diff options
Diffstat (limited to 'home/text.asm')
-rw-r--r-- | home/text.asm | 40 |
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 |