diff options
Diffstat (limited to 'home/text.asm')
-rw-r--r-- | home/text.asm | 96 |
1 files changed, 48 insertions, 48 deletions
diff --git a/home/text.asm b/home/text.asm index a9e7cd60..99dedc75 100644 --- a/home/text.asm +++ b/home/text.asm @@ -46,9 +46,9 @@ NPlaceChar:: jr nz, .loop ret -PlaceString:: ; 1955 (0:1955) +PlaceString:: push hl -PlaceNextChar:: ; 1956 (0:1956) +PlaceNextChar:: ld a,[de] cp "@" @@ -123,11 +123,11 @@ PlaceNextChar:: ; 1956 (0:1956) jp z,Char5A ld [hli],a call PrintLetterDelay -PlaceNextChar_inc:: ; 19e8 (0:19e8) +PlaceNextChar_inc:: inc de jp PlaceNextChar -Char00:: ; 19ec (0:19ec) +Char00:: ld b,h ld c,l pop hl @@ -184,7 +184,7 @@ Char4A:: ; 1a29 (0:1a29) ; PKMN ld de,Char4AText jr FinishDTE -Char59:: ; 1a2f (0:1a2f) +Char59:: ; depending on whose turn it is, print ; enemy active monster’s name, prefixed with “Enemy ” ; or @@ -194,13 +194,13 @@ Char59:: ; 1a2f (0:1a2f) xor 1 jr MonsterNameCharsCommon -Char5A:: ; 1a35 (0:1a35) +Char5A:: ; depending on whose turn it is, print ; player active monster’s name ; or ; enemy active monster’s name, prefixed with “Enemy ” ld a,[H_WHOSETURN] -MonsterNameCharsCommon:: ; 1a37 (0:1a37) +MonsterNameCharsCommon:: push de and a jr nz,.Enemy @@ -216,7 +216,7 @@ MonsterNameCharsCommon:: ; 1a37 (0:1a37) ld l,c ld de,wEnemyMonNick ; enemy active monster name -FinishDTE:: ; 1a4b (0:1a4b) +FinishDTE:: call PlaceString ld h,b ld l,c @@ -224,24 +224,24 @@ FinishDTE:: ; 1a4b (0:1a4b) inc de jp PlaceNextChar -Char5CText:: ; 1a55 (0:1a55) +Char5CText:: db "TM@" -Char5DText:: ; 1a58 (0:1a58) +Char5DText:: db "TRAINER@" -Char5BText:: ; 1a60 (0:1a60) +Char5BText:: db "PC@" -Char5EText:: ; 1a63 (0:1a63) +Char5EText:: db "ROCKET@" -Char54Text:: ; 1a6a (0:1a6a) +Char54Text:: db "POKé@" -Char56Text:: ; 1a6f (0:1a6f) +Char56Text:: db "……@" -Char5AText:: ; 1a72 (0:1a72) +Char5AText:: db "Enemy @" -Char4AText:: ; 1a79 (0:1a79) +Char4AText:: db $E1,$E2,"@" ; PKMN -Char55:: ; 1a7c (0:1a7c) +Char55:: push de ld b,h ld c,l @@ -253,38 +253,38 @@ Char55:: ; 1a7c (0:1a7c) inc de jp PlaceNextChar -Char55Text:: ; 1a8c (0:1a8c) +Char55Text:: ; equivalent to Char4B TX_FAR _Char55Text db "@" -Char5F:: ; 1a91 (0:1a91) +Char5F:: ; ends a Pokédex entry ld [hl],"." pop hl ret -Char58:: ; 1a95 (0:1a95) +Char58:: ld a,[wLinkState] cp LINK_STATE_BATTLING jp z,Next1AA2 ld a,$EE Coorda 18, 16 -Next1AA2:: ; 1aa2 (0:1aa2) +Next1AA2:: call ProtectedDelay3 call ManualTextScroll ld a, " " Coorda 18, 16 -Char57:: ; 1aad (0:1aad) +Char57:: pop hl ld de,Char58Text dec de ret -Char58Text:: ; 1ab3 (0:1ab3) +Char58Text:: db "@" -Char51:: ; 1ab4 (0:1ab4) +Char51:: push de ld a,$EE Coorda 18, 16 @@ -299,7 +299,7 @@ Char51:: ; 1ab4 (0:1ab4) coord hl, 1, 14 jp PlaceNextChar_inc -Char49:: ; 1ad5 (0:1ad5) +Char49:: push de ld a,$EE Coorda 18, 16 @@ -316,7 +316,7 @@ Char49:: ; 1ad5 (0:1ad5) push hl jp PlaceNextChar_inc -Char4B:: ; 1af8 (0:1af8) +Char4B:: ld a,$EE Coorda 18, 16 call ProtectedDelay3 @@ -326,7 +326,7 @@ Char4B:: ; 1af8 (0:1af8) ld a, " " Coorda 18, 16 ;fall through -Char4C:: ; 1b0a (0:1b0a) +Char4C:: push de call Next1B18 call Next1B18 @@ -334,7 +334,7 @@ Char4C:: ; 1b0a (0:1b0a) pop de jp PlaceNextChar_inc -Next1B18:: ; 1b18 (0:1b18) +Next1B18:: coord hl, 0, 14 coord de, 0, 13 ld b,60 @@ -361,13 +361,13 @@ Next1B18:: ; 1b18 (0:1b18) ret -ProtectedDelay3:: ; 1b3a (0:1b3a) +ProtectedDelay3:: push bc call Delay3 pop bc ret -TextCommandProcessor:: ; 1b40 (0:1b40) +TextCommandProcessor:: ld a,[wLetterPrintingDelayFlags] push af set 1,a @@ -380,7 +380,7 @@ TextCommandProcessor:: ; 1b40 (0:1b40) ld a,b ld [wUnusedCC3B],a -NextTextCommand:: ; 1b55 (0:1b55) +NextTextCommand:: ld a,[hli] cp a, "@" ; terminator jr nz,.doTextCommand @@ -411,7 +411,7 @@ NextTextCommand:: ; 1b55 (0:1b55) ; AAAA = address of upper left corner ; BB = height ; CC = width -TextCommand04:: ; 1b78 (0:1b78) +TextCommand04:: pop hl ld a,[hli] ld e,a @@ -430,7 +430,7 @@ TextCommand04:: ; 1b78 (0:1b78) ; place string inline ; 00{string} -TextCommand00:: ; 1b8a (0:1b8a) +TextCommand00:: pop hl ld d,h ld e,l @@ -445,7 +445,7 @@ TextCommand00:: ; 1b8a (0:1b8a) ; place string from RAM ; 01AAAA ; AAAA = address of string -TextCommand01:: ; 1b97 (0:1b97) +TextCommand01:: pop hl ld a,[hli] ld e,a @@ -464,7 +464,7 @@ TextCommand01:: ; 1b97 (0:1b97) ; BB ; bits 0-4 = length in bytes ; bits 5-7 = unknown flags -TextCommand02:: ; 1ba5 (0:1ba5) +TextCommand02:: pop hl ld a,[hli] ld e,a @@ -484,7 +484,7 @@ TextCommand02:: ; 1ba5 (0:1ba5) ; repoint destination address ; 03AAAA ; AAAA = new destination address -TextCommand03:: ; 1bb7 (0:1bb7) +TextCommand03:: pop hl ld a,[hli] ld [wUnusedCC3A],a @@ -497,7 +497,7 @@ TextCommand03:: ; 1bb7 (0:1bb7) ; repoint destination to second line of dialogue text box ; 05 ; (no arguments) -TextCommand05:: ; 1bc5 (0:1bc5) +TextCommand05:: pop hl coord bc, 1, 16 ; address of second line of dialogue text box jp NextTextCommand @@ -505,7 +505,7 @@ TextCommand05:: ; 1bc5 (0:1bc5) ; blink arrow and wait for A or B to be pressed ; 06 ; (no arguments) -TextCommand06:: ; 1bcc (0:1bcc) +TextCommand06:: ld a,[wLinkState] cp a,LINK_STATE_BATTLING jp z,TextCommand0D @@ -522,7 +522,7 @@ TextCommand06:: ; 1bcc (0:1bcc) ; scroll text up one line ; 07 ; (no arguments) -TextCommand07:: ; 1be7 (0:1be7) +TextCommand07:: ld a," " Coorda 18, 16 ; place blank space in lower right corner of dialogue text box call Next1B18 ; scroll up text @@ -533,7 +533,7 @@ TextCommand07:: ; 1be7 (0:1be7) ; execute asm inline ; 08{code} -TextCommand08:: ; 1bf9 (0:1bf9) +TextCommand08:: pop hl ld de,NextTextCommand push de ; return address @@ -545,7 +545,7 @@ TextCommand08:: ; 1bf9 (0:1bf9) ; BB ; bits 0-3 = how many digits to display ; bits 4-7 = how long the number is in bytes -TextCommand09:: ; 1bff (0:1bff) +TextCommand09:: pop hl ld a,[hli] ld e,a @@ -572,7 +572,7 @@ TextCommand09:: ; 1bff (0:1bff) ; wait half a second if the user doesn't hold A or B ; 0A ; (no arguments) -TextCommand0A:: ; 1c1d (0:1c1d) +TextCommand0A:: push bc call Joypad ld a,[hJoyHeld] @@ -588,7 +588,7 @@ TextCommand0A:: ; 1c1d (0:1c1d) ; plays sounds ; this actually handles various command ID's, not just 0B ; (no arguments) -TextCommand0B:: ; 1c31 (0:1c31) +TextCommand0B:: pop hl push bc dec hl @@ -625,7 +625,7 @@ TextCommand0B:: ; 1c31 (0:1c31) jp NextTextCommand ; format: text command ID, sound ID or cry ID -TextCommandSounds:: ; 1c64 (0:1c64) +TextCommandSounds:: db $0B,SFX_GET_ITEM_1 db $12,SFX_CAUGHT_MON db $0E,SFX_POKEDEX_RATING @@ -640,7 +640,7 @@ TextCommandSounds:: ; 1c64 (0:1c64) ; draw ellipses ; 0CAA ; AA = number of ellipses to draw -TextCommand0C:: ; 1c78 (0:1c78) +TextCommand0C:: pop hl ld a,[hli] ld d,a @@ -669,7 +669,7 @@ TextCommand0C:: ; 1c78 (0:1c78) ; wait for A or B to be pressed ; 0D ; (no arguments) -TextCommand0D:: ; 1c9a (0:1c9a) +TextCommand0D:: push bc call ManualTextScroll ; wait for A or B to be pressed pop bc @@ -680,7 +680,7 @@ TextCommand0D:: ; 1c9a (0:1c9a) ; 17AAAABB ; AAAA = address of text commands ; BB = bank -TextCommand17:: ; 1ca3 (0:1ca3) +TextCommand17:: pop hl ld a,[H_LOADEDROMBANK] push af @@ -701,7 +701,7 @@ TextCommand17:: ; 1ca3 (0:1ca3) ld [MBC1RomBank],a jp NextTextCommand -TextCommandJumpTable:: ; 1cc1 (0:1cc1) +TextCommandJumpTable:: dw TextCommand00 dw TextCommand01 dw TextCommand02 |