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-rw-r--r--home/text.asm40
1 files changed, 22 insertions, 18 deletions
diff --git a/home/text.asm b/home/text.asm
index 893e6826..65d7a614 100644
--- a/home/text.asm
+++ b/home/text.asm
@@ -11,7 +11,7 @@ TextBoxBorder::
ld [hl], a
pop hl
- ld de, 20
+ ld de, SCREEN_WIDTH
add hl, de
; middle rows
@@ -24,7 +24,7 @@ TextBoxBorder::
ld [hl], "│"
pop hl
- ld de, 20
+ ld de, SCREEN_WIDTH
add hl, de
dec b
jr nz, .next
@@ -257,7 +257,7 @@ Char58:: ; prompt
ld a,[wLinkState]
cp LINK_STATE_BATTLING
jp z, .ok
- ld a, $EE
+ ld a, "▼"
Coorda 18, 16
.ok
call ProtectedDelay3
@@ -275,7 +275,7 @@ Char58Text::
Char51:: ; para
push de
- ld a, $EE
+ ld a, "▼"
Coorda 18, 16
call ProtectedDelay3
call ManualTextScroll
@@ -290,7 +290,7 @@ Char51:: ; para
Char49::
push de
- ld a,$EE
+ ld a,"▼"
Coorda 18, 16
call ProtectedDelay3
call ManualTextScroll
@@ -306,7 +306,7 @@ Char49::
jp PlaceNextChar_inc
Char4B::
- ld a,$EE
+ ld a,"▼"
Coorda 18, 16
call ProtectedDelay3
push de
@@ -323,23 +323,27 @@ Char4C::
pop de
jp PlaceNextChar_inc
+; move both rows of text in the normal text box up one row
+; always called twice in a row
+; first time, copy the two rows of text to the "in between" rows that are usually emtpy
+; second time, copy the bottom row of text into the top row of text
ScrollTextUpOneLine::
- coord hl, 0, 14
- coord de, 0, 13
- ld b,60
-.next
+ coord hl, 0, 14 ; top row of text
+ coord de, 0, 13 ; empty line above text
+ ld b, SCREEN_WIDTH * 3
+.copyText
ld a,[hli]
ld [de],a
inc de
dec b
- jr nz,.next
+ jr nz,.copyText
coord hl, 1, 16
ld a, " "
ld b,SCREEN_WIDTH - 2
-.next2
+.clearText
ld [hli],a
dec b
- jr nz,.next2
+ jr nz,.clearText
; wait five frames
ld b,5
@@ -498,7 +502,7 @@ TextCommand06::
ld a,[wLinkState]
cp a,LINK_STATE_BATTLING
jp z,TextCommand0D
- ld a,$ee ; down arrow
+ ld a,"▼"
Coorda 18, 16 ; place down arrow in lower right corner of dialogue text box
push bc
call ManualTextScroll ; blink arrow and wait for A or B to be pressed
@@ -615,10 +619,10 @@ TextCommand0B::
; format: text command ID, sound ID or cry ID
TextCommandSounds::
- db $0B, SFX_GET_ITEM_1
+ db $0B, SFX_GET_ITEM_1 ; actually plays SFX_LEVEL_UP when the battle music engine is loaded
db $12, SFX_CAUGHT_MON
- db $0E, SFX_POKEDEX_RATING
- db $0F, SFX_GET_ITEM_1
+ db $0E, SFX_POKEDEX_RATING ; unused?
+ db $0F, SFX_GET_ITEM_1 ; unused?
db $10, SFX_GET_ITEM_2
db $11, SFX_GET_KEY_ITEM
db $13, SFX_DEX_PAGE_ADDED
@@ -637,7 +641,7 @@ TextCommand0C::
ld h,b
ld l,c
.loop
- ld a,$75 ; ellipsis
+ ld a,"…"
ld [hli],a
push de
call Joypad