e4 (0:34e4)
+ push hl
+ ld hl, wSpriteStateData2 + $04
+ ld a, [$ff8c]
+ swap a
+ ld d, $0
+ ld e, a
+ add hl, de
+ ld a, [hli]
+ sub $4 ; because sprite coordinates are offset by 4
+ ld b, a
+ ld a, [hl]
+ sub $4 ; because sprite coordinates are offset by 4
+ ld c, a
+ pop hl
+ jp CheckCoords
+
+Func_34fc:: ; 34fc (0:34fc)
+ ld h, $c1
+ jr asm_3502
+
+Func_3500:: ; 3500 (0:3500)
+ ld h, $c2
+asm_3502:: ; 3502 (0:3502)
+ ld a, [H_DOWNARROWBLINKCNT1] ; $ff8b
+ ld b, a
+ ld a, [H_DOWNARROWBLINKCNT2] ; $ff8c
+ swap a
+ add b
+ ld l, a
+ ret
+
+; decodes a $ff-terminated RLEncoded list
+; each entry is a pair of bytes <byte value> <repetitions>
+; the final $ff will be replicated in the output list and a contains the number of bytes written
+; de: input list
+; hl: output list
+DecodeRLEList:: ; 350c (0:350c)
+ xor a
+ ld [wRLEByteCount], a ; count written bytes here
+.listLoop
+ ld a, [de]
+ cp $ff
+ jr z, .endOfList
+ ld [H_DOWNARROWBLINKCNT1], a ; store byte value to be written
+ inc de
+ ld a, [de]
+ ld b, $0
+ ld c, a ; number of bytes to be written
+ ld a, [wRLEByteCount]
+ add c
+ ld [wRLEByteCount], a ; update total number of written bytes
+ ld a, [H_DOWNARROWBLINKCNT1] ; $ff8b
+ call FillMemory ; write a c-times to output
+ inc de
+ jr .listLoop
+.endOfList
+ ld a, $ff
+ ld [hl], a ; write final $ff
+ ld a, [wRLEByteCount]
+ inc a ; include sentinel in counting
+ ret
+
+; sets movement byte 1 for sprite [$FF8C] to $FE and byte 2 to [$FF8D]
+SetSpriteMovementBytesToFE:: ; 3533 (0:3533)
+ push hl
+ call GetSpriteMovementByte1Pointer
+ ld [hl], $fe
+ call GetSpriteMovementByte2Pointer
+ ld a, [$ff8d]
+ ld [hl], a
+ pop hl
+ ret
+
+; sets both movement bytes for sprite [$FF8C] to $FF
+SetSpriteMovementBytesToFF:: ; 3541 (0:3541)
+ push hl
+ call GetSpriteMovementByte1Pointer
+ ld [hl],$FF
+ call GetSpriteMovementByte2Pointer
+ ld [hl],$FF ; prevent person from walking?
+ pop hl
+ ret
+
+; returns the sprite movement byte 1 pointer for sprite [$FF8C] in hl
+GetSpriteMovementByte1Pointer:: ; 354e (0:354e)
+ ld h,$C2
+ ld a,[$FF8C] ; the sprite to move
+ swap a
+ add a,6
+ ld l,a
+ ret
+
+; returns the sprite movement byte 2 pointer for sprite [$FF8C] in hl
+GetSpriteMovementByte2Pointer:: ; 3558 (0:3558)
+ push de
+ ld hl,W_MAPSPRITEDATA
+ ld a,[$FF8C] ; the sprite to move
+ dec a
+ add a
+ ld d,0
+ ld e,a
+ add hl,de
+ pop de
+ ret
+
+GetTrainerInformation:: ; 3566 (0:3566)
+ call GetTrainerName
+ ld a, [W_ISLINKBATTLE] ; W_ISLINKBATTLE
+ and a
+ jr nz, .linkBattle
+ ld a, Bank(TrainerPicAndMoneyPointers)
+ call BankswitchHome
+ ld a, [W_TRAINERCLASS] ; wd031
+ dec a
+ ld hl, TrainerPicAndMoneyPointers
+ ld bc, $5
+ call AddNTimes
+ ld de, wd033
+ ld a, [hli]
+ ld [de], a
+ inc de
+ ld a, [hli]
+ ld [de], a
+ ld de, wd046
+ ld a, [hli]
+ ld [de], a
+ inc de
+ ld a, [hli]
+ ld [de], a
+ jp BankswitchBack
+.linkBattle
+ ld hl, wd033
+ ld de, RedPicFront
+ ld [hl], e
+ inc hl
+ ld [hl], d
+ ret
+
+GetTrainerName:: ; 359e (0:359e)
+ ld b, BANK(GetTrainerName_)
+ ld hl, GetTrainerName_
+ jp Bankswitch
+
+
+HasEnoughMoney::
+; Check if the player has at least as much
+; money as the 3-byte BCD value at $ff9f.
+ ld de, wPlayerMoney
+ ld hl, $ff9f
+ ld c, 3
+ jp StringCmp
+
+HasEnoughCoins::
+; Check if the player has at least as many
+; coins as the 2-byte BCD value at $ffa0.
+ ld de, wPlayerCoins
+ ld hl, $ffa0
+ ld c, 2
+ jp StringCmp
+
+
+BankswitchHome:: ; 35bc (0:35bc)
+; switches to bank # in a
+; Only use this when in the home bank!
+ ld [wcf09],a
+ ld a,[H_LOADEDROMBANK]
+ ld [wcf08],a
+ ld a,[wcf09]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+BankswitchBack:: ; 35cd (0:35cd)
+; returns from BankswitchHome
+ ld a,[wcf08]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+Bankswitch:: ; 35d6 (0:35d6)
+; self-contained bankswitch, use this when not in the home bank
+; switches to the bank in b
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld bc,.Return
+ push bc
+ jp [hl]
+.Return
+ pop bc
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; displays yes/no choice
+; yes -> set carry
+YesNoChoice:: ; 35ec (0:35ec)
+ call SaveScreenTilesToBuffer1
+ call InitYesNoTextBoxParameters
+ jr DisplayYesNoChoice
+
+Func_35f4:: ; 35f4 (0:35f4)
+ ld a, $14
+ ld [wd125], a
+ call InitYesNoTextBoxParameters
+ jp DisplayTextBoxID
+
+InitYesNoTextBoxParameters:: ; 35ff (0:35ff)
+ xor a
+ ld [wd12c], a
+ hlCoord 14, 7
+ ld bc, $80f
+ ret
+
+YesNoChoicePokeCenter:: ; 360a (0:360a)
+ call SaveScreenTilesToBuffer1
+ ld a, $6
+ ld [wd12c], a
+ hlCoord 11, 6
+ ld bc, $80c
+ jr DisplayYesNoChoice
+
+Func_361a:: ; 361a (0:361a)
+ call SaveScreenTilesToBuffer1
+ ld a, $3
+ ld [wd12c], a
+ hlCoord 12, 7
+ ld bc, $080d
+DisplayYesNoChoice:: ; 3628 (0:3628)
+ ld a, $14
+ ld [wd125], a
+ call DisplayTextBoxID
+ jp LoadScreenTilesFromBuffer1
+
+; calculates the difference |a-b|, setting carry flag if a<b
+CalcDifference:: ; 3633 (0:3633)
+ sub b
+ ret nc
+ cpl
+ add $1
+ scf
+ ret
+
+MoveSprite:: ; 363a (0:363a)
+; move the sprite [$FF8C] with the movement pointed to by de
+; actually only copies the movement data to wcc5b for later
+ call SetSpriteMovementBytesToFF
+MoveSprite_:: ; 363d (0:363d)
+ push hl
+ push bc
+ call GetSpriteMovementByte1Pointer
+ xor a
+ ld [hl],a
+ ld hl,wcc5b
+ ld c,0
+
+.loop
+ ld a,[de]
+ ld [hli],a
+ inc de
+ inc c
+ cp a,$FF ; have we reached the end of the movement data?
+ jr nz,.loop
+
+ ld a,c
+ ld [wcf0f],a ; number of steps taken
+
+ pop bc
+ ld hl,wd730
+ set 0,[hl]
+ pop hl
+ xor a
+ ld [wcd3b],a
+ ld [wccd3],a
+ dec a
+ ld [wJoyIgnore],a
+ ld [wcd3a],a
+ ret
+
+Func_366b:: ; 366b (0:366b)
+ push hl
+ ld hl, $ffe7
+ xor a
+ ld [hld], a
+ ld a, [hld]
+ and a
+ jr z, .asm_367e
+ ld a, [hli]
+.asm_3676
+ sub [hl]
+ jr c, .asm_367e
+ inc hl
+ inc [hl]
+ dec hl
+ jr .asm_3676
+.asm_367e
+ pop hl
+ ret
+
+; copies the tile patterns for letters and numbers into VRAM
+LoadFontTilePatterns:: ; 3680 (0:3680)
+ ld a,[rLCDC]
+ bit 7,a ; is the LCD enabled?
+ jr nz,.lcdEnabled
+.lcdDisabled
+ ld hl,FontGraphics
+ ld de,vFont
+ ld bc,$400
+ ld a,BANK(FontGraphics)
+ jp FarCopyDataDouble ; if LCD is off, transfer all at once
+.lcdEnabled
+ ld de,FontGraphics
+ ld hl,vFont
+ ld bc,(BANK(FontGraphics) << 8 | $80)
+ jp CopyVideoDataDouble ; if LCD is on, transfer during V-blank
+
+; copies the text box tile patterns into VRAM
+LoadTextBoxTilePatterns:: ; 36a0 (0:36a0)
+ ld a,[rLCDC]
+ bit 7,a ; is the LCD enabled?
+ jr nz,.lcdEnabled
+.lcdDisabled
+ ld hl,TextBoxGraphics
+ ld de,vChars2 + $600
+ ld bc,$200
+ ld a,BANK(TextBoxGraphics)
+ jp FarCopyData2 ; if LCD is off, transfer all at once
+.lcdEnabled
+ ld de,TextBoxGraphics
+ ld hl,vChars2 + $600
+ ld bc,(BANK(TextBoxGraphics) << 8 | $20)
+ jp CopyVideoData ; if LCD is on, transfer during V-blank
+
+; copies HP bar and status display tile patterns into VRAM
+LoadHpBarAndStatusTilePatterns:: ; 36c0 (0:36c0)
+ ld a,[rLCDC]
+ bit 7,a ; is the LCD enabled?
+ jr nz,.lcdEnabled
+.lcdDisabled
+ ld hl,HpBarAndStatusGraphics
+ ld de,vChars2 + $620
+ ld bc,$1e0
+ ld a,BANK(HpBarAndStatusGraphics)
+ jp FarCopyData2 ; if LCD is off, transfer all at once
+.lcdEnabled
+ ld de,HpBarAndStatusGraphics
+ ld hl,vChars2 + $620
+ ld bc,(BANK(HpBarAndStatusGraphics) << 8 | $1e)
+ jp CopyVideoData ; if LCD is on, transfer during V-blank
+
+;Fills memory range with the specified byte.
+;input registers a = fill_byte, bc = length, hl = address
+FillMemory:: ; 36e0 (0:36e0)
+ push de
+ ld d, a
+.loop
+ ld a, d
+ ldi [hl], a
+ dec bc
+ ld a, b
+ or c
+ jr nz, .loop
+ pop de
+ ret
+
+; loads sprite that de points to
+; bank of sprite is given in a
+UncompressSpriteFromDE:: ; 36eb (0:36eb)
+ ld hl, W_SPRITEINPUTPTR
+ ld [hl], e
+ inc hl
+ ld [hl], d
+ jp UncompressSpriteData
+
+SaveScreenTilesToBuffer2:: ; 36f4 (0:36f4)
+ ld hl, wTileMap
+ ld de, wTileMapBackup2
+ ld bc, $168
+ call CopyData
+ ret
+
+LoadScreenTilesFromBuffer2:: ; 3701 (0:3701)
+ call LoadScreenTilesFromBuffer2DisableBGTransfer
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
+ ret
+
+; loads screen tiles stored in wTileMapBackup2 but leaves H_AUTOBGTRANSFERENABLED disabled
+LoadScreenTilesFromBuffer2DisableBGTransfer:: ; 3709 (0:3709)
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
+ ld hl, wTileMapBackup2
+ ld de, wTileMap
+ ld bc, $168
+ call CopyData
+ ret
+
+SaveScreenTilesToBuffer1:: ; 3719 (0:3719)
+ ld hl, wTileMap
+ ld de, wTileMapBackup
+ ld bc, $168
+ jp CopyData
+
+LoadScreenTilesFromBuffer1:: ; 3725 (0:3725)
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
+ ld hl, wTileMapBackup
+ ld de, wTileMap
+ ld bc, $168
+ call CopyData
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
+ ret
+
+DelayFrames:: ; 3739 (0:3739)
+; wait n frames, where n is the value in c
+ call DelayFrame
+ dec c
+ jr nz,DelayFrames
+ ret
+
+PlaySoundWaitForCurrent:: ; 3740 (0:3740)
+ push af
+ call WaitForSoundToFinish
+ pop af
+ jp PlaySound
+
+; Wait for sound to finish playing
+WaitForSoundToFinish:: ; 3748 (0:3748)
+ ld a, [wd083]
+ and $80
+ ret nz
+ push hl
+.asm_374f
+ ld hl, wc02a
+ xor a
+ or [hl]
+ inc hl
+ or [hl]
+ inc hl
+ inc hl
+ or [hl]
+ jr nz, .asm_374f
+ pop hl
+ ret
+
+NamePointers:: ; 375d (0:375d)
+ dw MonsterNames
+ dw MoveNames
+ dw UnusedNames
+ dw ItemNames
+ dw wPartyMonOT ; player's OT names list
+ dw wEnemyMonOT ; enemy's OT names list
+ dw TrainerNames
+
+GetName:: ; 376b (0:376b)
+; arguments:
+; [wd0b5] = which name
+; [wd0b6] = which list (W_LISTTYPE)
+; [wPredefBank] = bank of list
+;
+; returns pointer to name in de
+ ld a,[wd0b5]
+ ld [wd11e],a
+ cp a,$C4 ;it's TM/HM
+ jp nc,GetMachineName
+ ld a,[H_LOADEDROMBANK]
+ push af
+ push hl
+ push bc
+ push de
+ ld a,[W_LISTTYPE] ;List3759_entrySelector
+ dec a
+ jr nz,.otherEntries
+ ;1 = MON_NAMES
+ call GetMonName
+ ld hl,11
+ add hl,de
+ ld e,l
+ ld d,h
+ jr .gotPtr
+.otherEntries ; $378d
+ ;2-7 = OTHER ENTRIES
+ ld a,[wPredefBank]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld a,[W_LISTTYPE] ;VariousNames' entryID
+ dec a
+ add a
+ ld d,0
+ ld e,a
+ jr nc,.skip
+ inc d
+.skip ; $37a0
+ ld hl,NamePointers
+ add hl,de
+ ld a,[hli]
+ ld [$ff96],a
+ ld a,[hl]
+ ld [$ff95],a
+ ld a,[$ff95]
+ ld h,a
+ ld a,[$ff96]
+ ld l,a
+ ld a,[wd0b5]
+ ld b,a
+ ld c,0
+.nextName
+ ld d,h
+ ld e,l
+.nextChar
+ ld a,[hli]
+ cp a, "@"
+ jr nz,.nextChar
+ inc c ;entry counter
+ ld a,b ;wanted entry
+ cp c
+ jr nz,.nextName
+ ld h,d
+ ld l,e
+ ld de,wcd6d
+ ld bc,$0014
+ call CopyData
+.gotPtr ; $37cd
+ ld a,e
+ ld [wcf8d],a
+ ld a,d
+ ld [wcf8e],a
+ pop de
+ pop bc
+ pop hl
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+GetItemPrice:: ; 37df (0:37df)
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, [wListMenuID] ; wListMenuID
+ cp $1
+ ld a, $1 ; hardcoded Bank
+ jr nz, .asm_37ed
+ ld a, $f ; hardcoded Bank
+.asm_37ed
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ld hl, wcf8f
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld a, [wcf91]
+ cp HM_01
+ jr nc, .asm_3812
+ ld bc, $3
+.asm_3802
+ add hl, bc
+ dec a
+ jr nz, .asm_3802
+ dec hl
+ ld a, [hld]
+ ld [$ff8d], a
+ ld a, [hld]
+ ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
+ ld a, [hl]
+ ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
+ jr .asm_381c
+.asm_3812
+ ld a, Bank(GetMachinePrice)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ call GetMachinePrice
+.asm_381c
+ ld de, H_DOWNARROWBLINKCNT1 ; $ff8b
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+; copies a string from [de] to [wcf4b]
+CopyStringToCF4B:: ; 3826 (0:3826)
+ ld hl, wcf4b
+ ; fall through
+
+; copies a string from [de] to [hl]
+CopyString:: ; 3829 (0:3829)
+ ld a, [de]
+ inc de
+ ld [hli], a
+ cp "@"
+ jr nz, CopyString
+ ret
+
+; this function is used when lower button sensitivity is wanted (e.g. menus)
+; OUTPUT: [$ffb5] = pressed buttons in usual format
+; there are two flags that control its functionality, [$ffb6] and [$ffb7]
+; there are esentially three modes of operation
+; 1. Get newly pressed buttons only
+; ([$ffb7] == 0, [$ffb6] == any)
+; Just copies [hJoyPressed] to [$ffb5].
+; 2. Get currently pressed buttons at low sample rate with delay
+; ([$ffb7] == 1, [$ffb6] != 0)
+; If the user holds down buttons for more than half a second,
+; report buttons as being pressed up to 12 times per second thereafter.
+; If the user holds down buttons for less than half a second,
+; report only one button press.
+; 3. Same as 2, but report no buttons as pressed if A or B is held down.
+; ([$ffb7] == 1, [$ffb6] == 0)
+JoypadLowSensitivity:: ; 3831 (0:3831)
+ call Joypad
+ ld a,[$ffb7] ; flag
+ and a ; get all currently pressed buttons or only newly pressed buttons?
+ ld a,[hJoyPressed] ; newly pressed buttons
+ jr z,.storeButtonState
+ ld a,[hJoyHeld] ; all currently pressed buttons
+.storeButtonState
+ ld [$ffb5],a
+ ld a,[hJoyPressed] ; newly pressed buttons
+ and a ; have any buttons been newly pressed since last check?
+ jr z,.noNewlyPressedButtons
+.newlyPressedButtons
+ ld a,30 ; half a second delay
+ ld [H_FRAMECOUNTER],a
+ ret
+.noNewlyPressedButtons
+ ld a,[H_FRAMECOUNTER]
+ and a ; is the delay over?
+ jr z,.delayOver
+.delayNotOver
+ xor a
+ ld [$ffb5],a ; report no buttons as pressed
+ ret
+.delayOver
+; if [$ffb6] = 0 and A or B is pressed, report no buttons as pressed
+ ld a,[hJoyHeld]
+ and a,%00000011 ; A and B buttons
+ jr z,.setShortDelay
+ ld a,[$ffb6] ; flag
+ and a
+ jr nz,.setShortDelay
+ xor a
+ ld [$ffb5],a
+.setShortDelay
+ ld a,5 ; 1/12 of a second delay
+ ld [H_FRAMECOUNTER],a
+ ret
+
+WaitForTextScrollButtonPress:: ; 3865 (0:3865)
+ ld a, [H_DOWNARROWBLINKCNT1] ; $ff8b
+ push af
+ ld a, [H_DOWNARROWBLINKCNT2] ; $ff8c
+ push af
+ xor a
+ ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
+ ld a, $6
+ ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
+.asm_3872
+ push hl
+ ld a, [wd09b]
+ and a
+ jr z, .asm_387c
+ call Func_716c6
+.asm_387c
+ hlCoord 18, 16
+ call HandleDownArrowBlinkTiming
+ pop hl
+ call JoypadLowSensitivity
+ predef Func_5a5f
+ ld a, [$ffb5]
+ and A_BUTTON | B_BUTTON
+ jr z, .asm_3872
+ pop af
+ ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
+ pop af
+ ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
+ ret
+
+; (unlass in link battle) waits for A or B being pressed and outputs the scrolling sound effect
+ManualTextScroll:: ; 3898 (0:3898)
+ ld a, [W_ISLINKBATTLE] ; W_ISLINKBATTLE
+ cp $4
+ jr z, .inLinkBattle
+ call WaitForTextScrollButtonPress
+ ld a, (SFX_02_40 - SFX_Headers_02) / 3
+ jp PlaySound
+.inLinkBattle
+ ld c, $41
+ jp DelayFrames
+
+; function to do multiplication
+; all values are big endian
+; INPUT
+; FF96-FF98 = multiplicand
+; FF99 = multiplier
+; OUTPUT
+; FF95-FF98 = product
+Multiply:: ; 38ac (0:38ac)
+ push hl
+ push bc
+ callab _Multiply
+ pop bc
+ pop hl
+ ret
+
+; function to do division
+; all values are big endian
+; INPUT
+; FF95-FF98 = dividend
+; FF99 = divisor
+; b = number of bytes in the dividend (starting from FF95)
+; OUTPUT
+; FF95-FF98 = quotient
+; FF99 = remainder
+Divide:: ; 38b9 (0:38b9)
+ push hl
+ push de
+ push bc
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,Bank(_Divide)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call _Divide
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ pop bc
+ pop de
+ pop hl
+ ret
+
+; This function is used to wait a short period after printing a letter to the
+; screen unless the player presses the A/B button or the delay is turned off
+; through the [wd730] or [wd358] flags.
+PrintLetterDelay:: ; 38d3 (0:38d3)
+ ld a,[wd730]
+ bit 6,a
+ ret nz
+ ld a,[wd358]
+ bit 1,a
+ ret z
+ push hl
+ push de
+ push bc
+ ld a,[wd358]
+ bit 0,a
+ jr z,.waitOneFrame
+ ld a,[W_OPTIONS]
+ and a,$0f
+ ld [H_FRAMECOUNTER],a
+ jr .checkButtons
+.waitOneFrame
+ ld a,1
+ ld [H_FRAMECOUNTER],a
+.checkButtons
+ call Joypad
+ ld a,[hJoyHeld]
+.checkAButton
+ bit 0,a ; is the A button pressed?
+ jr z,.checkBButton
+ jr .endWait
+.checkBButton
+ bit 1,a ; is the B button pressed?
+ jr z,.buttonsNotPressed
+.endWait
+ call DelayFrame
+ jr .done
+.buttonsNotPressed ; if neither A nor B is pressed
+ ld a,[H_FRAMECOUNTER]
+ and a
+ jr nz,.checkButtons
+.done
+ pop bc
+ pop de
+ pop hl
+ ret
+
+; Copies [hl, bc) to [de, bc - hl).
+; In other words, the source data is from hl up to but not including bc,
+; and the destination is de.
+CopyDataUntil:: ; 3913 (0:3913)
+ ld a,[hli]
+ ld [de],a
+ inc de
+ ld a,h
+ cp b
+ jr nz,CopyDataUntil
+ ld a,l
+ cp c
+ jr nz,CopyDataUntil
+ ret
+
+; Function to remove a pokemon from the party or the current box.
+; wWhichPokemon determines the pokemon.
+; [wcf95] == 0 specifies the party.
+; [wcf95] != 0 specifies the current box.
+RemovePokemon:: ; 391f (0:391f)
+ ld hl, _RemovePokemon
+ ld b, BANK(_RemovePokemon)
+ jp Bankswitch
+
+AddPartyMon:: ; 3927 (0:3927)
+ push hl
+ push de
+ push bc
+ callba _AddPartyMon
+ pop bc
+ pop de
+ pop hl
+ ret
+
+; calculates all 5 stats of current mon and writes them to [de]
+CalcStats:: ; 3936 (0:3936)
+ ld c, $0
+.statsLoop
+ inc c
+ call CalcStat
+ ld a, [H_MULTIPLICAND+1]
+ ld [de], a
+ inc de
+ ld a, [H_MULTIPLICAND+2]
+ ld [de], a
+ inc de
+ ld a, c
+ cp $5
+ jr nz, .statsLoop
+ ret
+
+; calculates stat c of current mon
+; c: stat to calc (HP=1,Atk=2,Def=3,Spd=4,Spc=5)
+; b: consider stat exp?
+; hl: base ptr to stat exp values ([hl + 2*c - 1] and [hl + 2*c])
+CalcStat:: ; 394a (0:394a)
+ push hl
+ push de
+ push bc
+ ld a, b
+ ld d, a
+ push hl
+ ld hl, W_MONHEADER
+ ld b, $0
+ add hl, bc
+ ld a, [hl] ; read base value of stat
+ ld e, a
+ pop hl
+ push hl
+ sla c
+ ld a, d
+ and a
+ jr z, .statExpDone ; consider stat exp?
+ add hl, bc ; skip to corresponding stat exp value
+.statExpLoop ; calculates ceil(Sqrt(stat exp)) in b
+ xor a
+ ld [H_MULTIPLICAND], a
+ ld [H_MULTIPLICAND+1], a
+ inc b ; increment current stat exp bonus
+ ld a, b
+ cp $ff
+ jr z, .statExpDone
+ ld [H_MULTIPLICAND+2], a
+ ld [H_MULTIPLIER], a
+ call Multiply
+ ld a, [hld]
+ ld d, a
+ ld a, [$ff98]
+ sub d
+ ld a, [hli]
+ ld d, a
+ ld a, [$ff97]
+ sbc d ; test if (current stat exp bonus)^2 < stat exp
+ jr c, .statExpLoop
+.statExpDone
+ srl c
+ pop hl
+ push bc
+ ld bc, $b ; skip to stat IV values
+ add hl, bc
+ pop bc
+ ld a, c
+ cp $2
+ jr z, .getAttackIV
+ cp $3
+ jr z, .getDefenseIV
+ cp $4
+ jr z, .getSpeedIV
+ cp $5
+ jr z, .getSpecialIV
+.getHpIV
+ push bc
+ ld a, [hl] ; Atk IV
+ swap a
+ and $1
+ sla a
+ sla a
+ sla a
+ ld b, a
+ ld a, [hli] ; Def IV
+ and $1
+ sla a
+ sla a
+ add b
+ ld b, a
+ ld a, [hl] ; Spd IV
+ swap a
+ and $1
+ sla a
+ add b
+ ld b, a
+ ld a, [hl] ; Spc IV
+ and $1
+ add b ; HP IV: LSB of the other 4 IVs
+ pop bc
+ jr .calcStatFromIV
+.getAttackIV
+ ld a, [hl]
+ swap a
+ and $f
+ jr .calcStatFromIV
+.getDefenseIV
+ ld a, [hl]
+ and $f
+ jr .calcStatFromIV
+.getSpeedIV
+ inc hl
+ ld a, [hl]
+ swap a
+ and $f
+ jr .calcStatFromIV
+.getSpecialIV
+ inc hl
+ ld a, [hl]
+ and $f
+.calcStatFromIV
+ ld d, $0
+ add e
+ ld e, a
+ jr nc, .noCarry
+ inc d ; de = Base + IV
+.noCarry
+ sla e
+ rl d ; de = (Base + IV) * 2
+ srl b
+ srl b ; b = ceil(Sqrt(stat exp)) / 4
+ ld a, b
+ add e
+ jr nc, .noCarry2
+ inc d ; da = (Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4
+.noCarry2
+ ld [H_MULTIPLICAND+2], a
+ ld a, d
+ ld [H_MULTIPLICAND+1], a
+ xor a
+ ld [H_MULTIPLICAND], a
+ ld a, [W_CURENEMYLVL] ; W_CURENEMYLVL
+ ld [H_MULTIPLIER], a
+ call Multiply ; ((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level
+ ld a, [H_MULTIPLICAND]
+ ld [H_DIVIDEND], a
+ ld a, [H_MULTIPLICAND+1]
+ ld [H_DIVIDEND+1], a
+ ld a, [H_MULTIPLICAND+2]
+ ld [H_DIVIDEND+2], a
+ ld a, $64
+ ld [H_DIVISOR], a
+ ld a, $3
+ ld b, a
+ call Divide ; (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100
+ ld a, c
+ cp $1
+ ld a, $5
+ jr nz, .notHPStat
+ ld a, [W_CURENEMYLVL] ; W_CURENEMYLVL
+ ld b, a
+ ld a, [H_MULTIPLICAND+2]
+ add b
+ ld [H_MULTIPLICAND+2], a
+ jr nc, .noCarry3
+ ld a, [H_MULTIPLICAND+1]
+ inc a
+ ld [H_MULTIPLICAND+1], a ; HP: (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100 + Level
+.noCarry3
+ ld a, $a
+.notHPStat
+ ld b, a
+ ld a, [H_MULTIPLICAND+2]
+ add b
+ ld [H_MULTIPLICAND+2], a
+ jr nc, .noCarry4
+ ld a, [H_MULTIPLICAND+1]
+ inc a ; non-HP: (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100 + 5
+ ld [H_MULTIPLICAND+1], a ; HP: (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100 + Level + 10
+.noCarry4
+ ld a, [H_MULTIPLICAND+1] ; check for overflow (>999)
+ cp $4
+ jr nc, .overflow
+ cp $3
+ jr c, .noOverflow
+ ld a, [H_MULTIPLICAND+2]
+ cp $e8
+ jr c, .noOverflow
+.overflow
+ ld a, $3 ; overflow: cap at 999
+ ld [H_MULTIPLICAND+1], a
+ ld a, $e7
+ ld [H_MULTIPLICAND+2], a
+.noOverflow
+ pop bc
+ pop de
+ pop hl
+ ret
+
+AddEnemyMonToPlayerParty:: ; 3a53 (0:3a53)
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, BANK(_AddEnemyMonToPlayerParty)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ call _AddEnemyMonToPlayerParty
+ pop bc
+ ld a, b
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+Func_3a68:: ; 3a68 (0:3a68)
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, BANK(Func_f51e)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ call Func_f51e
+ pop bc
+ ld a, b
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+; skips a text entries, each of size $b (like trainer name, OT name, rival name, ...)
+; hl: base pointer, will be incremented by $b * a
+SkipFixedLengthTextEntries:: ; 3a7d (0:3a7d)
+ and a
+ ret z
+ ld bc, $b
+.skipLoop
+ add hl, bc
+ dec a
+ jr nz, .skipLoop
+ ret
+
+AddNTimes:: ; 3a87 (0:3a87)
+; add bc to hl a times
+ and a
+ ret z
+.loop
+ add hl,bc
+ dec a
+ jr nz,.loop
+ ret
+
+; Compare strings, c bytes in length, at de and hl.
+; Often used to compare big endian numbers in battle calculations.
+StringCmp:: ; 3a8e (0:3a8e)
+ ld a,[de]
+ cp [hl]
+ ret nz
+ inc de
+ inc hl
+ dec c
+ jr nz,StringCmp
+ ret
+
+; INPUT:
+; a = oam block index (each block is 4 oam entries)
+; b = Y coordinate of upper left corner of sprite
+; c = X coordinate of upper left corner of sprite
+; de = base address of 4 tile number and attribute pairs
+WriteOAMBlock:: ; 3a97 (0:3a97)
+ ld h,wOAMBuffer / $100
+ swap a ; multiply by 16
+ ld l,a
+ call .writeOneEntry ; upper left
+ push bc
+ ld a,8
+ add c
+ ld c,a
+ call .writeOneEntry ; upper right
+ pop bc
+ ld a,8
+ add b
+ ld b,a
+ call .writeOneEntry ; lower left
+ ld a,8
+ add c
+ ld c,a
+ ; lower right
+.writeOneEntry
+ ld [hl],b ; Y coordinate
+ inc hl
+ ld [hl],c ; X coordinate
+ inc hl
+ ld a,[de] ; tile number
+ inc de
+ ld [hli],a
+ ld a,[de] ; attribute
+ inc de
+ ld [hli],a
+ ret
+
+HandleMenuInput:: ; 3abe (0:3abe)
+ xor a
+ ld [wd09b],a
+
+HandleMenuInputPokemonSelection:: ; 3ac2 (0:3ac2)
+ ld a,[H_DOWNARROWBLINKCNT1]
+ push af
+ ld a,[H_DOWNARROWBLINKCNT2]
+ push af ; save existing values on stack
+ xor a
+ ld [H_DOWNARROWBLINKCNT1],a ; blinking down arrow timing value 1
+ ld a,$06
+ ld [H_DOWNARROWBLINKCNT2],a ; blinking down arrow timing value 2
+.loop1
+ xor a
+ ld [W_SUBANIMTRANSFORM],a ; counter for pokemon shaking animation
+ call PlaceMenuCursor
+ call Delay3
+.loop2
+ push hl
+ ld a,[wd09b]
+ and a ; is it a pokemon selection menu?
+ jr z,.getJoypadState
+ callba AnimatePartyMon ; shake mini sprite of selected pokemon
+.getJoypadState
+ pop hl
+ call JoypadLowSensitivity
+ ld a,[$ffb5]
+ and a ; was a key pressed?
+ jr nz,.keyPressed
+ push hl
+ hlCoord 18, 11 ; coordinates of blinking down arrow in some menus
+ call HandleDownArrowBlinkTiming ; blink down arrow (if any)
+ pop hl
+ ld a,[wMenuJoypadPollCount]
+ dec a
+ jr z,.giveUpWaiting
+ jr .loop2
+.giveUpWaiting
+; if a key wasn't pressed within the specified number of checks
+ pop af
+ ld [H_DOWNARROWBLINKCNT2],a
+ pop af
+ ld [H_DOWNARROWBLINKCNT1],a ; restore previous values
+ xor a
+ ld [wMenuWrappingEnabled],a ; disable menu wrapping
+ ret
+.keyPressed
+ xor a
+ ld [wcc4b],a
+ ld a,[$ffb5]
+ ld b,a
+ bit 6,a ; pressed Up key?
+ jr z,.checkIfDownPressed
+.upPressed
+ ld a,[wCurrentMenuItem] ; selected menu item
+ and a ; already at the top of the menu?
+ jr z,.alreadyAtTop
+.notAtTop
+ dec a
+ ld [wCurrentMenuItem],a ; move selected menu item up one space
+ jr .checkOtherKeys
+.alreadyAtTop
+ ld a,[wMenuWrappingEnabled]
+ and a ; is wrapping around enabled?
+ jr z,.noWrappingAround
+ ld a,[wMaxMenuItem]
+ ld [wCurrentMenuItem],a ; wrap to the bottom of the menu
+ jr .checkOtherKeys
+.checkIfDownPressed
+ bit 7,a
+ jr z,.checkOtherKeys
+.downPressed
+ ld a,[wCurrentMenuItem]
+ inc a
+ ld c,a
+ ld a,[wMaxMenuItem]
+ cp c
+ jr nc,.notAtBottom
+.alreadyAtBottom
+ ld a,[wMenuWrappingEnabled]
+ and a ; is wrapping around enabled?
+ jr z,.noWrappingAround
+ ld c,$00 ; wrap from bottom to top
+.notAtBottom
+ ld a,c
+ ld [wCurrentMenuItem],a
+.checkOtherKeys
+ ld a,[wMenuWatchedKeys]
+ and b ; does the menu care about any of the pressed keys?
+ jp z,.loop1
+.checkIfAButtonOrBButtonPressed
+ ld a,[$ffb5]
+ and a,%00000011 ; pressed A button or B button?
+ jr z,.skipPlayingSound
+.AButtonOrBButtonPressed
+ push hl
+ ld hl,wFlags_0xcd60
+ bit 5,[hl]
+ pop hl
+ jr nz,.skipPlayingSound
+ ld a,(SFX_02_40 - SFX_Headers_02) / 3
+ call PlaySound ; play sound
+.skipPlayingSound
+ pop af
+ ld [H_DOWNARROWBLINKCNT2],a
+ pop af
+ ld [H_DOWNARROWBLINKCNT1],a ; restore previous values
+ xor a
+ ld [wMenuWrappingEnabled],a ; disable menu wrapping
+ ld a,[$ffb5]
+ ret
+.noWrappingAround
+ ld a,[wcc37]
+ and a ; should we return if the user tried to go past the top or bottom?
+ jr z,.checkOtherKeys
+ jr .checkIfAButtonOrBButtonPressed
+
+PlaceMenuCursor:: ; 3b7c (0:3b7c)
+ ld a,[wTopMenuItemY]
+ and a ; is the y coordinate 0?
+ jr z,.adjustForXCoord
+ ld hl,wTileMap
+ ld bc,20 ; screen width
+.topMenuItemLoop
+ add hl,bc
+ dec a
+ jr nz,.topMenuItemLoop
+.adjustForXCoord
+ ld a,[wTopMenuItemX]
+ ld b,$00
+ ld c,a
+ add hl,bc
+ push hl
+ ld a,[wLastMenuItem]
+ and a ; was the previous menu id 0?
+ jr z,.checkForArrow1
+ push af
+ ld a,[$fff6]
+ bit 1,a ; is the menu double spaced?
+ jr z,.doubleSpaced1
+ ld bc,20
+ jr .getOldMenuItemScreenPosition
+.doubleSpaced1
+ ld bc,40
+.getOldMenuItemScreenPosition
+ pop af
+.oldMenuItemLoop
+ add hl,bc
+ dec a
+ jr nz,.oldMenuItemLoop
+.checkForArrow1
+ ld a,[hl]
+ cp a,"▶" ; was an arrow next to the previously selected menu item?
+ jr nz,.skipClearingArrow
+.clearArrow
+ ld a,[wTileBehindCursor]
+ ld [hl],a
+.skipClearingArrow
+ pop hl
+ ld a,[wCurrentMenuItem]
+ and a
+ jr z,.checkForArrow2
+ push af
+ ld a,[$fff6]
+ bit 1,a ; is the menu double spaced?
+ jr z,.doubleSpaced2
+ ld bc,20
+ jr .getCurrentMenuItemScreenPosition
+.doubleSpaced2
+ ld bc,40
+.getCurrentMenuItemScreenPosition
+ pop af
+.currentMenuItemLoop
+ add hl,bc
+ dec a
+ jr nz,.currentMenuItemLoop
+.checkForArrow2
+ ld a,[hl]
+ cp a,"▶" ; has the right arrow already been placed?
+ jr z,.skipSavingTile ; if so, don't lose the saved tile
+ ld [wTileBehindCursor],a ; save tile before overwriting with right arrow
+.skipSavingTile
+ ld a,"▶" ; place right arrow
+ ld [hl],a
+ ld a,l
+ ld [wMenuCursorLocation],a
+ ld a,h
+ ld [wMenuCursorLocation + 1],a
+ ld a,[wCurrentMenuItem]
+ ld [wLastMenuItem],a
+ ret
+
+; This is used to mark a menu cursor other than the one currently being
+; manipulated. In the case of submenus, this is used to show the location of
+; the menu cursor in the parent menu. In the case of swapping items in list,
+; this is used to mark the item that was first chosen to be swapped.
+PlaceUnfilledArrowMenuCursor:: ; 3bec (0:3bec)
+ ld b,a
+ ld a,[wMenuCursorLocation]
+ ld l,a
+ ld a,[wMenuCursorLocation + 1]
+ ld h,a
+ ld [hl],$ec ; outline of right arrow
+ ld a,b
+ ret
+
+; Replaces the menu cursor with a blank space.
+EraseMenuCursor:: ; 3bf9 (0:3bf9)
+ ld a,[wMenuCursorLocation]
+ ld l,a
+ ld a,[wMenuCursorLocation + 1]
+ ld h,a
+ ld [hl]," "
+ ret
+
+; This toggles a blinking down arrow at hl on and off after a delay has passed.
+; This is often called even when no blinking is occurring.
+; The reason is that most functions that call this initialize H_DOWNARROWBLINKCNT1 to 0.
+; The effect is that if the tile at hl is initialized with a down arrow,
+; this function will toggle that down arrow on and off, but if the tile isn't
+; initliazed with a down arrow, this function does nothing.
+; That allows this to be called without worrying about if a down arrow should
+; be blinking.
+HandleDownArrowBlinkTiming:: ; 3c04 (0:3c04)
+ ld a,[hl]
+ ld b,a
+ ld a,$ee ; down arrow
+ cp b
+ jr nz,.downArrowOff
+.downArrowOn
+ ld a,[H_DOWNARROWBLINKCNT1]
+ dec a
+ ld [H_DOWNARROWBLINKCNT1],a
+ ret nz
+ ld a,[H_DOWNARROWBLINKCNT2]
+ dec a
+ ld [H_DOWNARROWBLINKCNT2],a
+ ret nz
+ ld a," "
+ ld [hl],a
+ ld a,$ff
+ ld [H_DOWNARROWBLINKCNT1],a
+ ld a,$06
+ ld [H_DOWNARROWBLINKCNT2],a
+ ret
+.downArrowOff
+ ld a,[H_DOWNARROWBLINKCNT1]
+ and a
+ ret z
+ dec a
+ ld [H_DOWNARROWBLINKCNT1],a
+ ret nz
+ dec a
+ ld [H_DOWNARROWBLINKCNT1],a
+ ld a,[H_DOWNARROWBLINKCNT2]
+ dec a
+ ld [H_DOWNARROWBLINKCNT2],a
+ ret nz
+ ld a,$06
+ ld [H_DOWNARROWBLINKCNT2],a
+ ld a,$ee ; down arrow
+ ld [hl],a
+ ret
+
+; The following code either enables or disables the automatic drawing of
+; text boxes by DisplayTextID. Both functions cause DisplayTextID to wait
+; for a button press after displaying text (unless [wcc47] is set).
+
+EnableAutoTextBoxDrawing:: ; 3c3c (0:3c3c)
+ xor a
+ jr AutoTextBoxDrawingCommon
+
+DisableAutoTextBoxDrawing:: ; 3c3f (0:3c3f)
+ ld a,$01
+
+AutoTextBoxDrawingCommon:: ; 3c41 (0:3c41)
+ ld [wcf0c],a ; control text box drawing
+ xor a
+ ld [wcc3c],a ; make DisplayTextID wait for button press
+ ret
+
+PrintText:: ; 3c49 (0:3c49)
+; given a pointer in hl, print the text there
+ push hl
+ ld a,1
+ ld [wd125],a
+ call DisplayTextBoxID
+ call UpdateSprites
+ call Delay3
+ pop hl
+Func_3c59:: ; 3c59 (0:3c59)
+ bcCoord 1, 14
+ jp TextCommandProcessor
+
+; converts a big-endian binary number into decimal and prints it
+; INPUT:
+; b = flags and number of bytes
+; bit 7: if set, print leading zeroes
+; if unset, do not print leading zeroes
+; bit 6: if set, left-align the string (do not pad empty digits with spaces)
+; if unset, right-align the string
+; bits 4-5: unused
+; bits 0-3: number of bytes (only 1 - 3 bytes supported)
+; c = number of decimal digits
+; de = address of the number (big-endian)
+PrintNumber:: ; 3c5f (0:3c5f)
+ push bc
+ xor a
+ ld [H_PASTLEADINGZEROES],a
+ ld [H_NUMTOPRINT],a
+ ld [H_NUMTOPRINT + 1],a
+ ld a,b
+ and a,%00001111
+ cp a,1
+ jr z,.oneByte
+ cp a,2
+ jr z,.twoBytes
+.threeBytes
+ ld a,[de]
+ ld [H_NUMTOPRINT],a
+ inc de
+ ld a,[de]
+ ld [H_NUMTOPRINT + 1],a
+ inc de
+ ld a,[de]
+ ld [H_NUMTOPRINT + 2],a
+ jr .checkNumDigits
+.twoBytes
+ ld a,[de]
+ ld [H_NUMTOPRINT + 1],a
+ inc de
+ ld a,[de]
+ ld [H_NUMTOPRINT + 2],a
+ jr .checkNumDigits
+.oneByte
+ ld a,[de]
+ ld [H_NUMTOPRINT + 2],a
+.checkNumDigits
+ push de
+ ld d,b
+ ld a,c
+ ld b,a
+ xor a
+ ld c,a
+ ld a,b ; a = number of decimal digits
+ cp a,2
+ jr z,.tensPlace
+ cp a,3
+ jr z,.hundredsPlace
+ cp a,4
+ jr z,.thousandsPlace
+ cp a,5
+ jr z,.tenThousandsPlace
+ cp a,6
+ jr z,.hundredThousandsPlace
+.millionsPlace
+ ld a,1000000 >> 16
+ ld [H_POWEROFTEN],a
+ ld a,(1000000 >> 8) & $FF
+ ld [H_POWEROFTEN + 1],a
+ ld a,1000000 & $FF
+ ld [H_POWEROFTEN + 2],a
+ call PrintNumber_PrintDigit
+ call PrintNumber_AdvancePointer
+.hundredThousandsPlace
+ ld a,100000 >> 16
+ ld [H_POWEROFTEN],a
+ ld a,(100000 >> 8) & $FF
+ ld [H_POWEROFTEN + 1],a
+ ld a,100000 & $FF
+ ld [H_POWEROFTEN + 2],a
+ call PrintNumber_PrintDigit
+ call PrintNumber_AdvancePointer
+.tenThousandsPlace
+ xor a
+ ld [H_POWEROFTEN],a
+ ld a,10000 >> 8
+ ld [H_POWEROFTEN + 1],a
+ ld a,10000 & $FF
+ ld [H_POWEROFTEN + 2],a
+ call PrintNumber_PrintDigit
+ call PrintNumber_AdvancePointer
+.thousandsPlace
+ xor a
+ ld [H_POWEROFTEN],a
+ ld a,1000 >> 8
+ ld [H_POWEROFTEN + 1],a
+ ld a,1000 & $FF
+ ld [H_POWEROFTEN + 2],a
+ call PrintNumber_PrintDigit
+ call PrintNumber_AdvancePointer
+.hundredsPlace
+ xor a
+ ld [H_POWEROFTEN],a
+ xor a
+ ld [H_POWEROFTEN + 1],a
+ ld a,100
+ ld [H_POWEROFTEN + 2],a
+ call PrintNumber_PrintDigit
+ call PrintNumber_AdvancePointer
+.tensPlace
+ ld c,00
+ ld a,[H_NUMTOPRINT + 2]
+.loop
+ cp a,10
+ jr c,.underflow
+ sub a,10
+ inc c
+ jr .loop
+.underflow
+ ld b,a
+ ld a,[H_PASTLEADINGZEROES]
+ or c
+ ld [H_PASTLEADINGZEROES],a
+ jr nz,.pastLeadingZeroes
+ call PrintNumber_PrintLeadingZero
+ jr .advancePointer
+.pastLeadingZeroes
+ ld a,"0"
+ add c
+ ld [hl],a
+.advancePointer
+ call PrintNumber_AdvancePointer
+.onesPlace
+ ld a,"0"
+ add b
+ ld [hli],a
+ pop de
+ dec de
+ pop bc
+ ret
+
+; prints a decimal digit
+; This works by repeatedely subtracting a power of ten until the number becomes negative.
+; The number of subtractions it took in order to make the number negative is the digit for the current number place.
+; The last value that the number had before becoming negative is kept as the new value of the number.
+; A more succinct description is that the number is divided by a power of ten
+; and the quotient becomes the digit while the remainder is stored as the new value of the number.
+PrintNumber_PrintDigit:: ; 3d25 (0:3d25)
+ ld c,0 ; counts number of loop iterations to determine the decimal digit
+.loop
+ ld a,[H_POWEROFTEN]
+ ld b,a
+ ld a,[H_NUMTOPRINT]
+ ld [H_SAVEDNUMTOPRINT],a
+ cp b
+ jr c,.underflow0
+ sub b
+ ld [H_NUMTOPRINT],a
+ ld a,[H_POWEROFTEN + 1]
+ ld b,a
+ ld a,[H_NUMTOPRINT + 1]
+ ld [H_SAVEDNUMTOPRINT + 1],a
+ cp b
+ jr nc,.noBorrowForByte1
+.byte1BorrowFromByte0
+ ld a,[H_NUMTOPRINT]
+ or a,0
+ jr z,.underflow1
+ dec a
+ ld [H_NUMTOPRINT],a
+ ld a,[H_NUMTOPRINT + 1]
+.noBorrowForByte1
+ sub b
+ ld [H_NUMTOPRINT + 1],a
+ ld a,[H_POWEROFTEN + 2]
+ ld b,a
+ ld a,[H_NUMTOPRINT + 2]
+ ld [H_SAVEDNUMTOPRINT + 2],a
+ cp b
+ jr nc,.noBorrowForByte2
+.byte2BorrowFromByte1
+ ld a,[H_NUMTOPRINT + 1]
+ and a
+ jr nz,.finishByte2BorrowFromByte1
+.byte2BorrowFromByte0
+ ld a,[H_NUMTOPRINT]
+ and a
+ jr z,.underflow2
+ dec a
+ ld [H_NUMTOPRINT],a
+ xor a
+.finishByte2BorrowFromByte1
+ dec a
+ ld [H_NUMTOPRINT + 1],a
+ ld a,[H_NUMTOPRINT + 2]
+.noBorrowForByte2
+ sub b
+ ld [H_NUMTOPRINT + 2],a
+ inc c
+ jr .loop
+.underflow2
+ ld a,[H_SAVEDNUMTOPRINT + 1]
+ ld [H_NUMTOPRINT + 1],a
+.underflow1
+ ld a,[H_SAVEDNUMTOPRINT]
+ ld [H_NUMTOPRINT],a
+.underflow0
+ ld a,[H_PASTLEADINGZEROES]
+ or c
+ jr z,PrintNumber_PrintLeadingZero
+ ld a,"0"
+ add c
+ ld [hl],a
+ ld [H_PASTLEADINGZEROES],a
+ ret
+
+; prints a leading zero unless they are turned off in the flags
+PrintNumber_PrintLeadingZero:: ; 3d83 (0:3d83)
+ bit 7,d ; print leading zeroes?
+ ret z
+ ld [hl],"0"
+ ret
+
+; increments the pointer unless leading zeroes are not being printed,
+; the number is left-aligned, and no nonzero digits have been printed yet
+PrintNumber_AdvancePointer:: ; 3d89 (0:3d89)
+ bit 7,d ; print leading zeroes?
+ jr nz,.incrementPointer
+ bit 6,d ; left alignment or right alignment?
+ jr z,.incrementPointer
+ ld a,[H_PASTLEADINGZEROES]
+ and a
+ ret z
+.incrementPointer
+ inc hl
+ ret
+
+; calls a function from a table of function pointers
+; INPUT:
+; a = index within table
+; hl = address of function pointer table
+CallFunctionInTable:: ; 3d97 (0:3d97)
+ push hl
+ push de
+ push bc
+ add a
+ ld d,0
+ ld e,a
+ add hl,de
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a
+ ld de,.returnAddress
+ push de
+ jp [hl]
+.returnAddress
+ pop bc
+ pop de
+ pop hl
+ ret
+
+
+IsInArray::
+; Search an array at hl for the value in a.
+; Entry size is de bytes.
+; Return count b and carry if found.
+ ld b, 0
+
+IsInRestOfArray::
+ ld c, a
+.loop
+ ld a, [hl]
+ cp -1
+ jr z, .notfound
+ cp c
+ jr z, .found
+ inc b
+ add hl, de
+ jr .loop
+
+.notfound
+ and a
+ ret
+
+.found
+ scf
+ ret
+
+
+Func_3dbe:: ; 3dbe (0:3dbe)
+ call ClearSprites
+ ld a, $1
+ ld [wcfcb], a
+ call Func_3e08
+ call LoadScreenTilesFromBuffer2
+ call LoadTextBoxTilePatterns
+ call GoPAL_SET_CF1C
+ jr Delay3
+
+
+GBPalWhiteOutWithDelay3::
+ call GBPalWhiteOut
+
+Delay3::
+; The bg map is updated each frame in thirds.
+; Wait three frames to let the bg map fully update.
+ ld c, 3
+ jp DelayFrames
+
+GBPalNormal::
+; Reset BGP and OBP0.
+ ld a, %11100100 ; 3210
+ ld [rBGP], a
+ ld a, %11010000 ; 3100
+ ld [rOBP0], a
+ ret
+
+GBPalWhiteOut::
+; White out all palettes.
+ xor a
+ ld [rBGP],a
+ ld [rOBP0],a
+ ld [rOBP1],a
+ ret
+
+
+GoPAL_SET_CF1C:: ; 3ded (0:3ded)
+ ld b,$ff
+GoPAL_SET:: ; 3def (0:3def)
+ ld a,[wcf1b]
+ and a
+ ret z
+ predef_jump Func_71ddf
+
+GetHealthBarColor::
+; Return at hl the palette of
+; an HP bar e pixels long.
+ ld a, e
+ cp 27
+ ld d, 0 ; green
+ jr nc, .gotColor
+ cp 10
+ inc d ; yellow
+ jr nc, .gotColor
+ inc d ; red
+.gotColor
+ ld [hl], d
+ ret
+
+Func_3e08:: ; 3e08 (0:3e08)
+ ld hl, wcfc4
+ ld a, [hl]
+ push af
+ res 0, [hl]
+ push hl
+ xor a
+ ld [W_SPRITESETID], a ; W_SPRITESETID
+ call DisableLCD
+ callba InitMapSprites
+ call EnableLCD
+ pop hl
+ pop af
+ ld [hl], a
+ call LoadPlayerSpriteGraphics
+ call LoadFontTilePatterns
+ jp UpdateSprites
+
+
+GiveItem::
+; Give player quantity c of item b,
+; and copy the item's name to wcf4b.
+; Return carry on success.
+ ld a, b
+ ld [wd11e], a
+ ld [wcf91], a
+ ld a, c
+ ld [wcf96], a
+ ld hl,wNumBagItems
+ call AddItemToInventory
+ ret nc
+ call GetItemName
+ call CopyStringToCF4B
+ scf
+ ret
+
+GivePokemon::
+; Give the player monster b at level c.
+ ld a, b
+ ld [wcf91], a
+ ld a, c
+ ld [W_CURENEMYLVL], a
+ xor a
+ ld [wcc49], a
+ ld b, BANK(_GivePokemon)
+ ld hl, _GivePokemon
+ jp Bankswitch
+
+
+Random::
+; Return a random number in a.
+; For battles, use BattleRandom.
+ push hl
+ push de
+ push bc
+ callba Random_
+ ld a,[hRandomAdd]
+ pop bc
+ pop de
+ pop hl
+ ret
+
+
+INCLUDE "home/predef.asm"
+
+
+Func_3ead:: ; 3ead (0:3ead)
+ ld b, BANK(CinnabarGymQuiz_1eb0a)
+ ld hl, CinnabarGymQuiz_1eb0a
+ jp Bankswitch
+
+Func_3eb5:: ; 3eb5 (0:3eb5)
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, [hJoyHeld]
+ bit 0, a
+ jr z, .asm_3eea
+ ld a, Bank(Func_469a0)
+ ld [$2000], a
+ ld [H_LOADEDROMBANK], a
+ call Func_469a0
+ ld a, [$ffee]
+ and a
+ jr nz, .asm_3edd
+ ld a, [wTrainerEngageDistance]
+ ld [$2000], a
+ ld [H_LOADEDROMBANK], a
+ ld de, .asm_3eda
+ push de
+ jp [hl]
+.asm_3eda
+ xor a
+ jr .asm_3eec
+.asm_3edd
+ callba PrintBookshelfText
+ ld a, [$ffdb]
+ and a
+ jr z, .asm_3eec
+.asm_3eea
+ ld a, $ff
+.asm_3eec
+ ld [$ffeb], a
+ pop af
+ ld [$2000], a
+ ld [H_LOADEDROMBANK], a
+ ret
+
+PrintPredefTextID:: ; 3ef5 (0:3ef5)
+ ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
+ ld hl, PointerTable_3f22
+ call Func_3f0f
+ ld hl, wcf11
+ set 0, [hl]
+ call DisplayTextID
+
+Func_3f05:: ; 3f05 (0:3f05)
+ ld hl, W_MAPTEXTPTR ; wd36c
+ ld a, [$ffec]
+ ld [hli], a
+ ld a, [$ffed]
+ ld [hl], a
+ ret
+
+Func_3f0f:: ; 3f0f (0:3f0f)
+ ld a, [W_MAPTEXTPTR] ; wd36c
+ ld [$ffec], a
+ ld a, [W_MAPTEXTPTR + 1]
+ ld [$ffed], a
+ ld a, l
+ ld [W_MAPTEXTPTR], a ; wd36c
+ ld a, h
+ ld [W_MAPTEXTPTR + 1], a
+ ret
+
+PointerTable_3f22:: ; 3f22 (0:3f22)
+ dw CardKeySuccessText ; id = 01
+ dw CardKeyFailText ; id = 02
+ dw RedBedroomPC ; id = 03
+ dw RedBedroomSNESText ; id = 04
+ dw PushStartText ; id = 05
+ dw SaveOptionText ; id = 06
+ dw StrengthsAndWeaknessesText ; id = 07
+ dw OakLabEmailText ; id = 08
+ dw AerodactylFossilText ; id = 09
+ dw Route15UpstairsBinocularsText ; id = 0A
+ dw KabutopsFossilText ; id = 0B
+ dw GymStatueText1 ; id = 0C
+ dw GymStatueText2 ; id = 0D
+ dw BookcaseText ; id = 0E
+ dw ViridianCityPokecenterBenchGuyText ; id = 0F
+ dw PewterCityPokecenterBenchGuyText ; id = 10
+ dw CeruleanCityPokecenterBenchGuyText ; id = 11
+ dw LavenderCityPokecenterBenchGuyText ; id = 12
+ dw VermilionCityPokecenterBenchGuyText ; id = 13
+ dw CeladonCityPokecenterBenchGuyText ; id = 14
+ dw CeladonCityHotelText ; id = 15
+ dw FuchsiaCityPokecenterBenchGuyText ; id = 16
+ dw CinnabarIslandPokecenterBenchGuyText ; id = 17
+ dw SaffronCityPokecenterBenchGuyText ; id = 18
+ dw MtMoonPokecenterBenchGuyText ; id = 19
+ dw RockTunnelPokecenterBenchGuyText ; id = 1A
+ dw UnusedBenchGuyText1 ; id = 1B
+ dw UnusedBenchGuyText2 ; id = 1C
+ dw UnusedBenchGuyText3 ; id = 1D
+ dw TerminatorText_62508 ; id = 1E
+ dw PredefText1f ; id = 1F
+ dw ViridianSchoolNotebook ; id = 20
+ dw ViridianSchoolBlackboard ; id = 21
+ dw JustAMomentText ; id = 22
+ dw PredefText23 ; id = 23
+ dw FoundHiddenItemText ; id = 24
+ dw HiddenItemBagFullText ; id = 25
+ dw VermilionGymTrashText ; id = 26
+ dw IndigoPlateauHQText ; id = 27
+ dw GameCornerOutOfOrderText ; id = 28
+ dw GameCornerOutToLunchText ; id = 29
+ dw GameCornerSomeonesKeysText ; id = 2A
+ dw FoundHiddenCoinsText ; id = 2B
+ dw DroppedHiddenCoinsText ; id = 2C
+ dw BillsHouseMonitorText ; id = 2D
+ dw BillsHouseInitiatedText ; id = 2E
+ dw BillsHousePokemonList ; id = 2F
+ dw MagazinesText ; id = 30
+ dw CinnabarGymQuiz ; id = 31
+ dw GameCornerNoCoinsText ; id = 32
+ dw GameCornerCoinCaseText ; id = 33
+ dw LinkCableHelp ; id = 34
+ dw TMNotebook ; id = 35
+ dw FightingDojoText ; id = 36
+ dw FightingDojoText_52a10 ; id = 37
+ dw FightingDojoText_52a1d ; id = 38
+ dw NewBicycleText ; id = 39
+ dw IndigoPlateauStatues ; id = 3A
+ dw VermilionGymTrashSuccesText1 ; id = 3B
+ dw VermilionGymTrashSuccesText2 ; id = 3C
+ dw VermilionGymTrashSuccesText3 ; id = 3D
+ dw VermilionGymTrashFailText ; id = 3E
+ dw TownMapText ; id = 3F
+ dw BookOrSculptureText ; id = 40
+ dw ElevatorText ; id = 41
+ dw PokemonStuffText ; id = 42