diff options
Diffstat (limited to 'main.asm')
-rwxr-xr-x | main.asm | 10172 |
1 files changed, 1 insertions, 10171 deletions
@@ -1,10177 +1,7 @@ INCLUDE "constants.asm" -; 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 - - -ReadJoypad:: -; Poll joypad input. -; Unlike the hardware register, button -; presses are indicated by a set bit. - - ld a, 1 << 5 ; select direction keys - ld c, 0 - - ld [rJOYP], a - rept 6 - ld a, [rJOYP] - endr - cpl - and %1111 - swap a - ld b, a - - ld a, 1 << 4 ; select button keys - ld [rJOYP], a - rept 10 - ld a, [rJOYP] - endr - cpl - and %1111 - or b - - ld [H_JOYPADSTATE], a - - ld a, 1 << 4 + 1 << 5 ; deselect keys - ld [rJOYP], a - ret - -GetJoypadState:: -; Update the joypad state variables: -; [H_NEWLYRELEASEDBUTTONS] keys released since last time -; [H_NEWLYPRESSEDBUTTONS] keys pressed since last time -; [H_CURRENTPRESSEDBUTTONS] currently pressed keys - homecall _GetJoypadState - ret - - -INCLUDE "data/map_header_pointers.asm" - -HandleMidJump:: -; Handle the player jumping down -; a ledge in the overworld. - ld b, BANK(_HandleMidJump) - ld hl, _HandleMidJump - jp Bankswitch - -EnterMap:: -; Load a new map. - ld a, $ff - ld [wJoypadForbiddenButtonsMask], a - call LoadMapData - callba Func_c335 ; initialize map variables - ld hl, $d72c - bit 0, [hl] - jr z, .doNotCountSteps - ld a, 3 - ld [$d13c], a ; some kind of step counter (counts up to 3 steps?) -.doNotCountSteps - ld hl, $d72e - bit 5, [hl] ; did a battle happen immediately before this? - res 5, [hl] ; unset the "battle just happened" flag - call z, Func_12e7 - call nz, MapEntryAfterBattle - ld hl, $d732 - ld a, [hl] - and 1 << 4 | 1 << 3 - jr z, .didNotFlyOrTeleportIn - res 3, [hl] - callba Func_70510 ; display fly/teleport in graphical effect - call UpdateSprites -.didNotFlyOrTeleportIn - callba CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road - ld hl, $d72d - res 5, [hl] - call UpdateSprites - ld hl, $d126 - set 5, [hl] - set 6, [hl] - xor a - ld [wJoypadForbiddenButtonsMask], a - -OverworldLoop:: - call DelayFrame -OverworldLoopLessDelay:: - call DelayFrame - call LoadGBPal - ld a,[$d736] - bit 6,a ; jumping down a ledge? - call nz, HandleMidJump - ld a,[wWalkCounter] - and a - jp nz,.moveAhead ; if the player sprite has not yet completed the walking animation - call GetJoypadStateOverworld ; get joypad state (which is possibly simulated) - callba SafariZoneCheck - ld a,[$da46] - and a - jp nz,WarpFound2 - ld hl,$d72d - bit 3,[hl] - res 3,[hl] - jp nz,WarpFound2 - ld a,[$d732] - and a,$18 - jp nz,HandleFlyOrTeleportAway - ld a,[W_CUROPPONENT] - and a - jp nz,.newBattle - ld a,[$d730] - bit 7,a ; are we simulating button presses? - jr z,.notSimulating - ld a,[H_CURRENTPRESSEDBUTTONS] - jr .checkIfStartIsPressed -.notSimulating - ld a,[H_NEWLYPRESSEDBUTTONS] -.checkIfStartIsPressed - bit 3,a ; start button - jr z,.startButtonNotPressed -; if START is pressed - xor a - ld [$ff8c],a ; the $2920 ID for the start menu is 0 - jp .displayDialogue -.startButtonNotPressed - bit 0,a ; A button - jp z,.checkIfDownButtonIsPressed -; if A is pressed - ld a,[$d730] - bit 2,a - jp nz,.noDirectionButtonsPressed - call Func_30fd - jr nz,.checkForOpponent - call Func_3eb5 ; check for hidden items, PC's, etc. - ld a,[$ffeb] - and a - jp z,OverworldLoop - call IsSpriteOrSignInFrontOfPlayer ; check for sign or sprite in front of the player - ld a,[$ff8c] ; $2920 ID for NPC/sign text, if any - and a - jp z,OverworldLoop -.displayDialogue - ld a,$35 - call Predef ; check what is in front of the player - call UpdateSprites ; move sprites - ld a,[wFlags_0xcd60] - bit 2,a - jr nz,.checkForOpponent - bit 0,a - jr nz,.checkForOpponent - FuncCoord 8, 9 ; $c45c - ld a,[Coord] - ld [$cf0e],a - call DisplayTextID ; display either the start menu or the NPC/sign text - ld a,[$cc47] - and a - jr z,.checkForOpponent - dec a - ld a,$00 - ld [$cc47],a - jr z,.changeMap - ld a,$52 - call Predef - ld a,[W_CURMAP] - ld [$d71a],a - call Func_62ce - ld a,[W_CURMAP] - call SwitchToMapRomBank ; switch to the ROM bank of the current map - ld hl,$d367 - set 7,[hl] -.changeMap - jp EnterMap -.checkForOpponent - ld a,[W_CUROPPONENT] - and a - jp nz,.newBattle - jp OverworldLoop -.noDirectionButtonsPressed - ld hl,wFlags_0xcd60 - res 2,[hl] - call UpdateSprites ; move sprites - ld a,$01 - ld [$cc4b],a - ld a,[$d528] ; the direction that was pressed last time - and a - jp z,OverworldLoop -; if a direction was pressed last time - ld [$d529],a ; save the last direction - xor a - ld [$d528],a ; zero the direction - jp OverworldLoop -.checkIfDownButtonIsPressed - ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state - bit 7,a ; down button - jr z,.checkIfUpButtonIsPressed - ld a,$01 - ld [$c103],a - ld a,$04 - jr .handleDirectionButtonPress -.checkIfUpButtonIsPressed - bit 6,a ; up button - jr z,.checkIfLeftButtonIsPressed - ld a,$ff - ld [$c103],a - ld a,$08 - jr .handleDirectionButtonPress -.checkIfLeftButtonIsPressed - bit 5,a ; left button - jr z,.checkIfRightButtonIsPressed - ld a,$ff - ld [$c105],a - ld a,$02 - jr .handleDirectionButtonPress -.checkIfRightButtonIsPressed - bit 4,a ; right button - jr z,.noDirectionButtonsPressed - ld a,$01 - ld [$c105],a -.handleDirectionButtonPress - ld [$d52a],a ; new direction - ld a,[$d730] - bit 7,a ; are we simulating button presses? - jr nz,.noDirectionChange ; ignore direction changes if we are - ld a,[$cc4b] - and a - jr z,.noDirectionChange - ld a,[$d52a] ; new direction - ld b,a - ld a,[$d529] ; old direction - cp b - jr z,.noDirectionChange -; the code below is strange -; it computes whether or not the player did a 180 degree turn, but then overwrites the result -; also, it does a seemingly pointless loop afterwards - swap a ; put old direction in upper half - or b ; put new direction in lower half - cp a,$48 ; change dir from down to up - jr nz,.notDownToUp - ld a,$02 - ld [$d528],a - jr .oddLoop -.notDownToUp - cp a,$84 ; change dir from up to down - jr nz,.notUpToDown - ld a,$01 - ld [$d528],a - jr .oddLoop -.notUpToDown - cp a,$12 ; change dir from right to left - jr nz,.notRightToLeft - ld a,$04 - ld [$d528],a - jr .oddLoop -.notRightToLeft - cp a,$21 ; change dir from left to right - jr nz,.oddLoop - ld a,$08 - ld [$d528],a -.oddLoop - ld hl,wFlags_0xcd60 - set 2,[hl] - ld hl,$cc4b - dec [hl] - jr nz,.oddLoop - ld a,[$d52a] - ld [$d528],a - call NewBattle - jp c,.battleOccurred - jp OverworldLoop -.noDirectionChange - ld a,[$d52a] ; current direction - ld [$d528],a ; save direction - call UpdateSprites ; move sprites - ld a,[$d700] - cp a,$02 ; surfing - jr z,.surfing -; not surfing - call CollisionCheckOnLand - jr nc,.noCollision - push hl - ld hl,$d736 - bit 2,[hl] - pop hl - jp z,OverworldLoop - push hl - call ExtraWarpCheck ; sets carry if there is a potential to warp - pop hl - jp c,CheckWarpsCollision - jp OverworldLoop -.surfing - call CollisionCheckOnWater - jp c,OverworldLoop -.noCollision - ld a,$08 - ld [wWalkCounter],a - jr .moveAhead2 -.moveAhead - ld a,[$d736] - bit 7,a - jr z,.noSpinning - callba LoadSpinnerArrowTiles ; spin while moving -.noSpinning - call UpdateSprites ; move sprites -.moveAhead2 - ld hl,wFlags_0xcd60 - res 2,[hl] - ld a,[$d700] - dec a ; riding a bike? - jr nz,.normalPlayerSpriteAdvancement - ld a,[$d736] - bit 6,a ; jumping a ledge? - jr nz,.normalPlayerSpriteAdvancement - call BikeSpeedup ; if riding a bike and not jumping a ledge -.normalPlayerSpriteAdvancement - call AdvancePlayerSprite - ld a,[wWalkCounter] - and a - jp nz,CheckMapConnections ; it seems like this check will never succeed (the other place where CheckMapConnections is run works) -; walking animation finished - ld a,[$d730] - bit 7,a - jr nz,.doneStepCounting ; if button presses are being simulated, don't count steps -; step counting - ld hl,$d13b ; step counter - dec [hl] - ld a,[$d72c] - bit 0,a - jr z,.doneStepCounting - ld hl,$d13c - dec [hl] - jr nz,.doneStepCounting - ld hl,$d72c - res 0,[hl] -.doneStepCounting - ld a,[$d790] - bit 7,a ; in the safari zone? - jr z,.notSafariZone - callba SafariZoneCheckSteps - ld a,[$da46] - and a - jp nz,WarpFound2 -.notSafariZone - ld a,[W_ISINBATTLE] - and a - jp nz,CheckWarpsNoCollision - ld a,$13 - call Predef ; decrement HP of poisoned pokemon - ld a,[$d12d] - and a - jp nz,HandleBlackOut ; if all pokemon fainted -.newBattle - call NewBattle - ld hl,$d736 - res 2,[hl] - jp nc,CheckWarpsNoCollision ; check for warps if there was no battle -.battleOccurred - ld hl,$d72d - res 6,[hl] - ld hl,W_FLAGS_D733 - res 3,[hl] - ld hl,$d126 - set 5,[hl] - set 6,[hl] - xor a - ld [H_CURRENTPRESSEDBUTTONS],a ; clear joypad state - ld a,[W_CURMAP] - cp a,CINNABAR_GYM - jr nz,.notCinnabarGym - ld hl,$d79b - set 7,[hl] -.notCinnabarGym - ld hl,$d72e - set 5,[hl] - ld a,[W_CURMAP] - cp a,OAKS_LAB - jp z,.noFaintCheck - callab AnyPlayerPokemonAliveCheck ; check if all the player's pokemon fainted - ld a,d - and a - jr z,.allPokemonFainted -.noFaintCheck - ld c,$0a - call DelayFrames - jp EnterMap -.allPokemonFainted - ld a,$ff - ld [$d057],a - call RunMapScript - jp HandleBlackOut - -; function to determine if there will be a battle and execute it (either a trainer battle or wild battle) -; sets carry if a battle occurred and unsets carry if not -NewBattle:: ; 0683 (0:0683) - ld a,[$d72d] - bit 4,a - jr nz,.noBattle - call Func_30fd - jr nz,.noBattle - ld a,[$d72e] - bit 4,a - jr nz,.noBattle - ld b, BANK(InitBattle) - ld hl, InitBattle - jp Bankswitch ; determines if a battle will occur and runs the battle if so -.noBattle - and a - ret - -; function to make bikes twice as fast as walking -BikeSpeedup:: ; 06a0 (0:06a0) - ld a,[$cc57] - and a - ret nz - ld a,[W_CURMAP] - cp a,ROUTE_17 ; Cycling Road - jr nz,.goFaster - ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state - and a,%01110000 ; bit mask for up, left, right buttons - ret nz -.goFaster - jp AdvancePlayerSprite - -; check if the player has stepped onto a warp after having not collided -CheckWarpsNoCollision:: ; 06b4 (0:06b4) - ld a,[$d3ae] ; number of warps - and a - jp z,CheckMapConnections - ld a,[$d3ae] ; number of warps - ld b,$00 - ld c,a - ld a,[W_YCOORD] - ld d,a - ld a,[W_XCOORD] - ld e,a - ld hl,$d3af ; start of warp entries -CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc) - ld a,[hli] ; check if the warp's Y position matches - cp d - jr nz,CheckWarpsNoCollisionRetry1 - ld a,[hli] ; check if the warp's X position matches - cp e - jr nz,CheckWarpsNoCollisionRetry2 -; if a match was found - push hl - push bc - ld hl,$d736 - set 2,[hl] - callba Func_c49d ; check if the player sprite is standing on a "door" tile - pop bc - pop hl - jr c,WarpFound1 ; if it is, go to 0735 - push hl - push bc - call ExtraWarpCheck ; sets carry if the warp is confirmed - pop bc - pop hl - jr nc,CheckWarpsNoCollisionRetry2 -; if the extra check passed - ld a,[W_FLAGS_D733] - bit 2,a - jr nz,WarpFound1 - push de - push bc - call GetJoypadState - pop bc - pop de - ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state - and a,%11110000 ; bit mask for directional buttons - jr z,CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp - jr WarpFound1 - -; check if the player has stepped onto a warp after having collided -CheckWarpsCollision:: ; 0706 (0:0706) - ld a,[$d3ae] ; number of warps - ld c,a - ld hl,$d3af ; start of warp entries -.loop - ld a,[hli] ; Y coordinate of warp - ld b,a - ld a,[W_YCOORD] - cp b - jr nz,.retry1 - ld a,[hli] ; X coordinate of warp - ld b,a - ld a,[W_XCOORD] - cp b - jr nz,.retry2 - ld a,[hli] - ld [$d42f],a ; save target warp ID - ld a,[hl] - ld [$ff8b],a ; save target map - jr WarpFound2 -.retry1 - inc hl -.retry2 - inc hl - inc hl - dec c - jr nz,.loop - jp OverworldLoop - -CheckWarpsNoCollisionRetry1:: ; 072f (0:072f) - inc hl -CheckWarpsNoCollisionRetry2:: ; 0730 (0:0730) - inc hl - inc hl - jp ContinueCheckWarpsNoCollisionLoop - -WarpFound1:: ; 0735 (0:0735) - ld a,[hli] - ld [$d42f],a ; save target warp ID - ld a,[hli] - ld [$ff8b],a ; save target map - -WarpFound2:: ; 073c (0:073c) - ld a,[$d3ae] ; number of warps - sub c - ld [$d73b],a ; save ID of used warp - ld a,[W_CURMAP] - ld [$d73c],a - call CheckIfInOutsideMap - jr nz,.indoorMaps -; this is for handling "outside" maps that can't have the 0xFF destination map - ld a,[W_CURMAP] - ld [wLastMap],a - ld a,[W_CURMAPWIDTH] - ld [$d366],a - ld a,[$ff8b] ; destination map number - ld [W_CURMAP],a ; change current map to destination map - cp a,ROCK_TUNNEL_1 - jr nz,.notRockTunnel - ld a,$06 - ld [$d35d],a - call GBFadeIn1 -.notRockTunnel - call PlayMapChangeSound - jr .done -; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though -.indoorMaps - ld a,[$ff8b] ; destination map - cp a,$ff - jr z,.goBackOutside -; if not going back to the previous map - ld [W_CURMAP],a ; current map number - callba Func_70787 ; check if the warp was a Silph Co. teleporter - ld a,[$cd5b] - dec a - jr nz,.notTeleporter -; if it's a Silph Co. teleporter - ld hl,$d732 - set 3,[hl] - call DoFlyOrTeleportAwayGraphics - jr .skipMapChangeSound -.notTeleporter - call PlayMapChangeSound -.skipMapChangeSound - ld hl,$d736 - res 0,[hl] - res 1,[hl] - jr .done -.goBackOutside - ld a,[wLastMap] - ld [W_CURMAP],a - call PlayMapChangeSound - xor a - ld [$d35d],a -.done - ld hl,$d736 - set 0,[hl] - call Func_12da - jp EnterMap - -ContinueCheckWarpsNoCollisionLoop:: ; 07b5 (0:07b5) - inc b ; increment warp number - dec c ; decrement number of warps - jp nz,CheckWarpsNoCollisionLoop - -; if no matching warp was found -CheckMapConnections:: ; 07ba (0:07ba) -.checkWestMap - ld a,[W_XCOORD] - cp a,$ff - jr nz,.checkEastMap - ld a,[$d387] - ld [W_CURMAP],a - ld a,[$d38f] ; new X coordinate upon entering west map - ld [W_XCOORD],a - ld a,[W_YCOORD] - ld c,a - ld a,[$d38e] ; Y adjustment upon entering west map - add c - ld c,a - ld [W_YCOORD],a - ld a,[$d390] ; pointer to upper left corner of map without adjustment for Y position - ld l,a - ld a,[$d391] - ld h,a - srl c - jr z,.savePointer1 -.pointerAdjustmentLoop1 - ld a,[$d38d] ; width of connected map - add a,$06 - ld e,a - ld d,$00 - ld b,$00 - add hl,de - dec c - jr nz,.pointerAdjustmentLoop1 -.savePointer1 - ld a,l - ld [$d35f],a ; pointer to upper left corner of current tile block map section - ld a,h - ld [$d360],a - jp .loadNewMap -.checkEastMap - ld b,a - ld a,[$d525] ; map width - cp b - jr nz,.checkNorthMap - ld a,[$d392] - ld [W_CURMAP],a - ld a,[$d39a] ; new X coordinate upon entering east map - ld [W_XCOORD],a - ld a,[W_YCOORD] - ld c,a - ld a,[$d399] ; Y adjustment upon entering east map - add c - ld c,a - ld [W_YCOORD],a - ld a,[$d39b] ; pointer to upper left corner of map without adjustment for Y position - ld l,a - ld a,[$d39c] - ld h,a - srl c - jr z,.savePointer2 -.pointerAdjustmentLoop2 - ld a,[$d398] - add a,$06 - ld e,a - ld d,$00 - ld b,$00 - add hl,de - dec c - jr nz,.pointerAdjustmentLoop2 -.savePointer2 - ld a,l - ld [$d35f],a ; pointer to upper left corner of current tile block map section - ld a,h - ld [$d360],a - jp .loadNewMap -.checkNorthMap - ld a,[W_YCOORD] - cp a,$ff - jr nz,.checkSouthMap - ld a,[$d371] - ld [W_CURMAP],a - ld a,[$d378] ; new Y coordinate upon entering north map - ld [W_YCOORD],a - ld a,[W_XCOORD] - ld c,a - ld a,[$d379] ; X adjustment upon entering north map - add c - ld c,a - ld [W_XCOORD],a - ld a,[$d37a] ; pointer to upper left corner of map without adjustment for X position - ld l,a - ld a,[$d37b] - ld h,a - ld b,$00 - srl c - add hl,bc - ld a,l - ld [$d35f],a ; pointer to upper left corner of current tile block map section - ld a,h - ld [$d360],a - jp .loadNewMap -.checkSouthMap - ld b,a - ld a,[$d524] - cp b - jr nz,.didNotEnterConnectedMap - ld a,[$d37c] - ld [W_CURMAP],a - ld a,[$d383] ; new Y coordinate upon entering south map - ld [W_YCOORD],a - ld a,[W_XCOORD] - ld c,a - ld a,[$d384] ; X adjustment upon entering south map - add c - ld c,a - ld [W_XCOORD],a - ld a,[$d385] ; pointer to upper left corner of map without adjustment for X position - ld l,a - ld a,[$d386] - ld h,a - ld b,$00 - srl c - add hl,bc - ld a,l - ld [$d35f],a ; pointer to upper left corner of current tile block map section - ld a,h - ld [$d360],a -.loadNewMap ; load the connected map that was entered - call LoadMapHeader - call Func_2312 ; music - ld b,$09 - call GoPAL_SET -; Since the sprite set shouldn't change, this will just update VRAM slots at -; $C2XE without loading any tile patterns. - callba InitMapSprites - call LoadTileBlockMap - jp OverworldLoopLessDelay -.didNotEnterConnectedMap - jp OverworldLoop - -; function to play a sound when changing maps -PlayMapChangeSound:: ; 08c9 (0:08c9) - FuncCoord 8, 8 ; $c448 - ld a,[Coord] ; upper left tile of the 4x4 square the player's sprite is standing on - cp a,$0b ; door tile in tileset 0 - jr nz,.didNotGoThroughDoor - ld a,(SFX_02_57 - SFX_Headers_02) / 3 - jr .playSound -.didNotGoThroughDoor - ld a,(SFX_02_5c - SFX_Headers_02) / 3 -.playSound - call PlaySound - ld a,[$d35d] - and a - ret nz - jp GBFadeIn1 - -CheckIfInOutsideMap:: ; 08e1 (0:08e1) -; If the player is in an outside map (a town or route), set the z flag - ld a, [W_CURMAPTILESET] - and a ; most towns/routes have tileset 0 (OVERWORLD) - ret z - cp PLATEAU ; Route 23 / Indigo Plateau - ret - -; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp -; the "sometimes" qualification is necessary because of CheckWarpsNoCollision's behavior -; depending on the map, either "function 1" or "function 2" is used for the check -; "function 1" passes when the player is at the edge of the map and is facing towards the outside of the map -; "function 2" passes when the the tile in front of the player is among a certain set -; sets carry if the check passes, otherwise clears carry -ExtraWarpCheck:: ; 08e9 (0:08e9) - ld a, [W_CURMAP] - cp SS_ANNE_3 - jr z, .useFunction1 - cp ROCKET_HIDEOUT_1 - jr z, .useFunction2 - cp ROCKET_HIDEOUT_2 - jr z, .useFunction2 - cp ROCKET_HIDEOUT_4 - jr z, .useFunction2 - cp ROCK_TUNNEL_1 - jr z, .useFunction2 - ld a, [W_CURMAPTILESET] - and a ; outside tileset (OVERWORLD) - jr z, .useFunction2 - cp SHIP ; S.S. Anne tileset - jr z, .useFunction2 - cp SHIP_PORT ; Vermilion Port tileset - jr z, .useFunction2 - cp PLATEAU ; Indigo Plateau tileset - jr z, .useFunction2 -.useFunction1 - ld hl, Func_c3ff - jr .doBankswitch -.useFunction2 - ld hl, Func_c44e -.doBankswitch - ld b, BANK(Func_c44e) - jp Bankswitch - -MapEntryAfterBattle:: ; 091f (0:091f) - callba Func_c35f ; function that appears to disable warp testing after collisions if the player is standing on a warp - ld a,[$d35d] - and a - jp z,GBFadeIn2 - jp LoadGBPal - -HandleBlackOut:: -; For when all the player's pokemon faint. -; Does not print the "blacked out" message. - - call GBFadeIn1 - ld a, $08 - call StopMusic - ld hl, $d72e - res 5, [hl] - ld a, Bank(Func_40b0) ; Bank(Func_40b0) and Bank(Func_62ce) need to be equal. - ld [H_LOADEDROMBANK], a - ld [$2000], a - call Func_40b0 - call Func_62ce - call Func_2312 - jp Func_5d5f - -StopMusic:: - ld [wMusicHeaderPointer], a - ld a, $ff - ld [$c0ee], a - call PlaySound -.wait - ld a, [wMusicHeaderPointer] - and a - jr nz, .wait - jp StopAllSounds - -HandleFlyOrTeleportAway:: - call UpdateSprites - call Delay3 - xor a - ld [$cf0b], a - ld [$d700], a - ld [$d057], a - ld [$d35d], a - ld hl, $d732 - set 2, [hl] - res 5, [hl] - call DoFlyOrTeleportAwayGraphics - ld a, Bank(Func_62ce) - ld [H_LOADEDROMBANK], a - ld [$2000], a - call Func_62ce - jp Func_5d5f - -DoFlyOrTeleportAwayGraphics:: - ld b, BANK(_DoFlyOrTeleportAwayGraphics) - ld hl, _DoFlyOrTeleportAwayGraphics - jp Bankswitch - -LoadPlayerSpriteGraphics:: -; Load sprite graphics based on whether the player is standing, biking, or surfing. - - ; 0: standing - ; 1: biking - ; 2: surfing - - ld a, [$d700] - dec a - jr z, .ridingBike - - ld a, [$ffd7] - and a - jr nz, .determineGraphics - jr .startWalking - -.ridingBike - ; If the bike can't be used, - ; start walking instead. - call IsBikeRidingAllowed - jr c, .determineGraphics - -.startWalking - xor a - ld [$d700], a - ld [$d11a], a - jp LoadWalkingPlayerSpriteGraphics - -.determineGraphics - ld a, [$d700] - and a - jp z, LoadWalkingPlayerSpriteGraphics - dec a - jp z, LoadBikePlayerSpriteGraphics - dec a - jp z, LoadSurfingPlayerSpriteGraphics - jp LoadWalkingPlayerSpriteGraphics - -IsBikeRidingAllowed:: -; The bike can be used on Route 23 and Indigo Plateau, -; or maps with tilesets in BikeRidingTilesets. -; Return carry if biking is allowed. - - ld a, [W_CURMAP] - cp ROUTE_23 - jr z, .allowed - cp INDIGO_PLATEAU - jr z, .allowed - - ld a, [W_CURMAPTILESET] - ld b, a - ld hl, BikeRidingTilesets -.loop - ld a, [hli] - cp b - jr z, .allowed - inc a - jr nz, .loop - and a - ret - -.allowed - scf - ret - -INCLUDE "data/bike_riding_tilesets.asm" - -; load the tile pattern data of the current tileset into VRAM -LoadTilesetTilePatternData:: ; 09e8 (0:09e8) - ld a,[$d52e] - ld l,a - ld a,[$d52f] - ld h,a - ld de,$9000 - ld bc,$0600 - ld a,[$d52b] - jp FarCopyData2 - -; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8 -; it can also load partial tile maps of connected maps into a border of length 3 around the current map -LoadTileBlockMap:: ; 09fc (0:09fc) -; fill C6E8-CBFB with the background tile - ld hl,$c6e8 - ld a,[$d3ad] ; background tile number - ld d,a - ld bc,$0514 -.backgroundTileLoop - ld a,d - ld [hli],a - dec bc - ld a,c - or b - jr nz,.backgroundTileLoop -; load tile map of current map (made of tile block IDs) -; a 3-byte border at the edges of the map is kept so that there is space for map connections - ld hl,$c6e8 - ld a,[W_CURMAPWIDTH] - ld [$ff8c],a - add a,$06 ; border (east and west) - ld [$ff8b],a ; map width + border - ld b,$00 - ld c,a -; make space for north border (next 3 lines) - add hl,bc - add hl,bc - add hl,bc - ld c,$03 - add hl,bc ; this puts us past the (west) border - ld a,[$d36a] ; tile map pointer - ld e,a - ld a,[$d36b] - ld d,a ; de = tile map pointer - ld a,[W_CURMAPHEIGHT] - ld b,a -.rowLoop ; copy one row each iteration - push hl - ld a,[$ff8c] ; map width (without border) - ld c,a -.rowInnerLoop - ld a,[de] - inc de - ld [hli],a - dec c - jr nz,.rowInnerLoop -; add the map width plus the border to the base address of the current row to get the next row's address - pop hl - ld a,[$ff8b] ; map width + border - add l - ld l,a - jr nc,.noCarry - inc h -.noCarry - dec b - jr nz,.rowLoop -.northConnection - ld a,[$d371] - cp a,$ff - jr z,.southConnection - call SwitchToMapRomBank - ld a,[$d372] - ld l,a - ld a,[$d373] - ld h,a - ld a,[$d374] - ld e,a - ld a,[$d375] - ld d,a - ld a,[$d376] - ld [$ff8b],a - ld a,[$d377] - ld [$ff8c],a - call LoadNorthSouthConnectionsTileMap -.southConnection - ld a,[$d37c] - cp a,$ff - jr z,.westConnection - call SwitchToMapRomBank - ld a,[$d37d] - ld l,a - ld a,[$d37e] - ld h,a - ld a,[$d37f] - ld e,a - ld a,[$d380] - ld d,a - ld a,[$d381] - ld [$ff8b],a - ld a,[$d382] - ld [$ff8c],a - call LoadNorthSouthConnectionsTileMap -.westConnection - ld a,[$d387] - cp a,$ff - jr z,.eastConnection - call SwitchToMapRomBank - ld a,[$d388] - ld l,a - ld a,[$d389] - ld h,a - ld a,[$d38a] - ld e,a - ld a,[$d38b] - ld d,a - ld a,[$d38c] - ld b,a - ld a,[$d38d] - ld [$ff8b],a - call LoadEastWestConnectionsTileMap -.eastConnection - ld a,[$d392] - cp a,$ff - jr z,.done - call SwitchToMapRomBank - ld a,[$d393] - ld l,a - ld a,[$d394] - ld h,a - ld a,[$d395] - ld e,a - ld a,[$d396] - ld d,a - ld a,[$d397] - ld b,a - ld a,[$d398] - ld [$ff8b],a - call LoadEastWestConnectionsTileMap -.done - ret - -LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade) - ld c,$03 -.loop - push de - push hl - ld a,[$ff8b] ; width of connection - ld b,a -.innerLoop - ld a,[hli] - ld [de],a - inc de - dec b - jr nz,.innerLoop - pop hl - pop de - ld a,[$ff8c] ; width of connected map - add l - ld l,a - jr nc,.noCarry1 - inc h -.noCarry1 - ld a,[W_CURMAPWIDTH] - add a,$06 - add e - ld e,a - jr nc,.noCarry2 - inc d -.noCarry2 - dec c - jr nz,.loop - ret - -LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02) - push hl - push de - ld c,$03 -.innerLoop - ld a,[hli] - ld [de],a - inc de - dec c - jr nz,.innerLoop - pop de - pop hl - ld a,[$ff8b] ; width of connected map - add l - ld l,a - jr nc,.noCarry1 - inc h -.noCarry1 - ld a,[W_CURMAPWIDTH] - add a,$06 - add e - ld e,a - jr nc,.noCarry2 - inc d -.noCarry2 - dec b - jr nz,LoadEastWestConnectionsTileMap - ret - -; function to check if there is a sign or sprite in front of the player -; if so, it is stored in [$FF8C] -; if not, [$FF8C] is set to 0 -IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23) - xor a - ld [$ff8c],a - ld a,[$d4b0] ; number of signs in the map - and a - jr z,.extendRangeOverCounter -; if there are signs - ld a,$35 - call Predef ; get the coordinates in front of the player in de - ld hl,$d4b1 ; start of sign coordinates - ld a,[$d4b0] ; number of signs in the map - ld b,a - ld c,$00 -.signLoop - inc c - ld a,[hli] ; sign Y - cp d - jr z,.yCoordMatched - inc hl - jr .retry -.yCoordMatched - ld a,[hli] ; sign X - cp e - jr nz,.retry -.xCoordMatched -; found sign - push hl - push bc - ld hl,$d4d1 ; start of sign text ID's - ld b,$00 - dec c - add hl,bc - ld a,[hl] - ld [$ff8c],a ; store sign text ID - pop bc - pop hl - ret -.retry - dec b - jr nz,.signLoop -; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC -.extendRangeOverCounter - ld a,$35 - call Predef ; get the tile in front of the player in c - ld hl,$d532 ; list of tiles that extend talking range (counter tiles) - ld b,$03 - ld d,$20 ; talking range in pixels (long range) -.counterTilesLoop - ld a,[hli] - cp c - jr z,IsSpriteInFrontOfPlayer2 ; jumps if the tile in front of the player is a counter tile - dec b - jr nz,.counterTilesLoop - -; part of the above function, but sometimes its called on its own, when signs are irrelevant -; the caller must zero [$FF8C] -IsSpriteInFrontOfPlayer:: ; 0b6b (0:0b6b) - ld d,$10 ; talking range in pixels (normal range) -IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d) - ld bc,$3c40 ; Y and X position of player sprite - ld a,[$c109] ; direction the player is facing -.checkIfPlayerFacingUp - cp a,$04 - jr nz,.checkIfPlayerFacingDown -; facing up - ld a,b - sub d - ld b,a - ld a,$08 - jr .doneCheckingDirection -.checkIfPlayerFacingDown - cp a,$00 - jr nz,.checkIfPlayerFacingRight -; facing down - ld a,b - add d - ld b,a - ld a,$04 - jr .doneCheckingDirection -.checkIfPlayerFacingRight - cp a,$0c - jr nz,.playerFacingLeft -; facing right - ld a,c - add d - ld c,a - ld a,$01 - jr .doneCheckingDirection -.playerFacingLeft -; facing left - ld a,c - sub d - ld c,a - ld a,$02 -.doneCheckingDirection - ld [$d52a],a - ld a,[$d4e1] ; number of sprites - and a - ret z -; if there are sprites - ld hl,$c110 - ld d,a - ld e,$01 -.spriteLoop - push hl - ld a,[hli] ; image (0 if no sprite) - and a - jr z,.nextSprite - inc l - ld a,[hli] ; sprite visibility - inc a - jr z,.nextSprite - inc l - ld a,[hli] ; Y location - cp b - jr nz,.nextSprite - inc l - ld a,[hl] ; X location - cp c - jr z,.foundSpriteInFrontOfPlayer -.nextSprite - pop hl - ld a,l - add a,$10 - ld l,a - inc e - dec d - jr nz,.spriteLoop - ret -.foundSpriteInFrontOfPlayer - pop hl - ld a,l - and a,$f0 - inc a - ld l,a - set 7,[hl] - ld a,e - ld [$ff8c],a ; store sprite ID - ret - -; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing) -; sets the carry flag if there is a collision, and unsets it if there isn't a collision -CollisionCheckOnLand:: ; 0bd1 (0:0bd1) - ld a,[$d736] - bit 6,a ; is the player jumping? - jr nz,.noCollision -; if not jumping a ledge - ld a,[$cd38] - and a - jr nz,.noCollision - ld a,[$d52a] ; the direction that the player is trying to go in - ld d,a - ld a,[$c10c] ; the player sprite's collision data (bit field) (set in the sprite movement code) - and d ; check if a sprite is in the direction the player is trying to go - jr nz,.collision - xor a - ld [$ff8c],a - call IsSpriteInFrontOfPlayer ; check for sprite collisions again? when does the above check fail to detect a sprite collision? - ld a,[$ff8c] - and a ; was there a sprite collision? - jr nz,.collision -; if no sprite collision - ld hl,TilePairCollisionsLand - call CheckForJumpingAndTilePairCollisions - jr c,.collision - call CheckTilePassable - jr nc,.noCollision -.collision - ld a,[$c02a] - cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing - jr z,.setCarry - ld a,(SFX_02_5b - SFX_Headers_02) / 3 - call PlaySound ; play collision sound (if it's not already playing) -.setCarry - scf - ret -.noCollision - and a - ret - -; function that checks if the tile in front of the player is passable -; clears carry if it is, sets carry if not -CheckTilePassable:: ; 0c10 (0:0c10) - ld a,$35 - call Predef ; get tile in front of player - ld a,[$cfc6] ; tile in front of player - ld c,a - ld hl,$d530 ; pointer to list of passable tiles - ld a,[hli] - ld h,[hl] - ld l,a ; hl now points to passable tiles -.loop - ld a,[hli] - cp a,$ff - jr z,.tileNotPassable - cp c - ret z - jr .loop -.tileNotPassable - scf - ret - -; check if the player is going to jump down a small ledge -; and check for collisions that only occur between certain pairs of tiles -; Input: hl - address of directional collision data -; sets carry if there is a collision and unsets carry if not -CheckForJumpingAndTilePairCollisions:: ; 0c2a (0:0c2a) - push hl - ld a,$35 - call Predef ; get the tile in front of the player - push de - push bc - callba HandleLedges ; check if the player is trying to jump a ledge - pop bc - pop de - pop hl - and a - ld a,[$d736] - bit 6,a ; is the player jumping? - ret nz -; if not jumping - -Func_c44:: ; 0c44 (0:0c44) - FuncCoord 8, 9 ; $c45c - ld a,[Coord] ; tile the player is on - ld [$cf0e],a - -CheckForTilePairCollisions:: ; 0c4a (0:0c4a) - ld a,[$cfc6] ; tile in front of the player - ld c,a -.tilePairCollisionLoop - ld a,[W_CURMAPTILESET] ; tileset number - ld b,a - ld a,[hli] - cp a,$ff - jr z,.noMatch - cp b - jr z,.tilesetMatches - inc hl -.retry - inc hl - jr .tilePairCollisionLoop -.tilesetMatches - ld a,[$cf0e] ; tile the player is on - ld b,a - ld a,[hl] - cp b - jr z,.currentTileMatchesFirstInPair - inc hl - ld a,[hl] - cp b - jr z,.currentTileMatchesSecondInPair - jr .retry -.currentTileMatchesFirstInPair - inc hl - ld a,[hl] - cp c - jr z,.foundMatch - jr .tilePairCollisionLoop -.currentTileMatchesSecondInPair - dec hl - ld a,[hli] - cp c - inc hl - jr nz,.tilePairCollisionLoop -.foundMatch - scf - ret -.noMatch - and a - ret - -; FORMAT: tileset number, tile 1, tile 2 -; terminated by 0xFF -; these entries indicate that the player may not cross between tile 1 and tile 2 -; it's mainly used to simulate differences in elevation - -TilePairCollisionsLand:: ; 0c7e (0:0c7e) - db CAVERN, $20, $05 - db CAVERN, $41, $05 - db FOREST, $30, $2E - db CAVERN, $2A, $05 - db CAVERN, $05, $21 - db FOREST, $52, $2E - db FOREST, $55, $2E - db FOREST, $56, $2E - db FOREST, $20, $2E - db FOREST, $5E, $2E - db FOREST, $5F, $2E - db $FF - -TilePairCollisionsWater:: ; 0ca0 (0:0ca0) - db FOREST, $14, $2E - db FOREST, $48, $2E - db CAVERN, $14, $05 - db $FF - -; this builds a tile map from the tile block map based on the current X/Y coordinates of the player's character -LoadCurrentMapView:: ; 0caa (0:0caa) - ld a,[H_LOADEDROMBANK] - push af - ld a,[$d52b] ; tile data ROM bank - ld [H_LOADEDROMBANK],a - ld [$2000],a ; switch to ROM bank that contains tile data - ld a,[$d35f] ; address of upper left corner of current map view - ld e,a - ld a,[$d360] - ld d,a - ld hl,wTileMapBackup - ld b,$05 -.rowLoop ; each loop iteration fills in one row of tile blocks - push hl - push de - ld c,$06 -.rowInnerLoop ; loop to draw each tile block of the current row - push bc - push de - push hl - ld a,[de] - ld c,a ; tile block number - call DrawTileBlock - pop hl - pop de - pop bc - inc hl - inc hl - inc hl - inc hl - inc de - dec c - jr nz,.rowInnerLoop -; update tile block map pointer to next row's address - pop de - ld a,[W_CURMAPWIDTH] - add a,$06 - add e - ld e,a - jr nc,.noCarry - inc d -.noCarry -; update tile map pointer to next row's address - pop hl - ld a,$60 - add l - ld l,a - jr nc,.noCarry2 - inc h -.noCarry2 - dec b - jr nz,.rowLoop - ld hl,wTileMapBackup - ld bc,$0000 -.adjustForYCoordWithinTileBlock - ld a,[W_YBLOCKCOORD] - and a - jr z,.adjustForXCoordWithinTileBlock - ld bc,$0030 - add hl,bc -.adjustForXCoordWithinTileBlock - ld a,[W_XBLOCKCOORD] - and a - jr z,.copyToVisibleAreaBuffer - ld bc,$0002 - add hl,bc -.copyToVisibleAreaBuffer - ld de,wTileMap ; base address for the tiles that are directly transfered to VRAM during V-blank - ld b,$12 -.rowLoop2 - ld c,$14 -.rowInnerLoop2 - ld a,[hli] - ld [de],a - inc de - dec c - jr nz,.rowInnerLoop2 - ld a,$04 - add l - ld l,a - jr nc,.noCarry3 - inc h -.noCarry3 - dec b - jr nz,.rowLoop2 - pop af - ld [H_LOADEDROMBANK],a - ld [$2000],a ; restore previous ROM bank - ret - -AdvancePlayerSprite:: ; 0d27 (0:0d27) - ld a,[$c103] ; delta Y - ld b,a - ld a,[$c105] ; delta X - ld c,a - ld hl,wWalkCounter ; walking animation counter - dec [hl] - jr nz,.afterUpdateMapCoords -; if it's the end of the animation, update the player's map coordinates - ld a,[W_YCOORD] - add b - ld [W_YCOORD],a - ld a,[W_XCOORD] - add c - ld [W_XCOORD],a -.afterUpdateMapCoords - ld a,[wWalkCounter] ; walking animation counter - cp a,$07 - jp nz,.scrollBackgroundAndSprites -; if this is the first iteration of the animation - ld a,c - cp a,$01 - jr nz,.checkIfMovingWest -; moving east - ld a,[$d526] - ld e,a - and a,$e0 - ld d,a - ld a,e - add a,$02 - and a,$1f - or d - ld [$d526],a - jr .adjustXCoordWithinBlock -.checkIfMovingWest - cp a,$ff - jr nz,.checkIfMovingSouth -; moving west - ld a,[$d526] - ld e,a - and a,$e0 - ld d,a - ld a,e - sub a,$02 - and a,$1f - or d - ld [$d526],a - jr .adjustXCoordWithinBlock -.checkIfMovingSouth - ld a,b - cp a,$01 - jr nz,.checkIfMovingNorth -; moving south - ld a,[$d526] - add a,$40 - ld [$d526],a - jr nc,.adjustXCoordWithinBlock - ld a,[$d527] - inc a - and a,$03 - or a,$98 - ld [$d527],a - jr .adjustXCoordWithinBlock -.checkIfMovingNorth - cp a,$ff - jr nz,.adjustXCoordWithinBlock -; moving north - ld a,[$d526] - sub a,$40 - ld [$d526],a - jr nc,.adjustXCoordWithinBlock - ld a,[$d527] - dec a - and a,$03 - or a,$98 - ld [$d527],a -.adjustXCoordWithinBlock - ld a,c - and a - jr z,.pointlessJump ; mistake? -.pointlessJump - ld hl,W_XBLOCKCOORD - ld a,[hl] - add c - ld [hl],a - cp a,$02 - jr nz,.checkForMoveToWestBlock -; moved into the tile block to the east - xor a - ld [hl],a - ld hl,$d4e3 - inc [hl] - ld de,$d35f - call MoveTileBlockMapPointerEast - jr .updateMapView -.checkForMoveToWestBlock - cp a,$ff - jr nz,.adjustYCoordWithinBlock -; moved into the tile block to the west - ld a,$01 - ld [hl],a - ld hl,$d4e3 - dec [hl] - ld de,$d35f - call MoveTileBlockMapPointerWest - jr .updateMapView -.adjustYCoordWithinBlock - ld hl,W_YBLOCKCOORD - ld a,[hl] - add b - ld [hl],a - cp a,$02 - jr nz,.checkForMoveToNorthBlock -; moved into the tile block to the south - xor a - ld [hl],a - ld hl,$d4e2 - inc [hl] - ld de,$d35f - ld a,[W_CURMAPWIDTH] - call MoveTileBlockMapPointerSouth - jr .updateMapView -.checkForMoveToNorthBlock - cp a,$ff - jr nz,.updateMapView -; moved into the tile block to the north - ld a,$01 - ld [hl],a - ld hl,$d4e2 - dec [hl] - ld de,$d35f - ld a,[W_CURMAPWIDTH] - call MoveTileBlockMapPointerNorth -.updateMapView - call LoadCurrentMapView - ld a,[$c103] ; delta Y - cp a,$01 - jr nz,.checkIfMovingNorth2 -; if moving south - call ScheduleSouthRowRedraw - jr .scrollBackgroundAndSprites -.checkIfMovingNorth2 - cp a,$ff - jr nz,.checkIfMovingEast2 -; if moving north - call ScheduleNorthRowRedraw - jr .scrollBackgroundAndSprites -.checkIfMovingEast2 - ld a,[$c105] ; delta X - cp a,$01 - jr nz,.checkIfMovingWest2 -; if moving east - call ScheduleEastColumnRedraw - jr .scrollBackgroundAndSprites -.checkIfMovingWest2 - cp a,$ff - jr nz,.scrollBackgroundAndSprites -; if moving west - call ScheduleWestColumnRedraw -.scrollBackgroundAndSprites - ld a,[$c103] ; delta Y - ld b,a - ld a,[$c105] ; delta X - ld c,a - sla b - sla c - ld a,[$ffaf] - add b - ld [$ffaf],a ; update background scroll Y - ld a,[$ffae] - add c - ld [$ffae],a ; update background scroll X -; shift all the sprites in the direction opposite of the player's motion -; so that the player appears to move relative to them - ld hl,$c114 - ld a,[$d4e1] ; number of sprites - and a ; are there any sprites? - jr z,.done - ld e,a -.spriteShiftLoop - ld a,[hl] - sub b - ld [hli],a - inc l - ld a,[hl] - sub c - ld [hl],a - ld a,$0e - add l - ld l,a - dec e - jr nz,.spriteShiftLoop -.done - ret - -; the following four functions are used to move the pointer to the upper left -; corner of the tile block map in the direction of motion - -MoveTileBlockMapPointerEast:: ; 0e65 (0:0e65) - ld a,[de] - add a,$01 - ld [de],a - ret nc - inc de - ld a,[de] - inc a - ld [de],a - ret - -MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f) - ld a,[de] - sub a,$01 - ld [de],a - ret nc - inc de - ld a,[de] - dec a - ld [de],a - ret - -MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79) - add a,$06 - ld b,a - ld a,[de] - add b - ld [de],a - ret nc - inc de - ld a,[de] - inc a - ld [de],a - ret - -MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85) - add a,$06 - ld b,a - ld a,[de] - sub b - ld [de],a - ret nc - inc de - ld a,[de] - dec a - ld [de],a - ret - -; the following 6 functions are used to tell the V-blank handler to redraw -; the portion of the map that was newly exposed due to the player's movement - -ScheduleNorthRowRedraw:: ; 0e91 (0:0e91) - FuncCoord 0, 0 - ld hl,Coord - call ScheduleRowRedrawHelper - ld a,[$d526] - ld [H_SCREENEDGEREDRAWADDR],a - ld a,[$d527] - ld [H_SCREENEDGEREDRAWADDR + 1],a - ld a,REDRAWROW - ld [H_SCREENEDGEREDRAW],a - ret - -ScheduleRowRedrawHelper:: ; 0ea6 (0:0ea6) - ld de,wScreenEdgeTiles - ld c,$28 -.loop - ld a,[hli] - ld [de],a - inc de - dec c - jr nz,.loop - ret - -ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2) - FuncCoord 0,16 - ld hl,Coord - call ScheduleRowRedrawHelper - ld a,[$d526] - ld l,a - ld a,[$d527] - ld h,a - ld bc,$0200 - add hl,bc - ld a,h - and a,$03 - or a,$98 - ld [H_SCREENEDGEREDRAWADDR + 1],a - ld a,l - ld [H_SCREENEDGEREDRAWADDR],a - ld a,REDRAWROW - ld [H_SCREENEDGEREDRAW],a - ret - -ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3) - FuncCoord 18,0 - ld hl,Coord - call ScheduleColumnRedrawHelper - ld a,[$d526] - ld c,a - and a,$e0 - ld b,a - ld a,c - add a,18 - and a,$1f - or b - ld [H_SCREENEDGEREDRAWADDR],a - ld a,[$d527] - ld [H_SCREENEDGEREDRAWADDR + 1],a - ld a,REDRAWCOL - ld [H_SCREENEDGEREDRAW],a - ret - -ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2) - ld de,wScreenEdgeTiles - ld c,$12 -.loop - ld a,[hli] - ld [de],a - inc de - ld a,[hl] - ld [de],a - inc de - ld a,19 - add l - ld l,a - jr nc,.noCarry - inc h -.noCarry - dec c - jr nz,.loop - ret - -ScheduleWestColumnRedraw:: ; 0f08 (0:0f08) - FuncCoord 0,0 - ld hl,Coord - call ScheduleColumnRedrawHelper - ld a,[$d526] - ld [H_SCREENEDGEREDRAWADDR],a - ld a,[$d527] - ld [H_SCREENEDGEREDRAWADDR + 1],a - ld a,REDRAWCOL - ld [H_SCREENEDGEREDRAW],a - ret - -; function to write the tiles that make up a tile block to memory -; Input: c = tile block ID, hl = destination address -DrawTileBlock:: ; 0f1d (0:0f1d) - push hl - ld a,[$d52c] ; pointer to tiles - ld l,a - ld a,[$d52d] - ld h,a - ld a,c - swap a - ld b,a - and a,$f0 - ld c,a - ld a,b - and a,$0f - ld b,a ; bc = tile block ID * 0x10 - add hl,bc - ld d,h - ld e,l ; de = address of the tile block's tiles - pop hl - ld c,$04 ; 4 loop iterations -.loop ; each loop iteration, write 4 tile numbers - push bc - ld a,[de] - ld [hli],a - inc de - ld a,[de] - ld [hli],a - inc de - ld a,[de] - ld [hli],a - inc de - ld a,[de] - ld [hl],a - inc de - ld bc,$0015 - add hl,bc - pop bc - dec c - jr nz,.loop - ret - -; function to update joypad state and simulate button presses -GetJoypadStateOverworld:: ; 0f4d (0:0f4d) - xor a - ld [$c103],a - ld [$c105],a - call RunMapScript - call GetJoypadState - ld a,[W_FLAGS_D733] - bit 3,a ; check if a trainer wants a challenge - jr nz,.notForcedDownwards - ld a,[W_CURMAP] - cp a,ROUTE_17 ; Cycling Road - jr nz,.notForcedDownwards - ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state - and a,%11110011 ; bit mask for all directions and A/B - jr nz,.notForcedDownwards - ld a,%10000000 ; down pressed - ld [H_CURRENTPRESSEDBUTTONS],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press -.notForcedDownwards - ld a,[$d730] - bit 7,a - ret z -; if simulating button presses - ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state - ld b,a - ld a,[$cd3b] ; bit mask for button presses that override simulated ones - and b - ret nz ; return if the simulated button presses are overridden - ld hl,$cd38 ; index of current simulated button press - dec [hl] - ld a,[hl] - cp a,$ff - jr z,.doneSimulating ; if the end of the simulated button presses has been reached - ld hl,$ccd3 ; base address of simulated button presses -; add offset to base address - add l - ld l,a - jr nc,.noCarry - inc h -.noCarry - ld a,[hl] - ld [H_CURRENTPRESSEDBUTTONS],a ; store simulated button press in joypad state - and a - ret nz - ld [H_NEWLYPRESSEDBUTTONS],a - ld [H_NEWLYRELEASEDBUTTONS],a - ret -; if done simulating button presses -.doneSimulating - xor a - ld [$cd3a],a - ld [$cd38],a - ld [$ccd3],a - ld [wJoypadForbiddenButtonsMask],a - ld [H_CURRENTPRESSEDBUTTONS],a - ld hl,$d736 - ld a,[hl] - and a,$f8 - ld [hl],a - ld hl,$d730 - res 7,[hl] - ret - -; function to check the tile ahead to determine if the character should get on land or keep surfing -; sets carry if there is a collision and clears carry otherwise -; It seems that this function has a bug in it, but due to luck, it doesn't -; show up. After detecting a sprite collision, it jumps to the code that -; checks if the next tile is passable instead of just directly jumping to the -; "collision detected" code. However, it doesn't store the next tile in c, -; so the old value of c is used. 2429 is always called before this function, -; and 2429 always sets c to 0xF0. There is no 0xF0 background tile, so it -; is considered impassable and it is detected as a collision. -CollisionCheckOnWater:: ; 0fb7 (0:0fb7) - ld a,[$d730] - bit 7,a - jp nz,.noCollision ; return and clear carry if button presses are being simulated - ld a,[$d52a] ; the direction that the player is trying to go in - ld d,a - ld a,[$c10c] ; the player sprite's collision data (bit field) (set in the sprite movement code) - and d ; check if a sprite is in the direction the player is trying to go - jr nz,.checkIfNextTileIsPassable ; bug? - ld hl,TilePairCollisionsWater - call CheckForJumpingAndTilePairCollisions - jr c,.collision - ld a,$35 - call Predef ; get tile in front of player (puts it in c and [$CFC6]) - ld a,[$cfc6] ; tile in front of player - cp a,$14 ; water tile - jr z,.noCollision ; keep surfing if it's a water tile - cp a,$32 ; either the left tile of the S.S. Anne boarding platform or the tile on eastern coastlines (depending on the current tileset) - jr z,.checkIfVermilionDockTileset - cp a,$48 ; tile on right on coast lines in Safari Zone - jr z,.noCollision ; keep surfing -; check if the [land] tile in front of the player is passable -.checkIfNextTileIsPassable - ld hl,$d530 ; pointer to list of passable tiles - ld a,[hli] - ld h,[hl] - ld l,a -.loop - ld a,[hli] - cp a,$ff - jr z,.collision - cp c - jr z,.stopSurfing ; stop surfing if the tile is passable - jr .loop -.collision - ld a,[$c02a] - cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing - jr z,.setCarry - ld a,(SFX_02_5b - SFX_Headers_02) / 3 - call PlaySound ; play collision sound (if it's not already playing) -.setCarry - scf - jr .done -.noCollision - and a -.done - ret -.stopSurfing - xor a - ld [$d700],a - call LoadPlayerSpriteGraphics - call Func_2307 - jr .noCollision -.checkIfVermilionDockTileset - ld a, [W_CURMAPTILESET] ; tileset - cp SHIP_PORT ; Vermilion Dock tileset - jr nz, .noCollision ; keep surfing if it's not the boarding platform tile - jr .stopSurfing ; if it is the boarding platform tile, stop surfing - -; function to run the current map's script -RunMapScript:: ; 101b (0:101b) - push hl - push de - push bc - callba Func_f225 ; check if the player is pushing a boulder - ld a,[wFlags_0xcd60] - bit 1,a ; is the player pushing a boulder? - jr z,.afterBoulderEffect - callba Func_f2b5 ; displays dust effect when pushing a boulder -.afterBoulderEffect - pop bc - pop de - pop hl - call Func_310e - ld a,[W_CURMAP] ; current map number - call SwitchToMapRomBank ; change to the ROM bank the map's data is in - ld hl,W_MAPSCRIPTPTR - ld a,[hli] - ld h,[hl] - ld l,a - ld de,.return - push de - jp [hl] ; jump to script -.return - ret - -LoadWalkingPlayerSpriteGraphics:: ; 104d (0:104d) - ld de,RedSprite ; $4180 - ld hl,$8000 - jr LoadPlayerSpriteGraphicsCommon - -LoadSurfingPlayerSpriteGraphics:: ; 1055 (0:1055) - ld de,SeelSprite - ld hl,$8000 - jr LoadPlayerSpriteGraphicsCommon - -LoadBikePlayerSpriteGraphics:: ; 105d (0:105d) - ld de,RedCyclingSprite - ld hl,$8000 - -LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063) - push de - push hl - ld bc,(BANK(RedSprite) << 8) + $0c - call CopyVideoData - pop hl - pop de - ld a,$c0 - add e - ld e,a - jr nc,.noCarry - inc d -.noCarry - set 3,h - ld bc,$050c - jp CopyVideoData - -; function to load data from the map header -LoadMapHeader:: ; 107c (0:107c) - callba Func_f113 - ld a,[W_CURMAPTILESET] - ld [$d119],a - ld a,[W_CURMAP] - call SwitchToMapRomBank - ld a,[W_CURMAPTILESET] - ld b,a - res 7,a - ld [W_CURMAPTILESET],a - ld [$ff8b],a - bit 7,b - ret nz - ld hl,MapHeaderPointers - ld a,[W_CURMAP] - sla a - jr nc,.noCarry1 - inc h -.noCarry1 - add l - ld l,a - jr nc,.noCarry2 - inc h -.noCarry2 - ld a,[hli] - ld h,[hl] - ld l,a ; hl = base of map header -; copy the first 10 bytes (the fixed area) of the map data to D367-D370 - ld de,$d367 - ld c,$0a -.copyFixedHeaderLoop - ld a,[hli] - ld [de],a - inc de - dec c - jr nz,.copyFixedHeaderLoop -; initialize all the connected maps to disabled at first, before loading the actual values - ld a,$ff - ld [$d371],a - ld [$d37c],a - ld [$d387],a - ld [$d392],a -; copy connection data (if any) to WRAM - ld a,[W_MAPCONNECTIONS] - ld b,a -.checkNorth - bit 3,b - jr z,.checkSouth - ld de,W_MAPCONN1PTR - call CopyMapConnectionHeader -.checkSouth - bit 2,b - jr z,.checkWest - ld de,W_MAPCONN2PTR - call CopyMapConnectionHeader -.checkWest - bit 1,b - jr z,.checkEast - ld de,W_MAPCONN3PTR - call CopyMapConnectionHeader -.checkEast - bit 0,b - jr z,.getObjectDataPointer - ld de,W_MAPCONN4PTR - call CopyMapConnectionHeader -.getObjectDataPointer - ld a,[hli] - ld [$d3a9],a - ld a,[hli] - ld [$d3aa],a - push hl - ld a,[$d3a9] - ld l,a - ld a,[$d3aa] - ld h,a ; hl = base of object data - ld de,$d3ad ; background tile ID - ld a,[hli] - ld [de],a ; save background tile ID -.loadWarpData - ld a,[hli] ; number of warps - ld [$d3ae],a ; save the number of warps - and a ; are there any warps? - jr z,.loadSignData ; if not, skip this - ld c,a - ld de,$d3af ; base address of warps -.warpLoop ; one warp per loop iteration - ld b,$04 -.warpInnerLoop - ld a,[hli] - ld [de],a - inc de - dec b - jr nz,.warpInnerLoop - dec c - jr nz,.warpLoop -.loadSignData - ld a,[hli] ; number of signs - ld [$d4b0],a ; save the number of signs - and a ; are there any signs? - jr z,.loadSpriteData ; if not, skip this - ld c,a - ld de,$d4d1 ; base address of sign text IDs - ld a,d - ld [$ff95],a - ld a,e - ld [$ff96],a - ld de,$d4b1 ; base address of sign coordinates -.signLoop - ld a,[hli] - ld [de],a - inc de - ld a,[hli] - ld [de],a - inc de - push de - ld a,[$ff95] - ld d,a - ld a,[$ff96] - ld e,a - ld a,[hli] - ld [de],a - inc de - ld a,d - ld [$ff95],a - ld a,e - ld [$ff96],a - pop de - dec c - jr nz,.signLoop -.loadSpriteData - ld a,[$d72e] - bit 5,a ; did a battle happen immediately before this? - jp nz,.finishUp ; if so, skip this because battles don't destroy this data - ld a,[hli] - ld [$d4e1],a ; save the number of sprites - push hl -; zero C110-C1FF and C210-C2FF - ld hl,$c110 - ld de,$c210 - xor a - ld b,$f0 -.zeroSpriteDataLoop - ld [hli],a - ld [de],a - inc e - dec b - jr nz,.zeroSpriteDataLoop -; initialize all C100-C1FF sprite entries to disabled (other than player's) - ld hl,$c112 - ld de,$0010 - ld c,$0f -.disableSpriteEntriesLoop - ld [hl],$ff - add hl,de - dec c - jr nz,.disableSpriteEntriesLoop - pop hl - ld de,$c110 - ld a,[$d4e1] ; number of sprites - and a ; are there any sprites? - jp z,.finishUp ; if there are no sprites, skip the rest - ld b,a - ld c,$00 -.loadSpriteLoop - ld a,[hli] - ld [de],a ; store picture ID at C1X0 - inc d - ld a,$04 - add e - ld e,a - ld a,[hli] - ld [de],a ; store Y position at C2X4 - inc e - ld a,[hli] - ld [de],a ; store X position at C2X5 - inc e - ld a,[hli] - ld [de],a ; store movement byte 1 at C2X6 - ld a,[hli] - ld [$ff8d],a ; save movement byte 2 - ld a,[hli] - ld [$ff8e],a ; save text ID and flags byte - push bc - push hl - ld b,$00 - ld hl,W_MAPSPRITEDATA - add hl,bc - ld a,[$ff8d] - ld [hli],a ; store movement byte 2 in byte 0 of sprite entry - ld a,[$ff8e] - ld [hl],a ; this appears pointless, since the value is overwritten immediately after - ld a,[$ff8e] - ld [$ff8d],a - and a,$3f - ld [hl],a ; store text ID in byte 1 of sprite entry - pop hl - ld a,[$ff8d] - bit 6,a - jr nz,.trainerSprite - bit 7,a - jr nz,.itemBallSprite - jr .regularSprite -.trainerSprite - ld a,[hli] - ld [$ff8d],a ; save trainer class - ld a,[hli] - ld [$ff8e],a ; save trainer number (within class) - push hl - ld hl,W_MAPSPRITEEXTRADATA - add hl,bc - ld a,[$ff8d] - ld [hli],a ; store trainer class in byte 0 of the entry - ld a,[$ff8e] - ld [hl],a ; store trainer number in byte 1 of the entry - pop hl - jr .nextSprite -.itemBallSprite - ld a,[hli] - ld [$ff8d],a ; save item number - push hl - ld hl,W_MAPSPRITEEXTRADATA - add hl,bc - ld a,[$ff8d] - ld [hli],a ; store item number in byte 0 of the entry - xor a - ld [hl],a ; zero byte 1, since it is not used - pop hl - jr .nextSprite -.regularSprite - push hl - ld hl,W_MAPSPRITEEXTRADATA - add hl,bc -; zero both bytes, since regular sprites don't use this extra space - xor a - ld [hli],a - ld [hl],a - pop hl -.nextSprite - pop bc - dec d - ld a,$0a - add e - ld e,a - inc c - inc c - dec b - jp nz,.loadSpriteLoop -.finishUp - ld a,$19 - call Predef ; load tileset data - callab LoadWildData ; load wild pokemon data - pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose) - ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks - add a ; double it - ld [$d524],a ; store map height in 2x2 tile blocks - ld a,[W_CURMAPWIDTH] ; map width in 4x4 tile blocks - add a ; double it - ld [$d525],a ; map width in 2x2 tile blocks - ld a,[W_CURMAP] - ld c,a - ld b,$00 - ld a,[H_LOADEDROMBANK] - push af - ld a, BANK(MapSongBanks) - ld [H_LOADEDROMBANK],a - ld [$2000],a - ld hl, MapSongBanks - add hl,bc - add hl,bc - ld a,[hli] - ld [$d35b],a ; music 1 - ld a,[hl] - ld [$d35c],a ; music 2 - pop af - ld [H_LOADEDROMBANK],a - ld [$2000],a - ret - -; function to copy map connection data from ROM to WRAM -; Input: hl = source, de = destination -CopyMapConnectionHeader:: ; 1238 (0:1238) - ld c,$0b -.loop - ld a,[hli] - ld [de],a - inc de - dec c - jr nz,.loop - ret - -; function to load map data -LoadMapData:: ; 1241 (0:1241) - ld a,[H_LOADEDROMBANK] - push af - call DisableLCD - ld a,$98 - ld [$d527],a - xor a - ld [$d526],a - ld [$ffaf],a - ld [$ffae],a - ld [wWalkCounter],a - ld [$d119],a - ld [$d11a],a - ld [$d3a8],a - call LoadTextBoxTilePatterns - call LoadMapHeader - callba InitMapSprites ; load tile pattern data for sprites - call LoadTileBlockMap - call LoadTilesetTilePatternData - call LoadCurrentMapView -; copy current map view to VRAM - ld hl,wTileMap - ld de,$9800 - ld b,$12 -.vramCopyLoop - ld c,$14 -.vramCopyInnerLoop - ld a,[hli] - ld [de],a - inc e - dec c - jr nz,.vramCopyInnerLoop - ld a,$0c - add e - ld e,a - jr nc,.noCarry - inc d -.noCarry - dec b - jr nz,.vramCopyLoop - ld a,$01 - ld [$cfcb],a - call EnableLCD - ld b,$09 - call GoPAL_SET - call LoadPlayerSpriteGraphics - ld a,[$d732] - and a,$18 ; did the player fly or teleport in? - jr nz,.restoreRomBank - ld a,[W_FLAGS_D733] - bit 1,a - jr nz,.restoreRomBank - call Func_235f ; music related - call Func_2312 ; music related -.restoreRomBank - pop af - ld [H_LOADEDROMBANK],a - ld [$2000],a - ret - -; function to switch to the ROM bank that a map is stored in -; Input: a = map number -SwitchToMapRomBank:: ; 12bc (0:12bc) - push hl - push bc - ld c,a - ld b,$00 - ld a,Bank(MapHeaderBanks) - call BankswitchHome ; switch to ROM bank 3 - ld hl,MapHeaderBanks - add hl,bc - ld a,[hl] - ld [$ffe8],a ; save map ROM bank - call BankswitchBack - ld a,[$ffe8] - ld [H_LOADEDROMBANK],a - ld [$2000],a ; switch to map ROM bank - pop bc - pop hl - ret - -Func_12da:: ; 12da (0:12da) - ld a, $1e - ld [$d13a], a - ld hl, $d730 - ld a, [hl] - or $26 - ld [hl], a - ret - -Func_12e7:: ; 12e7 (0:12e7) - ld hl, $d728 - res 0, [hl] - ret - -ForceBikeOrSurf:: ; 12ed (0:12ed) - ld b, BANK(RedSprite) - ld hl, LoadPlayerSpriteGraphics - call Bankswitch - jp Func_2307 ; update map/player state? - -; this is used to check if the player wants to interrupt the opening sequence at several points -; XXX is this used anywhere else? -; INPUT: -; c = number of frames to wait -; sets carry if Up+Select+B, Start, or A is pressed within c frames -; unsets carry otherwise -CheckForUserInterruption:: ; 12f8 (0:12f8) - call DelayFrame - push bc - call GetJoypadStateLowSensitivity - pop bc - ld a,[H_CURRENTPRESSEDBUTTONS] ; currently pressed buttons - cp a,%01000110 ; Up, Select button, B button - jr z,.setCarry ; if all three keys are pressed - ld a,[$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 [$2000],a - ld a,b - add a - add a - ld c,a - ld b,0 - add hl,bc - ld bc,4 - ld de,$d35f - 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,$63 ; empty bar section tile -.drawEmptyBarLoop - ld [hli],a - dec d - jr nz,.drawEmptyBarLoop - ld a,[$cf94] - 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 $cf98 -; loads base stats to $d0b8 -; INPUT: -; [$cf92] = index of pokemon within party/box -; [$cc49] = source -; 00: player's party -; 01: enemy's party -; 02: current box -; 03: daycare -; OUTPUT: -; [$cf91] = pokemon ID -; $cf98 = base address of pokemon data -; $d0b8 = base address of base stats -LoadMonData:: ; 1372 (0:1372) - ld hl,LoadMonData_ - ld b,BANK(LoadMonData_) - jp Bankswitch - -; writes c to $d0dc+b -Func_137a:: ; 137a (0:137a) - ld hl, $d0dc - ld e, b - ld d, $0 - add hl, de - ld a, c - ld [hl], a - ret - -LoadFlippedFrontSpriteByMonIndex:: ; 1384 (0:1384) - ld a, $1 - ld [W_SPRITEFLIPPED], a - -LoadFrontSpriteByMonIndex:: ; 1389 (0:1389) - push hl - ld a, [$d11e] - push af - ld a, [$cf91] - ld [$d11e], a - ld a, $3a - call Predef ; indirect jump to IndexToPokedex (41010 (10:5010)) - ld hl, $d11e - ld a, [hl] - pop bc - ld [hl], b - and a - pop hl - jr z, .invalidDexNumber ; dex #0 invalid - cp 151 + 1 - jr c, .validDexNumber ; dex >#151 invalid -.invalidDexNumber - ld a, RHYDON ; $1 - ld [$cf91], a - ret -.validDexNumber - push hl - ld de, $9000 - 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 [$2000], a - ret - -; plays the cry of a pokemon -; INPUT: -; a = pokemon ID -PlayCry:: ; 13d0 (0:13d0) - call GetCryData - call PlaySound ; play cry - jp WaitForSoundToFinish ; wait for sound to be done playing - -; gets a pokemon's cry data -; INPUT: -; a = pokemon ID -GetCryData:: ; 13d9 (0:13d9) - dec a - ld c,a - ld b,0 - ld hl,CryData - add hl,bc - add hl,bc - add hl,bc - ld a,Bank(CryData) - call BankswitchHome - ld a,[hli] - ld b,a - ld a,[hli] - ld [$c0f1],a - ld a,[hl] - ld [$c0f2],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,$01 - call BankswitchHome - call LoadHpBarAndStatusTilePatterns - ld hl,$d730 - set 6,[hl] ; turn off letter printing delay - xor a - ld [$cc49],a - ld [$cc37],a - ld hl,wTopMenuItemY - inc a - ld [hli],a ; top menu item Y - xor a - ld [hli],a ; top menu item X - ld a,[$cc2b] - push af - ld [hli],a ; current menu item ID - inc hl - ld a,[W_NUMINPARTY] - and a ; are there more than 0 pokemon in the party? - jr z,.storeMaxMenuItemID - dec a -; if party is not empty, the max menu item ID is ([W_NUMINPARTY] - 1) -; otherwise, it is 0 -.storeMaxMenuItemID - ld [hli],a ; max menu item ID - ld a,[$d11f] - and a - ld a,%00000011 ; A button and B button - jr z,.next - xor a - ld [$d11f],a - inc a -.next - ld [hli],a ; menu watched keys - pop af - ld [hl],a ; old menu item ID - ret - -HandlePartyMenuInput:: ; 145a (0:145a) - ld a,1 - ld [$cc4a],a - ld a,$40 - ld [$d09b],a - call HandleMenuInputPokemonSelection - call PlaceUnfilledArrowMenuCursor - ld b,a - xor a - ld [$d09b],a - ld a,[wCurrentMenuItem] - ld [$cc2b],a - ld hl,$d730 - res 6,[hl] ; turn on letter printing delay - ld a,[$cc35] - and a - jp nz,.swappingPokemon - pop af - ld [$ffd7],a - bit 1,b - jr nz,.noPokemonChosen - ld a,[W_NUMINPARTY] - and a - jr z,.noPokemonChosen - ld a,[wCurrentMenuItem] - ld [wWhichPokemon],a - ld hl,W_PARTYMON1 - ld b,0 - ld c,a - add hl,bc - ld a,[hl] - ld [$cf91],a - ld [$cfd9],a - call BankswitchBack - and a - ret -.noPokemonChosen - call BankswitchBack - scf - ret -.swappingPokemon - bit 1,b ; was the B button pressed? - jr z,.handleSwap ; if not, handle swapping the pokemon -.cancelSwap ; if the B button was pressed - callba ErasePartyMenuCursors - xor a - ld [$cc35],a - ld [$d07d],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 [$2000],a - ret - -; function to print pokemon level, leaving off the ":L" if the level is at least 100 -; INPUT: -; hl = destination address -; [$cfb9] = level -PrintLevel:: ; 150b (0:150b) - ld a,$6e ; ":L" tile ID - ld [hli],a - ld c,2 ; number of digits - ld a,[$cfb9] ; 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 -; [$cfb9] = level -PrintLevelFull:: ; 151b (0:151b) - ld a,$6e ; ":L" tile ID - ld [hli],a - ld c,3 ; number of digits - ld a,[$cfb9] ; level - -PrintLevelCommon:: ; 1523 (0:1523) - ld [$d11e],a - ld de,$d11e - ld b,$41 ; no leading zeroes, left-aligned, one byte - jp PrintNumber - -Func_152e:: ; 152e (0:152e) - ld hl,$d0dc - ld c,a - ld b,0 - add hl,bc - ld a,[hl] - ret - -; copies the base stat data of a pokemon to $D0B8 (W_MONHEADER) -; INPUT: -; [$D0B5] = pokemon ID -GetMonHeader:: ; 1537 (0:1537) - ld a,[H_LOADEDROMBANK] - push af - ld a,BANK(BaseStats) - ld [H_LOADEDROMBANK],a - ld [$2000],a - push bc - push de - push hl - ld a,[$d11e] - push af - ld a,[$d0b5] - ld [$d11e],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 - ld a,$3a - call Predef ; convert pokemon ID in [$D11E] to pokedex number - ld a,[$d11e] - dec a - ld bc,28 - ld hl,BaseStats - call AddNTimes - ld de,W_MONHEADER - ld bc,28 - call CopyData - jr .done -.specialID - ld hl,W_MONHSPRITEDIM - ld [hl],b ; write sprite dimensions - inc hl - ld [hl],e ; write front sprite pointer - inc hl - ld [hl],d - jr .done -.mew - ld hl,MewBaseStats - ld de,W_MONHEADER - ld bc,28 - ld a,BANK(MewBaseStats) - call FarCopyData -.done - ld a,[$d0b5] - ld [$d0b8],a - pop af - ld [$d11e],a - pop hl - pop de - pop bc - pop af - ld [H_LOADEDROMBANK],a - ld [$2000],a - ret - -; copy party pokemon's name to $CD6D -GetPartyMonName2:: ; 15b4 (0:15b4) - ld a,[wWhichPokemon] ; index within party - ld hl,W_PARTYMON1NAME - -; this is called more often -GetPartyMonName:: ; 15ba (0:15ba) - push hl - push bc - call SkipFixedLengthTextEntries ; add 11 to hl, a times - ld de,$cd6d - 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 $D - ld a,[$CF91] ; 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 ; $31, number of 16 byte chunks to be copied - ld a, [H_LOADEDROMBANK] - ld b, a - jp CopyVideoData - -Underground_Coll:: ; 172f (0:172f) - INCBIN "gfx/tilesets/underground.tilecoll" -Overworld_Coll:: ; 1735 (0:1735) - INCBIN "gfx/tilesets/overworld.tilecoll" -RedsHouse1_Coll:: -RedsHouse2_Coll:: ; 1749 (0:1749) - INCBIN "gfx/tilesets/reds_house.tilecoll" -Mart_Coll -Pokecenter_Coll:: ; 1753 (0:1753) - INCBIN "gfx/tilesets/pokecenter.tilecoll" -Dojo_Coll:: -Gym_Coll:: ; 1759 (0:1759) - INCBIN "gfx/tilesets/gym.tilecoll" -Forest_Coll:: ; 1765 (0:1765) - INCBIN "gfx/tilesets/forest.tilecoll" -House_Coll:: ; 1775 (0:1775) - INCBIN "gfx/tilesets/house.tilecoll" -ForestGate_Coll:: -Museum_Coll:: -Gate_Coll:: ; 177f (0:177f) - INCBIN "gfx/tilesets/gate.tilecoll" -Ship_Coll:: ; 178a (0:178a) - INCBIN "gfx/tilesets/ship.tilecoll" -ShipPort_Coll:: ; 1795 (0:1795) - INCBIN "gfx/tilesets/ship_port.tilecoll" -Cemetery_Coll:: ; 179a (0:179a) - INCBIN "gfx/tilesets/cemetery.tilecoll" -Interior_Coll:: ; 17a2 (0:17a2) - INCBIN "gfx/tilesets/interior.tilecoll" -Cavern_Coll:: ; 17ac (0:17ac) - INCBIN "gfx/tilesets/cavern.tilecoll" -Lobby_Coll:: ; 17b8 (0:17b8) - INCBIN "gfx/tilesets/lobby.tilecoll" -Mansion_Coll:: ; 17c0 (0:17c0) - INCBIN "gfx/tilesets/mansion.tilecoll" -Lab_Coll:: ; 17ca (0:17ca) - INCBIN "gfx/tilesets/lab.tilecoll" -Club_Coll:: ; 17d1 (0:17d1) - INCBIN "gfx/tilesets/club.tilecoll" -Facility_Coll:: ; 17dd (0:17dd) - INCBIN "gfx/tilesets/facility.tilecoll" -Plateau_Coll:: ; 17f0 (0:17f0) - INCBIN "gfx/tilesets/plateau.tilecoll" - -; does the same thing as FarCopyData at 009D -; only difference is that it uses [$ff8b] instead of [$cee9] for a temp value -; copy bc bytes of data from a:hl to de -FarCopyData2:: ; 17f7 (0:17f7) - ld [$ff8b],a - ld a,[H_LOADEDROMBANK] - push af - ld a,[$ff8b] - ld [H_LOADEDROMBANK],a - ld [$2000],a - call CopyData - pop af - ld [H_LOADEDROMBANK],a - ld [$2000],a - ret - -; does a far copy but the source is de and the destination is hl -; copy bc bytes of data from a:de to hl -FarCopyData3:: ; 180d (0:180d) - ld [$ff8b],a - ld a,[H_LOADEDROMBANK] - push af - ld a,[$ff8b] - ld [H_LOADEDROMBANK],a - ld [$2000],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 [$2000],a - ret - -; copies each source byte to the destination twice (next to each other) -; copy bc source bytes from a:hl to de -FarCopyDataDouble:: ; 182b (0:182b) - ld [$ff8b],a - ld a,[H_LOADEDROMBANK] - push af - ld a,[$ff8b] - ld [H_LOADEDROMBANK],a - ld [$2000],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 [$2000],a - ret - -; copy (c * 16) bytes from b:de to hl during V-blank -; transfers up to 128 bytes per V-blank -CopyVideoData:: ; 1848 (0:1848) - ld a,[H_AUTOBGTRANSFERENABLED] ; save auto-transfer enabled flag - push af - xor a - ld [H_AUTOBGTRANSFERENABLED],a ; disable auto-transfer while copying - ld a,[H_LOADEDROMBANK] - ld [$ff8b],a - ld a,b - ld [H_LOADEDROMBANK],a - ld [$2000],a - ld a,e - ld [H_VBCOPYSRC],a - ld a,d - ld [H_VBCOPYSRC + 1],a - ld a,l - ld [H_VBCOPYDEST],a - ld a,h - ld [H_VBCOPYDEST + 1],a -.loop - ld a,c - cp a,8 ; are there more than 128 bytes left to copy? - jr nc,.copyMaxSize ; only copy up to 128 bytes at a time -.copyRemainder - ld [H_VBCOPYSIZE],a - call DelayFrame ; wait for V-blank handler to perform the copy - ld a,[$ff8b] - ld [H_LOADEDROMBANK],a - ld [$2000],a - pop af - ld [H_AUTOBGTRANSFERENABLED],a ; restore original auto-transfer enabled flag - ret -.copyMaxSize - ld a,8 ; 128 bytes - ld [H_VBCOPYSIZE],a - call DelayFrame ; wait for V-blank handler to perform the copy - ld a,c - sub a,8 - ld c,a - jr .loop - -; copy (c * 8) source bytes from b:de to hl during V-blank -; copies each source byte to the destination twice (next to each other) -; transfers up to 64 source bytes per V-blank -CopyVideoDataDouble:: ; 1886 (0:1886) - ld a,[H_AUTOBGTRANSFERENABLED] ; save auto-transfer enabled flag - push af - xor a - ld [H_AUTOBGTRANSFERENABLED],a ; disable auto-transfer while copying - ld a,[H_LOADEDROMBANK] - ld [$ff8b],a - ld a,b - ld [H_LOADEDROMBANK],a - ld [$2000],a - ld a,e - ld [H_VBCOPYDOUBLESRC],a - ld a,d - ld [H_VBCOPYDOUBLESRC + 1],a - ld a,l - ld [H_VBCOPYDOUBLEDEST],a - ld a,h - ld [H_VBCOPYDOUBLEDEST + 1],a -.loop - ld a,c - cp a,8 ; are there more than 64 source bytes left to copy? - jr nc,.copyMaxSize ; only copy up to 64 source bytes at a time -.copyRemainder - ld [H_VBCOPYDOUBLESIZE],a - call DelayFrame ; wait for V-blank handler to perform the copy - ld a,[$ff8b] - ld [H_LOADEDROMBANK],a - ld [$2000],a - pop af - ld [H_AUTOBGTRANSFERENABLED],a ; restore original auto-transfer enabled flag - ret -.copyMaxSize - ld a,8 ; 64 source bytes - ld [H_VBCOPYDOUBLESIZE],a - call DelayFrame ; wait for V-blank handler to perform the copy - ld a,c - sub a,8 - ld c,a - jr .loop - -; clears an area of the screen -; INPUT: -; hl = address of upper left corner of the area -; b = height -; c = width -ClearScreenArea:: ; 18c4 (0:18c4) - ld a,$7F ; blank tile - ld de,20 ; screen width -.loop - push hl - push bc -.innerLoop - ld [hli],a - dec c - jr nz,.innerLoop - pop bc - pop hl - add hl,de - dec b - jr nz,.loop - ret - -; copies the screen tile buffer from WRAM to VRAM -; copying is done in 3 chunks of 6 rows each -; b: high byte of VRAM destination address ($98 or $9c for window tile map 0 or 1 resp.) -CopyScreenTileBufferToVRAM:: ; 18d6 (0:18d6) - ld c, $6 - ld hl, $0000 - ld de, wTileMap - call InitScreenTileBufferTransferParameters - call DelayFrame - ld hl, $600 - ld de, wTileMap + 20 * 6 ; $c418 - call InitScreenTileBufferTransferParameters - call DelayFrame - ld hl, $c00 - ld de, wTileMap + 20 * 12 ; $c490 - call InitScreenTileBufferTransferParameters - jp DelayFrame - -InitScreenTileBufferTransferParameters:: ; 18fc (0:18fc) - ld a, d - ld [H_VBCOPYBGSRC+1], a - call GetRowColAddressBgMap - ld a, l - ld [H_VBCOPYBGDEST], a ; $ffc3 - ld a, h - ld [H_VBCOPYBGDEST+1], a - ld a, c - ld [H_VBCOPYBGNUMROWS], a ; $ffc5 - ld a, e - ld [H_VBCOPYBGSRC], a ; $ffc1 - ret - -ClearScreen:: ; 190f (0:190f) -; clears all tiles in the tilemap, -; then wait three frames - ld bc,$0168 ; tilemap size - inc b - ld hl,wTileMap ; TILEMAP_START - ld a,$7F ; $7F is blank tile -.loop - ld [hli],a - dec c - jr nz,.loop - dec b - jr nz,.loop - jp Delay3 - -TextBoxBorder:: ; 1922 (0:1922) -; draw a text box -; upper-left corner at coordinates hl -; height b -; width c - - ; first row - push hl - ld a,"┌" - ld [hli],a - inc a ; horizontal border ─ - call NPlaceChar - inc a ; upper-right border ┐ - ld [hl],a - - ; middle rows - pop hl - ld de,20 - add hl,de ; skip the top row - -.PlaceRow - push hl - ld a,"│" - ld [hli],a - ld a," " - call NPlaceChar - ld [hl],"│" - - pop hl - ld de,20 - add hl,de ; move to next row - dec b - jr nz,.PlaceRow - - ; bottom row - ld a,"└" - ld [hli],a - ld a,"─" - call NPlaceChar - ld [hl],"┘" - ret -; -NPlaceChar:: ; 194f (0:194f) -; place a row of width c of identical characters - ld d,c -.loop - ld [hli],a - dec d - jr nz,.loop - ret - -PlaceString:: ; 1955 (0:1955) - push hl -PlaceNextChar:: ; 1956 (0:1956) - ld a,[de] - - cp "@" - jr nz,.PlaceText - ld b,h - ld c,l - pop hl - ret - -.PlaceText - cp $4E - jr nz,.next - ld bc,$0028 - ld a,[$FFF6] - bit 2,a - jr z,.next2 - ld bc,$14 -.next2 - pop hl - add hl,bc - push hl - jp Next19E8 - -.next - cp $4F - jr nz,.next3 - pop hl - FuncCoord 1, 16 ; $c4e1 - ld hl,Coord - push hl - jp Next19E8 - -.next3 ; Check against a dictionary - and a - jp z,Char00 - cp $4C - jp z,Char4C - cp $4B - jp z,Char4B - cp $51 - jp z,Char51 - cp $49 - jp z,Char49 - cp $52 - jp z,Char52 - cp $53 - jp z,Char53 - cp $54 - jp z,Char54 - cp $5B - jp z,Char5B - cp $5E - jp z,Char5E - cp $5C - jp z,Char5C - cp $5D - jp z,Char5D - cp $55 - jp z,Char55 - cp $56 - jp z,Char56 - cp $57 - jp z,Char57 - cp $58 - jp z,Char58 - cp $4A - jp z,Char4A - cp $5F - jp z,Char5F - cp $59 - jp z,Char59 - cp $5A - jp z,Char5A - ld [hli],a - call PrintLetterDelay -Next19E8:: ; 19e8 (0:19e8) - inc de - jp PlaceNextChar - -Char00:: ; 19ec (0:19ec) - ld b,h - ld c,l - pop hl - ld de,Char00Text - dec de - ret - -Char00Text:: ; 0x19f4 “%d ERROR.” - TX_FAR _Char00Text - db "@" - -Char52:: ; 0x19f9 player’s name - push de - ld de,W_PLAYERNAME - jr FinishDTE - -Char53:: ; 19ff (0:19ff) ; rival’s name - push de - ld de,W_RIVALNAME - jr FinishDTE - -Char5D:: ; 1a05 (0:1a05) ; TRAINER - push de - ld de,Char5DText - jr FinishDTE - -Char5C:: ; 1a0b (0:1a0b) ; TM - push de - ld de,Char5CText - jr FinishDTE - -Char5B:: ; 1a11 (0:1a11) ; PC - push de - ld de,Char5BText - jr FinishDTE - -Char5E:: ; 1a17 (0:1a17) ; ROCKET - push de - ld de,Char5EText - jr FinishDTE - -Char54:: ; 1a1d (0:1a1d) ; POKé - push de - ld de,Char54Text - jr FinishDTE - -Char56:: ; 1a23 (0:1a23) ; …… - push de - ld de,Char56Text - jr FinishDTE - -Char4A:: ; 1a29 (0:1a29) ; PKMN - push de - ld de,Char4AText - jr FinishDTE - -Char59:: ; 1a2f (0:1a2f) -; depending on whose turn it is, print -; enemy active monster’s name, prefixed with “Enemy ” -; or -; player active monster’s name -; (like Char5A but flipped) - ld a,[H_WHOSETURN] - xor 1 - jr MonsterNameCharsCommon - -Char5A:: ; 1a35 (0:1a35) -; depending on whose turn it is, print -; player active monster’s name -; or -; enemy active monster’s name, prefixed with “Enemy ” - ld a,[H_WHOSETURN] -MonsterNameCharsCommon:: ; 1a37 (0:1a37) - push de - and a - jr nz,.Enemy - ld de,W_PLAYERMONNAME ; player active monster name - jr FinishDTE - -.Enemy ; 1A40 - ; print “Enemy ” - ld de,Char5AText - call PlaceString - - ld h,b - ld l,c - ld de,W_ENEMYMONNAME ; enemy active monster name - -FinishDTE:: ; 1a4b (0:1a4b) - call PlaceString - ld h,b - ld l,c - pop de - inc de - jp PlaceNextChar - -Char5CText:: ; 1a55 (0:1a55) - db "TM@" -Char5DText:: ; 1a58 (0:1a58) - db "TRAINER@" -Char5BText:: ; 1a60 (0:1a60) - db "PC@" -Char5EText:: ; 1a63 (0:1a63) - db "ROCKET@" -Char54Text:: ; 1a6a (0:1a6a) - db "POKé@" -Char56Text:: ; 1a6f (0:1a6f) - db "……@" -Char5AText:: ; 1a72 (0:1a72) - db "Enemy @" -Char4AText:: ; 1a79 (0:1a79) - db $E1,$E2,"@" ; PKMN - -Char55:: ; 1a7c (0:1a7c) - push de - ld b,h - ld c,l - ld hl,Char55Text - call TextCommandProcessor - ld h,b - ld l,c - pop de - inc de - jp PlaceNextChar - -Char55Text:: ; 1a8c (0:1a8c) -; equivalent to Char4B - TX_FAR _Char55Text - db "@" - -Char5F:: ; 1a91 (0:1a91) -; ends a Pokédex entry - ld [hl],"." - pop hl - ret - -Char58:: ; 1a95 (0:1a95) - ld a,[$D12B] - cp 4 - jp z,Next1AA2 - ld a,$EE - FuncCoord 18, 16 ; $c4f2 - ld [Coord],a -Next1AA2:: ; 1aa2 (0:1aa2) - call ProtectedDelay3 - call ManualTextScroll - ld a,$7F - FuncCoord 18, 16 ; $c4f2 - ld [Coord],a -Char57:: ; 1aad (0:1aad) - pop hl - ld de,Char58Text - dec de - ret - -Char58Text:: ; 1ab3 (0:1ab3) - db "@" - -Char51:: ; 1ab4 (0:1ab4) - push de - ld a,$EE - FuncCoord 18, 16 ; $c4f2 - ld [Coord],a - call ProtectedDelay3 - call ManualTextScroll - FuncCoord 1, 13 ; $c4a5 - ld hl,Coord - ld bc,$0412 - call ClearScreenArea - ld c,$14 - call DelayFrames - pop de - FuncCoord 1, 14 ; $c4b9 - ld hl,Coord - jp Next19E8 - -Char49:: ; 1ad5 (0:1ad5) - push de - ld a,$EE - FuncCoord 18, 16 ; $c4f2 - ld [Coord],a - call ProtectedDelay3 - call ManualTextScroll - FuncCoord 1, 10 ; $c469 - ld hl,Coord - ld bc,$0712 - call ClearScreenArea - ld c,$14 - call DelayFrames - pop de - pop hl - FuncCoord 1, 11 ; $c47d - ld hl,Coord - push hl - jp Next19E8 - -Char4B:: ; 1af8 (0:1af8) - ld a,$EE - FuncCoord 18, 16 ; $c4f2 - ld [Coord],a - call ProtectedDelay3 - push de - call ManualTextScroll - pop de - ld a,$7F - FuncCoord 18, 16 ; $c4f2 - ld [Coord],a - ;fall through -Char4C:: ; 1b0a (0:1b0a) - push de - call Next1B18 - call Next1B18 - FuncCoord 1, 16 ; $c4e1 - ld hl,Coord - pop de - jp Next19E8 - -Next1B18:: ; 1b18 (0:1b18) - FuncCoord 0, 14 ; $c4b8 - ld hl,Coord - FuncCoord 0, 13 ; $c4a4 - ld de,Coord - ld b,$3C -.next - ld a,[hli] - ld [de],a - inc de - dec b - jr nz,.next - FuncCoord 1, 16 ; $c4e1 - ld hl,Coord - ld a,$7F - ld b,$12 -.next2 - ld [hli],a - dec b - jr nz,.next2 - - ; wait five frames - ld b,5 -.WaitFrame - call DelayFrame - dec b - jr nz,.WaitFrame - - ret - -ProtectedDelay3:: ; 1b3a (0:1b3a) - push bc - call Delay3 - pop bc - ret - -TextCommandProcessor:: ; 1b40 (0:1b40) - ld a,[$d358] - push af - set 1,a - ld e,a - ld a,[$fff4] - xor e - ld [$d358],a - ld a,c - ld [$cc3a],a - ld a,b - ld [$cc3b],a - -NextTextCommand:: ; 1b55 (0:1b55) - ld a,[hli] - cp a, "@" ; terminator - jr nz,.doTextCommand - pop af - ld [$d358],a - ret -.doTextCommand - push hl - cp a,$17 - jp z,TextCommand17 - cp a,$0e - jp nc,TextCommand0B ; if a != 0x17 and a >= 0xE, go to command 0xB -; if a < 0xE, use a jump table - ld hl,TextCommandJumpTable - push bc - add a - ld b,$00 - ld c,a - add hl,bc - pop bc - ld a,[hli] - ld h,[hl] - ld l,a - jp [hl] - -; draw box -; 04AAAABBCC -; AAAA = address of upper left corner -; BB = height -; CC = width -TextCommand04:: ; 1b78 (0:1b78) - pop hl - ld a,[hli] - ld e,a - ld a,[hli] - ld d,a - ld a,[hli] - ld b,a - ld a,[hli] - ld c,a - push hl - ld h,d - ld l,e - call TextBoxBorder - pop hl - jr NextTextCommand - -; place string inline -; 00{string} -TextCommand00:: ; 1b8a (0:1b8a) - pop hl - ld d,h - ld e,l - ld h,b - ld l,c - call PlaceString - ld h,d - ld l,e - inc hl - jr NextTextCommand - -; place string from RAM -; 01AAAA -; AAAA = address of string -TextCommand01:: ; 1b97 (0:1b97) - pop hl - ld a,[hli] - ld e,a - ld a,[hli] - ld d,a - push hl - ld h,b - ld l,c - call PlaceString - pop hl - jr NextTextCommand - -; print BCD number -; 02AAAABB -; AAAA = address of BCD number -; BB -; bits 0-4 = length in bytes -; bits 5-7 = unknown flags -TextCommand02:: ; 1ba5 (0:1ba5) - pop hl - ld a,[hli] - ld e,a - ld a,[hli] - ld d,a - ld a,[hli] - push hl - ld h,b - ld l,c - ld c,a - call PrintBCDNumber - ld b,h - ld c,l - pop hl - jr NextTextCommand - -; repoint destination address -; 03AAAA -; AAAA = new destination address -TextCommand03:: ; 1bb7 (0:1bb7) - pop hl - ld a,[hli] - ld [$cc3a],a - ld c,a - ld a,[hli] - ld [$cc3b],a - ld b,a - jp NextTextCommand - -; repoint destination to second line of dialogue text box -; 05 -; (no arguments) -TextCommand05:: ; 1bc5 (0:1bc5) - pop hl - FuncCoord 1, 16 ; $c4e1 - ld bc,Coord ; address of second line of dialogue text box - jp NextTextCommand - -; blink arrow and wait for A or B to be pressed -; 06 -; (no arguments) -TextCommand06:: ; 1bcc (0:1bcc) - ld a,[W_ISLINKBATTLE] - cp a,$04 - jp z,TextCommand0D - ld a,$ee ; down arrow - FuncCoord 18, 16 ; $c4f2 - ld [Coord],a ; place down arrow in lower right corner of dialogue text box - push bc - call ManualTextScroll ; blink arrow and wait for A or B to be pressed - pop bc - ld a," " - FuncCoord 18, 16 ; $c4f2 - ld [Coord],a ; overwrite down arrow with blank space - pop hl - jp NextTextCommand - -; scroll text up one line -; 07 -; (no arguments) -TextCommand07:: ; 1be7 (0:1be7) - ld a," " - FuncCoord 18, 16 ; $c4f2 - ld [Coord],a ; place blank space in lower right corner of dialogue text box - call Next1B18 ; scroll up text - call Next1B18 - pop hl - FuncCoord 1, 16 ; $c4e1 - ld bc,Coord ; address of second line of dialogue text box - jp NextTextCommand - -; execute asm inline -; 08{code} -TextCommand08:: ; 1bf9 (0:1bf9) - pop hl - ld de,NextTextCommand - push de ; return address - jp [hl] - -; print decimal number (converted from binary number) -; 09AAAABB -; AAAA = address of number -; BB -; bits 0-3 = how many digits to display -; bits 4-7 = how long the number is in bytes -TextCommand09:: ; 1bff (0:1bff) - pop hl - ld a,[hli] - ld e,a - ld a,[hli] - ld d,a - ld a,[hli] - push hl - ld h,b - ld l,c - ld b,a - and a,$0f - ld c,a - ld a,b - and a,$f0 - swap a - set 6,a - ld b,a - call PrintNumber - ld b,h - ld c,l - pop hl - jp NextTextCommand - -; wait half a second if the user doesn't hold A or B -; 0A -; (no arguments) -TextCommand0A:: ; 1c1d (0:1c1d) - push bc - call GetJoypadState - ld a,[H_CURRENTPRESSEDBUTTONS] - and a,%00000011 ; A and B buttons - jr nz,.skipDelay - ld c,30 - call DelayFrames -.skipDelay - pop bc - pop hl - jp NextTextCommand - -; plays sounds -; this actually handles various command ID's, not just 0B -; (no arguments) -TextCommand0B:: ; 1c31 (0:1c31) - pop hl - push bc - dec hl - ld a,[hli] - ld b,a ; b = command number that got us here - push hl - ld hl,TextCommandSounds -.loop - ld a,[hli] - cp b - jr z,.matchFound - inc hl - jr .loop -.matchFound - cp a,$14 - jr z,.pokemonCry - cp a,$15 - jr z,.pokemonCry - cp a,$16 - jr z,.pokemonCry - ld a,[hl] - call PlaySound - call WaitForSoundToFinish - pop hl - pop bc - jp NextTextCommand -.pokemonCry - push de - ld a,[hl] - call PlayCry - pop de - pop hl - pop bc - jp NextTextCommand - -; format: text command ID, sound ID or cry ID -TextCommandSounds:: ; 1c64 (0:1c64) - db $0B,(SFX_02_3a - SFX_Headers_02) / 3 - db $12,(SFX_02_46 - SFX_Headers_02) / 3 - db $0E,(SFX_02_41 - SFX_Headers_02) / 3 - db $0F,(SFX_02_3a - SFX_Headers_02) / 3 - db $10,(SFX_02_3b - SFX_Headers_02) / 3 - db $11,(SFX_02_42 - SFX_Headers_02) / 3 - db $13,(SFX_02_44 - SFX_Headers_02) / 3 - db $14,NIDORINA ; used in OakSpeech - db $15,PIDGEOT ; used in SaffronCityText12 - db $16,DEWGONG ; unused? - -; draw ellipses -; 0CAA -; AA = number of ellipses to draw -TextCommand0C:: ; 1c78 (0:1c78) - pop hl - ld a,[hli] - ld d,a - push hl - ld h,b - ld l,c -.loop - ld a,$75 ; ellipsis - ld [hli],a - push de - call GetJoypadState - pop de - ld a,[H_CURRENTPRESSEDBUTTONS] ; joypad state - and a,%00000011 ; is A or B button pressed? - jr nz,.skipDelay ; if so, skip the delay - ld c,10 - call DelayFrames -.skipDelay - dec d - jr nz,.loop - ld b,h - ld c,l - pop hl - jp NextTextCommand - -; wait for A or B to be pressed -; 0D -; (no arguments) -TextCommand0D:: ; 1c9a (0:1c9a) - push bc - call ManualTextScroll ; wait for A or B to be pressed - pop bc - pop hl - jp NextTextCommand - -; process text commands in another ROM bank -; 17AAAABB -; AAAA = address of text commands -; BB = bank -TextCommand17:: ; 1ca3 (0:1ca3) - pop hl - ld a,[H_LOADEDROMBANK] - push af - ld a,[hli] - ld e,a - ld a,[hli] - ld d,a - ld a,[hli] - ld [H_LOADEDROMBANK],a - ld [$2000],a - push hl - ld l,e - ld h,d - call TextCommandProcessor - pop hl - pop af - ld [H_LOADEDROMBANK],a - ld [$2000],a - jp NextTextCommand - -TextCommandJumpTable:: ; 1cc1 (0:1cc1) - dw TextCommand00 - dw TextCommand01 - dw TextCommand02 - dw TextCommand03 - dw TextCommand04 - dw TextCommand05 - dw TextCommand06 - dw TextCommand07 - dw TextCommand08 - dw TextCommand09 - dw TextCommand0A - dw TextCommand0B - dw TextCommand0C - dw TextCommand0D - -; this function seems to be used only once -; it store the address of a row and column of the VRAM background map in hl -; INPUT: h - row, l - column, b - high byte of background tile map address in VRAM -GetRowColAddressBgMap:: ; 1cdd (0:1cdd) - xor a - srl h - rr a - srl h - rr a - srl h - rr a - or l - ld l,a - ld a,b - or h - ld h,a - ret - -; clears a VRAM background map with blank space tiles -; INPUT: h - high byte of background tile map address in VRAM -ClearBgMap:: ; 1cf0 (0:1cf0) - ld a," " - jr .next - ld a,l -.next - ld de,$400 ; size of VRAM background map - ld l,e -.loop - ld [hli],a - dec e - jr nz,.loop - dec d - jr nz,.loop - ret - -; When the player takes a step, a row or column of 2x2 tile blocks at the edge -; of the screen toward which they moved is exposed and has to be redrawn. -; This function does the redrawing. -RedrawExposedScreenEdge:: ; 1d01 (0:1d01) - ld a,[H_SCREENEDGEREDRAW] - and a - ret z - ld b,a - xor a - ld [H_SCREENEDGEREDRAW],a - dec b - jr nz,.redrawRow -.redrawColumn - ld hl,wScreenEdgeTiles - ld a,[H_SCREENEDGEREDRAWADDR] - ld e,a - ld a,[H_SCREENEDGEREDRAWADDR + 1] - ld d,a - ld c,18 ; screen height -.loop1 - ld a,[hli] - ld [de],a - inc de - ld a,[hli] - ld [de],a - ld a,31 - add e - ld e,a - jr nc,.noCarry - inc d -.noCarry -; the following 4 lines wrap us from bottom to top if necessary - ld a,d - and a,$03 - or a,$98 - ld d,a - dec c - jr nz,.loop1 - xor a - ld [H_SCREENEDGEREDRAW],a - ret -.redrawRow - ld hl,wScreenEdgeTiles - ld a,[H_SCREENEDGEREDRAWADDR] - ld e,a - ld a,[H_SCREENEDGEREDRAWADDR + 1] - ld d,a - push de - call .drawHalf ; draw upper half - pop de - ld a,32 ; width of VRAM background map - add e - ld e,a - ; draw lower half -.drawHalf - ld c,10 -.loop2 - ld a,[hli] - ld [de],a - inc de - ld a,[hli] - ld [de],a - ld a,e - inc a -; the following 6 lines wrap us from the right edge to the left edge if necessary - and a,$1f - ld b,a - ld a,e - and a,$e0 - or b - ld e,a - dec c - jr nz,.loop2 - ret - -; This function automatically transfers tile number data from the tile map at -; wTileMap to VRAM during V-blank. Note that it only transfers one third of the -; background per V-blank. It cycles through which third it draws. -; This transfer is turned off when walking around the map, but is turned -; on when talking to sprites, battling, using menus, etc. This is because -; the above function, RedrawExposedScreenEdge, is used when walking to -; improve efficiency. -AutoBgMapTransfer:: ; 1d57 (0:1d57) - ld a,[H_AUTOBGTRANSFERENABLED] - and a - ret z - ld hl,[sp + 0] - ld a,h - ld [H_SPTEMP],a - ld a,l - ld [H_SPTEMP + 1],a ; save stack pinter - ld a,[H_AUTOBGTRANSFERPORTION] - and a - jr z,.transferTopThird - dec a - jr z,.transferMiddleThird -.transferBottomThird - FuncCoord 0,12 - ld hl,Coord - ld sp,hl - ld a,[H_AUTOBGTRANSFERDEST + 1] - ld h,a - ld a,[H_AUTOBGTRANSFERDEST] - ld l,a - ld de,(12 * 32) - add hl,de - xor a ; TRANSFERTOP - jr .doTransfer -.transferTopThird - FuncCoord 0,0 - ld hl,Coord - ld sp,hl - ld a,[H_AUTOBGTRANSFERDEST + 1] - ld h,a - ld a,[H_AUTOBGTRANSFERDEST] - ld l,a - ld a,TRANSFERMIDDLE - jr .doTransfer -.transferMiddleThird - FuncCoord 0,6 - ld hl,Coord - ld sp,hl - ld a,[H_AUTOBGTRANSFERDEST + 1] - ld h,a - ld a,[H_AUTOBGTRANSFERDEST] - ld l,a - ld de,(6 * 32) - add hl,de - ld a,TRANSFERBOTTOM -.doTransfer - ld [H_AUTOBGTRANSFERPORTION],a ; store next portion - ld b,6 - -; unrolled loop and using pop for speed -TransferBgRows:: ; 1d9e (0:1d9e) - pop de - ld [hl],e - inc l - ld [hl],d - inc l - pop de - ld [hl],e - inc l - ld [hl],d - inc l - pop de - ld [hl],e - inc l - ld [hl],d - inc l - pop de - ld [hl],e - inc l - ld [hl],d - inc l - pop de - ld [hl],e - inc l - ld [hl],d - inc l - pop de - ld [hl],e - inc l - ld [hl],d - inc l - pop de - ld [hl],e - inc l - ld [hl],d - inc l - pop de - ld [hl],e - inc l - ld [hl],d - inc l - pop de - ld [hl],e - inc l - ld [hl],d - inc l - pop de - ld [hl],e - inc l - ld [hl],d - ld a,13 - add l - ld l,a - jr nc,.noCarry - inc h -.noCarry - dec b - jr nz,TransferBgRows - ld a,[H_SPTEMP] - ld h,a - ld a,[H_SPTEMP + 1] - ld l,a - ld sp,hl ; restore stack pointer - ret - -; Copies [H_VBCOPYBGNUMROWS] rows from H_VBCOPYBGSRC to H_VBCOPYBGDEST. -; If H_VBCOPYBGSRC is XX00, the transfer is disabled. -VBlankCopyBgMap:: ; 1de1 (0:1de1) - ld a,[H_VBCOPYBGSRC] ; doubles as enabling byte - and a - ret z - ld hl,[sp + 0] - ld a,h - ld [H_SPTEMP],a - ld a,l - ld [H_SPTEMP + 1],a ; save stack pointer - ld a,[H_VBCOPYBGSRC] - ld l,a - ld a,[H_VBCOPYBGSRC + 1] - ld h,a - ld sp,hl - ld a,[H_VBCOPYBGDEST] - ld l,a - ld a,[H_VBCOPYBGDEST + 1] - ld h,a - ld a,[H_VBCOPYBGNUMROWS] - ld b,a - xor a - ld [H_VBCOPYBGSRC],a ; disable transfer so it doesn't continue next V-blank - jr TransferBgRows - - -VBlankCopyDouble:: -; Copy [H_VBCOPYDOUBLESIZE] 1bpp tiles -; from H_VBCOPYDOUBLESRC to H_VBCOPYDOUBLEDEST. - -; While we're here, convert to 2bpp. -; The process is straightforward: -; copy each byte twice. - - ld a, [H_VBCOPYDOUBLESIZE] - and a - ret z - - ld hl, [sp + 0] - ld a, h - ld [H_SPTEMP], a - ld a, l - ld [H_SPTEMP + 1], a - - ld a, [H_VBCOPYDOUBLESRC] - ld l, a - ld a, [H_VBCOPYDOUBLESRC + 1] - ld h, a - ld sp, hl - - ld a, [H_VBCOPYDOUBLEDEST] - ld l, a - ld a, [H_VBCOPYDOUBLEDEST + 1] - ld h, a - - ld a, [H_VBCOPYDOUBLESIZE] - ld b, a - xor a ; transferred - ld [H_VBCOPYDOUBLESIZE], a - -.loop - rept 3 - pop de - ld [hl], e - inc l - ld [hl], e - inc l - ld [hl], d - inc l - ld [hl], d - inc l - endr - - pop de - ld [hl], e - inc l - ld [hl], e - inc l - ld [hl], d - inc l - ld [hl], d - inc hl - dec b - jr nz, .loop - - ld a, l - ld [H_VBCOPYDOUBLEDEST], a - ld a, h - ld [H_VBCOPYDOUBLEDEST + 1], a - - ld hl, [sp + 0] - ld a, l - ld [H_VBCOPYDOUBLESRC], a - ld a, h - ld [H_VBCOPYDOUBLESRC + 1], a - - ld a, [H_SPTEMP] - ld h, a - ld a, [H_SPTEMP + 1] - ld l, a - ld sp, hl - - ret - - -VBlankCopy:: -; Copy [H_VBCOPYSIZE] 2bpp tiles -; from H_VBCOPYSRC to H_VBCOPYDEST. - -; Source and destination addresses -; are updated, so transfer can -; continue in subsequent calls. - - ld a, [H_VBCOPYSIZE] - and a - ret z - - ld hl, [sp + 0] - ld a, h - ld [H_SPTEMP], a - ld a, l - ld [H_SPTEMP + 1], a - - ld a, [H_VBCOPYSRC] - ld l, a - ld a, [H_VBCOPYSRC + 1] - ld h, a - ld sp, hl - - ld a, [H_VBCOPYDEST] - ld l, a - ld a, [H_VBCOPYDEST + 1] - ld h, a - - ld a, [H_VBCOPYSIZE] - ld b, a - xor a ; transferred - ld [H_VBCOPYSIZE], a - -.loop - rept 7 - pop de - ld [hl], e - inc l - ld [hl], d - inc l - endr - - pop de - ld [hl], e - inc l - ld [hl], d - inc hl - dec b - jr nz, .loop - - ld a, l - ld [H_VBCOPYDEST], a - ld a, h - ld [H_VBCOPYDEST + 1], a - - ld hl, [sp + 0] - ld a, l - ld [H_VBCOPYSRC], a - ld a, h - ld [H_VBCOPYSRC + 1], a - - ld a, [H_SPTEMP] - ld h, a - ld a, [H_SPTEMP + 1] - ld l, a - ld sp, hl - - ret - - -UpdateMovingBgTiles:: -; Animate water and flower -; tiles in the overworld. - - ld a, [$ffd7] - and a - ret z - - ld a, [$ffd8] - inc a - ld [$ffd8], a - cp 20 - ret c - cp 21 - jr z, .flower - - ld hl, $9140 - ld c, $10 - - ld a, [$d085] - inc a - and 7 - ld [$d085], a - - and 4 - jr nz, .left -.right - ld a, [hl] - rrca - ld [hli], a - dec c - jr nz, .right - jr .done -.left - ld a, [hl] - rlca - ld [hli], a - dec c - jr nz, .left -.done - ld a, [$ffd7] - rrca - ret nc - xor a - ld [$ffd8], a - ret - -.flower - xor a - ld [$ffd8], a - - ld a, [$d085] - and 3 - cp 2 - ld hl, FlowerTile1 - jr c, .copy - ld hl, FlowerTile2 - jr z, .copy - ld hl, FlowerTile3 -.copy - ld de, $9030 - ld c, $10 -.loop - ld a, [hli] - ld [de], a - inc de - dec c - jr nz, .loop - ret - -FlowerTile1: INCBIN "gfx/tilesets/flower/flower1.2bpp" -FlowerTile2: INCBIN "gfx/tilesets/flower/flower2.2bpp" -FlowerTile3: INCBIN "gfx/tilesets/flower/flower3.2bpp" - - -SoftReset:: - call StopAllSounds - call GBPalWhiteOut - ld c, $20 - call DelayFrames - ; fallthrough - -Init:: -; Program init. - -rLCDC_DEFAULT EQU %11100011 -; * LCD enabled -; * Window tile map at $9C00 -; * Window display enabled -; * BG and window tile data at $8800 -; * BG tile map at $9800 -; * 8x8 OBJ size -; * OBJ display enabled -; * BG display enabled - - di - - xor a - ld [rIF], a - ld [rIE], a - ld [$ff43], a - ld [$ff42], a - ld [$ff01], a - ld [$ff02], a - ld [$ff4b], a - ld [$ff4a], a - ld [$ff06], a - ld [$ff07], a - ld [$ff47], a - ld [$ff48], a - ld [$ff49], a - - ld a, rLCDC_ENABLE_MASK - ld [rLCDC], a - call DisableLCD - - ld sp, wStack - - ld hl, $c000 ; start of WRAM - ld bc, $2000 ; size of WRAM -.loop - ld [hl], 0 - inc hl - dec bc - ld a, b - or c - jr nz, .loop - - call ClearVram - - ld hl, $ff80 - ld bc, $ffff - $ff80 - call FillMemory - - call ClearSprites - - ld a, Bank(WriteDMACodeToHRAM) - ld [H_LOADEDROMBANK], a - ld [MBC3RomBank], a - call WriteDMACodeToHRAM - - xor a - ld [$ffd7], a - ld [$ff41], a - ld [$ffae], a - ld [$ffaf], a - ld [$ff0f], a - ld a, 1 << VBLANK + 1 << TIMER + 1 << SERIAL - ld [rIE], a - - ld a, 144 ; move the window off-screen - ld [$ffb0], a - ld [rWY], a - ld a, 7 - ld [rWX], a - - ld a, $ff - ld [$ffaa], a - - ld h, $9800 / $100 ; bg map 0 - call ClearBgMap - ld h, $9c00 / $100 ; bg map 1 - call ClearBgMap - - ld a, rLCDC_DEFAULT - ld [rLCDC], a - ld a, $10 - ld [H_SOFTRESETCOUNTER], a - call StopAllSounds - - ei - - ld a, $40 ; PREDEF_SGB_BORDER - call Predef - - ld a, $1f - ld [$c0ef], a - ld [$c0f0], a - ld a, $9c - ld [$ffbd], a - xor a - ld [$ffbc], a - dec a - ld [$cfcb], a - - ld a, $32 ; PREDEF_INTRO - call Predef - - call DisableLCD - call ClearVram - call GBPalNormal - call ClearSprites - ld a, rLCDC_DEFAULT - ld [rLCDC], a - - jp SetDefaultNamesBeforeTitlescreen - -ClearVram: - ld hl, $8000 - ld bc, $2000 - xor a - jp FillMemory - - -StopAllSounds:: - ld a, Bank(Func_9876) - ld [$c0ef], a - ld [$c0f0], a - xor a - ld [wMusicHeaderPointer], a - ld [$c0ee], a - ld [$cfca], a - dec a - jp PlaySound - - -VBlank:: - - push af - push bc - push de - push hl - - ld a, [H_LOADEDROMBANK] - ld [$d122], a - - ld a, [$ffae] - ld [rSCX], a - ld a, [$ffaf] - ld [rSCY], a - - ld a, [$d0a0] - and a - jr nz, .ok - ld a, [$ffb0] - ld [rWY], a -.ok - - call AutoBgMapTransfer - call VBlankCopyBgMap - call RedrawExposedScreenEdge - call VBlankCopy - call VBlankCopyDouble - call UpdateMovingBgTiles - call $ff80 ; hOAMDMA - ld a, Bank(PrepareOAMData) - ld [H_LOADEDROMBANK], a - ld [MBC3RomBank], a - call PrepareOAMData - - ; VBlank-sensitive operations end. - - call Random - - ld a, [H_VBLANKOCCURRED] - and a - jr z, .vblanked - xor a - ld [H_VBLANKOCCURRED], a -.vblanked - - ld a, [H_FRAMECOUNTER] - and a - jr z, .decced - dec a - ld [H_FRAMECOUNTER], a -.decced - - call Func_28cb - - ld a, [$c0ef] ; music ROM bank - ld [H_LOADEDROMBANK], a - ld [MBC3RomBank], a - - cp BANK(Func_9103) - jr nz, .notbank2 -.bank2 - call Func_9103 - jr .afterMusic -.notbank2 - cp 8 - jr nz, .bank1F -.bank8 - call Func_2136e - call Func_21879 - jr .afterMusic -.bank1F - call Func_7d177 -.afterMusic - - callba Func_18dee ; keep track of time played - - ld a, [$fff9] - and a - call z, ReadJoypad - - ld a, [$d122] - ld [H_LOADEDROMBANK], a - ld [MBC3RomBank], a - - pop hl - pop de - pop bc - pop af - reti - - -DelayFrame:: -; Wait for the next vblank interrupt. -; As a bonus, this saves battery. - -NOT_VBLANKED EQU 1 - - ld a, NOT_VBLANKED - ld [H_VBLANKOCCURRED], a -.halt - ; XXX this is a hack--rgbasm adds - ; a nop after halts by default. - db $76 ; halt - - ld a, [H_VBLANKOCCURRED] - and a - jr nz, .halt - ret - - -; These routines manage gradual fading -; (e.g., entering a doorway) -LoadGBPal:: ; 20ba (0:20ba) - ld a,[$d35d] ;tells if cur.map is dark (requires HM5_FLASH?) - ld b,a - ld hl,GBPalTable_00 ;16 - ld a,l - sub b - ld l,a - jr nc,.jr0 - dec h -.jr0 - ld a,[hli] - ld [rBGP],a - ld a,[hli] - ld [rOBP0],a - ld a,[hli] - ld [rOBP1],a - ret - -GBFadeOut1:: ; 20d1 (0:20d1) - ld hl,IncGradGBPalTable_01 ;0d - ld b,$04 - jr GBFadeOutCommon - -GBFadeOut2:: ; 20d8 (0:20d8) - ld hl,IncGradGBPalTable_02 ;1c - ld b,$03 - -GBFadeOutCommon:: ; 20dd (0:20dd) - ld a,[hli] - ld [rBGP],a - ld a,[hli] - ld [rOBP0],a - ld a,[hli] - ld [rOBP1],a - ld c,8 - call DelayFrames - dec b - jr nz,GBFadeOutCommon - ret - -GBFadeIn1:: ; 20ef (0:20ef) - ld hl,DecGradGBPalTable_01 ;18 - ld b,$04 - jr GBFadeInCommon - -GBFadeIn2:: ; 20f6 (0:20f6) - ld hl,DecGradGBPalTable_02 ;21 - ld b,$03 - -GBFadeInCommon:: ; 20fb (0:20fb) - ld a,[hld] - ld [rOBP1],a - ld a,[hld] - ld [rOBP0],a - ld a,[hld] - ld [rBGP],a - ld c,8 - call DelayFrames - dec b - jr nz,GBFadeInCommon - ret - -IncGradGBPalTable_01:: ; 210d (0:210d) - db %11111111 ;BG Pal - db %11111111 ;OBJ Pal 1 - db %11111111 ;OBJ Pal 2 - ;and so on... - db %11111110 - db %11111110 - db %11111000 - - db %11111001 - db %11100100 - db %11100100 -GBPalTable_00:: ; 2116 (0:2116) - db %11100100 - db %11010000 -DecGradGBPalTable_01:: ; 2118 (0:2118) - db %11100000 - ;19 - db %11100100 - db %11010000 - db %11100000 -IncGradGBPalTable_02:: ; 211c (0:211c) - db %10010000 - db %10000000 - db %10010000 - - db %01000000 - db %01000000 -DecGradGBPalTable_02:: ; 2121 (0:2121) - db %01000000 - - db %00000000 - db %00000000 - db %00000000 - -Serial:: ; 2125 (0:2125) - push af - push bc - push de - push hl - ld a, [$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, $cc48 - 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] ; $d074 - dec a - ld [W_NUMHITS], a ; $d074 - jr nz, .asm_21a7 - ld a, [$d075] - dec a - ld [$d075], a - jr nz, .asm_21a7 - ld a, [$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 ; $d074 - ld a, $50 - ld [$d075], a -.asm_2204 - ld a, [$ffad] - cp $fe - ret nz - call Func_2237 - jr z, .asm_221f - push hl - ld hl, $cc48 - 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, $cc47 - ld a, [hli] - or [hl] - pop hl - ret - -Func_223f:: ; 223f (0:223f) - dec a - ld [$cc47], a - ld [$cc48], a - ret - -Func_2247:: ; 2247 (0:2247) - ld hl, $cc42 - ld de, $cc3d - 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, $ff - ld [$cc3e], a -.asm_2284 - call Func_22c3 - call DelayFrame - call Func_2237 - jr z, .asm_22a0 - push hl - ld hl, $cc48 - dec [hl] - jr nz, .asm_229f - dec hl - dec [hl] - jr nz, .asm_229f - pop hl - xor a - jp Func_223f -.asm_229f - pop hl -.asm_22a0 - ld a, [$cc3e] - inc a - jr z, .asm_2284 - ld b, $a -.asm_22a8 - call DelayFrame - call Func_22c3 - dec b - jr nz, .asm_22a8 - ld b, $a -.asm_22b3 - call DelayFrame - call Func_22ed - dec b - jr nz, .asm_22b3 - ld a, [$cc3e] - ld [$cc3d], a - ret - -Func_22c3:: ; 22c3 (0:22c3) - call asm_22d7 - ld a, [$cc42] - 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, [$ffad] - ld [$cc3d], a - and $f0 - cp $60 - ret nz - xor a - ld [$ffad], a - ld a, [$cc3d] - and $f - ld [$cc3e], 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 - -Func_2307:: ; 2307 (0:2307) - call WaitForSoundToFinish - xor a - ld c, a - ld d, a - ld [$cfca], a - jr asm_2324 - -Func_2312:: ; 2312 (0:2312) - ld c, $a - ld d, $0 - ld a, [$d72e] - bit 5, a - jr z, asm_2324 - xor a - ld [$cfca], a - ld c, $8 - ld d, c -asm_2324:: ; 2324 (0:2324) - ld a, [$d700] - and a - jr z, .asm_2343 - cp $2 - jr z, .asm_2332 - ld a, MUSIC_BIKE_RIDING - jr .asm_2334 -.asm_2332 - ld a, MUSIC_SURFING -.asm_2334 - ld b, a - ld a, d - and a - ld a, Bank(Func_7d8ea) - jr nz, .asm_233e - ld [$c0ef], a -.asm_233e - ld [$c0f0], a - jr .asm_234c -.asm_2343 - ld a, [$d35b] - ld b, a - call Func_2385 - jr c, .asm_2351 -.asm_234c - ld a, [$cfca] - cp b - ret z -.asm_2351 - ld a, c - ld [wMusicHeaderPointer], a - ld a, b - ld [$cfca], a - ld [$c0ee], a - jp PlaySound - -Func_235f:: ; 235f (0:235f) - ld a, [$c0ef] - ld b, a - cp $2 - jr nz, .checkForBank08 -.bank02 - ld hl, Func_9103 - jr .asm_2378 -.checkForBank08 - cp $8 - jr nz, .bank1F -.bank08 - ld hl, Func_21879 - jr .asm_2378 -.bank1F - ld hl, Func_7d177 -.asm_2378 - ld c, $6 -.asm_237a - push bc - push hl - call Bankswitch - pop hl - pop bc - dec c - jr nz, .asm_237a - ret - -Func_2385:: ; 2385 (0:2385) - ld a, [$d35c] - ld e, a - ld a, [$c0ef] - cp e - jr nz, .asm_2394 - ld [$c0f0], a - and a - ret -.asm_2394 - ld a, c - and a - ld a, e - jr nz, .asm_239c - ld [$c0ef], a -.asm_239c - ld [$c0f0], a - scf - ret - -PlayMusic:: ; 23a1 (0:23a1) - ld b, a - ld [$c0ee], a - xor a - ld [wMusicHeaderPointer], a - ld a, c - ld [$c0ef], a - ld [$c0f0], a - ld a, b - -; plays music specified by a. If value is $ff, music is stopped -PlaySound:: ; 23b1 (0:23b1) - push hl - push de - push bc - ld b, a - ld a, [$c0ee] - and a - jr z, .asm_23c8 - xor a - ld [$c02a], a - ld [$c02b], a - ld [$c02c], a - ld [$c02d], a -.asm_23c8 - ld a, [wMusicHeaderPointer] - and a - jr z, .asm_23e3 - ld a, [$c0ee] - and a - jr z, .asm_2425 - xor a - ld [$c0ee], a - ld a, [$cfca] - cp $ff - jr nz, .asm_2414 - xor a - ld [wMusicHeaderPointer], a -.asm_23e3 - xor a - ld [$c0ee], a - ld a, [H_LOADEDROMBANK] - ld [$ffb9], a - ld a, [$c0ef] - ld [H_LOADEDROMBANK], a - ld [$2000], a - cp $2 - jr nz, .checkForBank08 -.bank02 - ld a, b - call Func_9876 - jr .asm_240b -.checkForBank08 - cp $8 - jr nz, .bank1F -.bank08 - ld a, b - call Func_22035 - jr .asm_240b -.bank1F - ld a, b - call Func_7d8ea -.asm_240b - ld a, [$ffb9] - ld [H_LOADEDROMBANK], a - ld [$2000], a - jr .asm_2425 -.asm_2414 - ld a, b - ld [$cfca], a - ld a, [wMusicHeaderPointer] - ld [$cfc8], a - ld [$cfc9], a - ld a, b - ld [wMusicHeaderPointer], a -.asm_2425 - pop bc - pop de - pop hl - ret - -UpdateSprites:: ; 2429 (0:2429) - ld a, [$cfcb] - 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 - ld a, $5c - call Predef - jp TextScriptEnd - -; bankswitches and runs _UncompressSpriteData -; bank is given in a, sprite input stream is pointed to in W_SPRITEINPUTPTR -UncompressSpriteData:: ; 24fd (0:24fd) - ld b, a - ld a, [H_LOADEDROMBANK] - push af - ld a, b - ld [H_LOADEDROMBANK], a - ld [$2000], a - ld a, $a - ld [$0], a - xor a - ld [$4000], a - call _UncompressSpriteData - pop af - ld [H_LOADEDROMBANK], a - ld [$2000], a - ret - -; initializes necessary data to load a sprite and runs UncompressSpriteDataLoop -_UncompressSpriteData:: ; 251a (0:251a) - ld hl, S_SPRITEBUFFER1 - ld c, (2*SPRITEBUFFERSIZE) % $100 - ld b, (2*SPRITEBUFFERSIZE) / $100 - xor a - call FillMemory ; clear sprite buffer 1 and 2 - ld a, $1 - ld [W_SPRITEINPUTBITCOUNTER], a - ld a, $3 - ld [W_SPRITEOUTPUTBITOFFSET], a - xor a - ld [W_SPRITECURPOSX], a - ld [W_SPRITECURPOSY], a - ld [W_SPRITELOADFLAGS], a ; $d0a8 - call ReadNextInputByte ; first byte of input determines sprite width (high nybble) and height (low nybble) in tiles (8x8 pixels) - ld b, a - and $f - add a - add a - add a - ld [W_SPRITEHEIGHT], a - ld a, b - swap a - and $f - add a - add a - add a - ld [W_SPRITEWITDH], a - call ReadNextInputBit - ld [W_SPRITELOADFLAGS], a ; initialite bit1 to 0 and bit0 to the first input bit - ; this will load two chunks of data to S_SPRITEBUFFER1 and S_SPRITEBUFFER2 - ; bit 0 decides in which one the first chunk is placed - ; fall through - -; uncompresses a chunk from the sprite input data stream (pointed to at $d0da) into S_SPRITEBUFFER1 or S_SPRITEBUFFER2 -; each chunk is a 1bpp sprite. A 2bpp sprite consist of two chunks which are merged afterwards -; note that this is an endless loop which is terminated during a call to MoveToNextBufferPosition by manipulating the stack -UncompressSpriteDataLoop:: ; 2556 (0:2556) - ld hl, S_SPRITEBUFFER1 - ld a, [W_SPRITELOADFLAGS] ; $d0a8 - bit 0, a - jr z, .useSpriteBuffer1 ; check which buffer to use - ld hl, S_SPRITEBUFFER2 -.useSpriteBuffer1 - call StoreSpriteOutputPointer - ld a, [W_SPRITELOADFLAGS] ; $d0a8 - bit 1, a - jr z, .startDecompression ; check if last iteration - call ReadNextInputBit ; if last chunk, read 1-2 bit unpacking mode - and a - jr z, .unpackingMode0 ; 0 -> mode 0 - call ReadNextInputBit ; 1 0 -> mode 1 - inc a ; 1 1 -> mode 2 -.unpackingMode0 - ld [W_SPRITEUNPACKMODE], a -.startDecompression - call ReadNextInputBit - and a - jr z, .readRLEncodedZeros ; if first bit is 0, the input starts with zeroes, otherwise with (non-zero) input -.readNextInput - call ReadNextInputBit - ld c, a - call ReadNextInputBit - sla c - or c ; read next two bits into c - and a - jr z, .readRLEncodedZeros ; 00 -> RLEncoded zeroes following - call WriteSpriteBitsToBuffer ; otherwise write input to output and repeat - call MoveToNextBufferPosition - jr .readNextInput -.readRLEncodedZeros - ld c, $0 ; number of zeroes it length encoded, the number -.countConsecutiveOnesLoop ; of consecutive ones determines the number of bits the number has - call ReadNextInputBit - and a - jr z, .countConsecutiveOnesFinished - inc c - jr .countConsecutiveOnesLoop -.countConsecutiveOnesFinished - ld a, c - add a - ld hl, LengthEncodingOffsetList - add l - ld l, a - jr nc, .noCarry - inc h -.noCarry - ld a, [hli] ; read offset that is added to the number later on - ld e, a ; adding an offset of 2^length - 1 makes every integer uniquely - ld d, [hl] ; representable in the length encoding and saves bits - push de - inc c - ld e, $0 - ld d, e -.readNumberOfZerosLoop ; reads the next c+1 bits of input - call ReadNextInputBit - or e - ld e, a - dec c - jr z, .readNumberOfZerosDone - sla e - rl d - jr .readNumberOfZerosLoop -.readNumberOfZerosDone - pop hl ; add the offset - add hl, de - ld e, l - ld d, h -.writeZerosLoop - ld b, e - xor a ; write 00 to buffer - call WriteSpriteBitsToBuffer - ld e, b - call MoveToNextBufferPosition - dec de - ld a, d - and a - jr nz, .continueLoop - ld a, e - and a -.continueLoop - jr nz, .writeZerosLoop - jr .readNextInput - -; moves output pointer to next position -; also cancels the calling function if the all output is done (by removing the return pointer from stack) -; and calls postprocessing functions according to the unpack mode -MoveToNextBufferPosition:: ; 25d8 (0:25d8) - ld a, [W_SPRITEHEIGHT] - ld b, a - ld a, [W_SPRITECURPOSY] - inc a - cp b - jr z, .curColumnDone - ld [W_SPRITECURPOSY], a - ld a, [W_SPRITEOUTPUTPTR] - inc a - ld [W_SPRITEOUTPUTPTR], a - ret nz - ld a, [W_SPRITEOUTPUTPTR+1] - inc a - ld [W_SPRITEOUTPUTPTR+1], a - ret -.curColumnDone - xor a - ld [W_SPRITECURPOSY], a - ld a, [W_SPRITEOUTPUTBITOFFSET] - and a - jr z, .bitOffsetsDone - dec a - ld [W_SPRITEOUTPUTBITOFFSET], a - ld hl, W_SPRITEOUTPUTPTRCACHED - ld a, [hli] - ld [W_SPRITEOUTPUTPTR], a - ld a, [hl] - ld [W_SPRITEOUTPUTPTR+1], a - ret -.bitOffsetsDone - ld a, $3 - ld [W_SPRITEOUTPUTBITOFFSET], a - ld a, [W_SPRITECURPOSX] - add $8 - ld [W_SPRITECURPOSX], a - ld b, a - ld a, [W_SPRITEWITDH] - cp b - jr z, .allColumnsDone - ld a, [W_SPRITEOUTPUTPTR] - ld l, a - ld a, [W_SPRITEOUTPUTPTR+1] - ld h, a - inc hl - jp StoreSpriteOutputPointer -.allColumnsDone - pop hl - xor a - ld [W_SPRITECURPOSX], a - ld a, [W_SPRITELOADFLAGS] ; $d0a8 - bit 1, a - jr nz, .done ; test if there is one more sprite to go - xor $1 - set 1, a - ld [W_SPRITELOADFLAGS], a ; $d0a8 - jp UncompressSpriteDataLoop -.done - jp UnpackSprite - -; writes 2 bits (from a) to the output buffer (pointed to from W_SPRITEOUTPUTPTR) -WriteSpriteBitsToBuffer:: ; 2649 (0:2649) - ld e, a - ld a, [W_SPRITEOUTPUTBITOFFSET] - and a - jr z, .offset0 - cp $2 - jr c, .offset1 - jr z, .offset2 - rrc e ; offset 3 - rrc e - jr .offset0 -.offset1 - sla e - sla e - jr .offset0 -.offset2 - swap e -.offset0 - ld a, [W_SPRITEOUTPUTPTR] - ld l, a - ld a, [W_SPRITEOUTPUTPTR+1] - ld h, a - ld a, [hl] - or e - ld [hl], a - ret - -; reads next bit from input stream and returns it in a -ReadNextInputBit:: ; 2670 (0:2670) - ld a, [W_SPRITEINPUTBITCOUNTER] - dec a - jr nz, .curByteHasMoreBitsToRead - call ReadNextInputByte - ld [W_SPRITEINPUTCURBYTE], a - ld a, $8 -.curByteHasMoreBitsToRead - ld [W_SPRITEINPUTBITCOUNTER], a - ld a, [W_SPRITEINPUTCURBYTE] - rlca - ld [W_SPRITEINPUTCURBYTE], a - and $1 - ret - -; reads next byte from input stream and returns it in a -ReadNextInputByte:: ; 268b (0:268b) - ld a, [W_SPRITEINPUTPTR] - ld l, a - ld a, [W_SPRITEINPUTPTR+1] - ld h, a - ld a, [hli] - ld b, a - ld a, l - ld [W_SPRITEINPUTPTR], a - ld a, h - ld [W_SPRITEINPUTPTR+1], a - ld a, b - ret - -; the nth item is 2^n - 1 -LengthEncodingOffsetList:: ; 269f (0:269f) - dw %0000000000000001 - dw %0000000000000011 - dw %0000000000000111 - dw %0000000000001111 - dw %0000000000011111 - dw %0000000000111111 - dw %0000000001111111 - dw %0000000011111111 - dw %0000000111111111 - dw %0000001111111111 - dw %0000011111111111 - dw %0000111111111111 - dw %0001111111111111 - dw %0011111111111111 - dw %0111111111111111 - dw %1111111111111111 - -; unpacks the sprite data depending on the unpack mode -UnpackSprite:: ; 26bf (0:26bf) - ld a, [W_SPRITEUNPACKMODE] - cp $2 - jp z, UnpackSpriteMode2 - and a - jp nz, XorSpriteChunks - ld hl, S_SPRITEBUFFER1 - call SpriteDifferentialDecode - ld hl, S_SPRITEBUFFER2 - ; fall through - -; decodes differential encoded sprite data -; input bit value 0 preserves the current bit value and input bit value 1 toggles it (starting from initial value 0). -SpriteDifferentialDecode:: ; 26d4 (0:26d4) - xor a - ld [W_SPRITECURPOSX], a - ld [W_SPRITECURPOSY], a - call StoreSpriteOutputPointer - ld a, [W_SPRITEFLIPPED] - and a - jr z, .notFlipped - ld hl, DecodeNybble0TableFlipped - ld de, DecodeNybble1TableFlipped - jr .storeDecodeTablesPointers -.notFlipped - ld hl, DecodeNybble0Table - ld de, DecodeNybble1Table -.storeDecodeTablesPointers - ld a, l - ld [W_SPRITEDECODETABLE0PTR], a - ld a, h - ld [W_SPRITEDECODETABLE0PTR+1], a - ld a, e - ld [W_SPRITEDECODETABLE1PTR], a - ld a, d - ld [W_SPRITEDECODETABLE1PTR+1], a - ld e, $0 ; last decoded nybble, initialized to 0 -.decodeNextByteLoop - ld a, [W_SPRITEOUTPUTPTR] - ld l, a - ld a, [W_SPRITEOUTPUTPTR+1] - ld h, a - ld a, [hl] - ld b, a - swap a - and $f - call DifferentialDecodeNybble ; decode high nybble - swap a - ld d, a - ld a, b - and $f - call DifferentialDecodeNybble ; decode low nybble - or d - ld b, a - ld a, [W_SPRITEOUTPUTPTR] - ld l, a - ld a, [W_SPRITEOUTPUTPTR+1] - ld h, a - ld a, b - ld [hl], a ; write back decoded data - ld a, [W_SPRITEHEIGHT] - add l ; move on to next column - jr nc, .noCarry - inc h -.noCarry - ld [W_SPRITEOUTPUTPTR], a - ld a, h - ld [W_SPRITEOUTPUTPTR+1], a - ld a, [W_SPRITECURPOSX] - add $8 - ld [W_SPRITECURPOSX], a - ld b, a - ld a, [W_SPRITEWITDH] - cp b - jr nz, .decodeNextByteLoop ; test if current row is done - xor a - ld e, a - ld [W_SPRITECURPOSX], a - ld a, [W_SPRITECURPOSY] ; move on to next row - inc a - ld [W_SPRITECURPOSY], a - ld b, a - ld a, [W_SPRITEHEIGHT] - cp b - jr z, .done ; test if all rows finished - ld a, [W_SPRITEOUTPUTPTRCACHED] - ld l, a - ld a, [W_SPRITEOUTPUTPTRCACHED+1] - ld h, a - inc hl - call StoreSpriteOutputPointer - jr .decodeNextByteLoop -.done - xor a - ld [W_SPRITECURPOSY], a - ret - -; decodes the nybble stored in a. Last decoded data is assumed to be in e (needed to determine if initial value is 0 or 1) -DifferentialDecodeNybble:: ; 276d (0:276d) - srl a ; c=a%2, a/=2 - ld c, $0 - jr nc, .evenNumber - ld c, $1 -.evenNumber - ld l, a - ld a, [W_SPRITEFLIPPED] - and a - jr z, .notFlipped ; determine if initial value is 0 or one - bit 3, e ; if flipped, consider MSB of last data - jr .selectLookupTable -.notFlipped - bit 0, e ; else consider LSB -.selectLookupTable - ld e, l - jr nz, .initialValue1 ; load the appropriate table - ld a, [W_SPRITEDECODETABLE0PTR] - ld l, a - ld a, [W_SPRITEDECODETABLE0PTR+1] - jr .tableLookup -.initialValue1 - ld a, [W_SPRITEDECODETABLE1PTR] - ld l, a - ld a, [W_SPRITEDECODETABLE1PTR+1] -.tableLookup - ld h, a - ld a, e - add l - ld l, a - jr nc, .noCarry - inc h -.noCarry - ld a, [hl] - bit 0, c - jr nz, .selectLowNybble - swap a ; select high nybble -.selectLowNybble - and $f - ld e, a ; update last decoded data - ret - -DecodeNybble0Table:: ; 27a7 (0:27a7) - dn $0, $1 - dn $3, $2 - dn $7, $6 - dn $4, $5 - dn $f, $e - dn $c, $d - dn $8, $9 - dn $b, $a -DecodeNybble1Table:: ; 27af (0:27af) - dn $f, $e - dn $c, $d - dn $8, $9 - dn $b, $a - dn $0, $1 - dn $3, $2 - dn $7, $6 - dn $4, $5 -DecodeNybble0TableFlipped:: ; 27b7 (0:27b7) - dn $0, $8 - dn $c, $4 - dn $e, $6 - dn $2, $a - dn $f, $7 - dn $3, $b - dn $1, $9 - dn $d, $5 -DecodeNybble1TableFlipped:: ; 27bf (0:27bf) - dn $f, $7 - dn $3, $b - dn $1, $9 - dn $d, $5 - dn $0, $8 - dn $c, $4 - dn $e, $6 - dn $2, $a - -; combines the two loaded chunks with xor (the chunk loaded second is the destination). The source chunk is differeintial decoded beforehand. -XorSpriteChunks:: ; 27c7 (0:27c7) - xor a - ld [W_SPRITECURPOSX], a - ld [W_SPRITECURPOSY], a - call ResetSpriteBufferPointers - ld a, [W_SPRITEOUTPUTPTR] ; points to buffer 1 or 2, depending on flags - ld l, a - ld a, [W_SPRITEOUTPUTPTR+1] - ld h, a - call SpriteDifferentialDecode ; decode buffer 1 or 2, depending on flags - call ResetSpriteBufferPointers - ld a, [W_SPRITEOUTPUTPTR] ; source buffer, points to buffer 1 or 2, depending on flags - ld l, a - ld a, [W_SPRITEOUTPUTPTR+1] - ld h, a - ld a, [W_SPRITEOUTPUTPTRCACHED] ; destination buffer, points to buffer 2 or 1, depending on flags - ld e, a - ld a, [W_SPRITEOUTPUTPTRCACHED+1] - ld d, a -.xorChunksLoop - ld a, [W_SPRITEFLIPPED] - and a - jr z, .notFlipped - push de - ld a, [de] - ld b, a - swap a - and $f - call ReverseNybble ; if flipped reverse the nybbles in the destination buffer - swap a - ld c, a - ld a, b - and $f - call ReverseNybble - or c - pop de - ld [de], a -.notFlipped - ld a, [hli] - ld b, a - ld a, [de] - xor b - ld [de], a - inc de - ld a, [W_SPRITECURPOSY] - inc a - ld [W_SPRITECURPOSY], a ; go to next row - ld b, a - ld a, [W_SPRITEHEIGHT] - cp b - jr nz, .xorChunksLoop ; test if column finished - xor a - ld [W_SPRITECURPOSY], a - ld a, [W_SPRITECURPOSX] - add $8 - ld [W_SPRITECURPOSX], a ; go to next column - ld b, a - ld a, [W_SPRITEWITDH] - cp b - jr nz, .xorChunksLoop ; test if all columns finished - xor a - ld [W_SPRITECURPOSX], a - ret - -; reverses the bits in the nybble given in register a -ReverseNybble:: ; 2837 (0:2837) - ld de, NybbleReverseTable - add e - ld e, a - jr nc, .asm_283f - inc d -.asm_283f - ld a, [de] - ret - -; resets sprite buffer pointers to buffer 1 and 2, depending on W_SPRITELOADFLAGS -ResetSpriteBufferPointers:: ; 2841 (0:2841) - ld a, [W_SPRITELOADFLAGS] ; $d0a8 - bit 0, a - jr nz, .buffer2Selected - ld de, S_SPRITEBUFFER1 - ld hl, S_SPRITEBUFFER2 - jr .storeBufferPointers -.buffer2Selected - ld de, S_SPRITEBUFFER2 - ld hl, S_SPRITEBUFFER1 -.storeBufferPointers - ld a, l - ld [W_SPRITEOUTPUTPTR], a - ld a, h - ld [W_SPRITEOUTPUTPTR+1], a - ld a, e - ld [W_SPRITEOUTPUTPTRCACHED], a - ld a, d - ld [W_SPRITEOUTPUTPTRCACHED+1], a - ret - -; maps each nybble to its reverse -NybbleReverseTable:: ; 2867 (0:2867) - db $0, $8, $4, $c, $2, $a, $6 ,$e, $1, $9, $5, $d, $3, $b, $7 ,$f - -; combines the two loaded chunks with xor (the chunk loaded second is the destination). Both chunks are differeintial decoded beforehand. -UnpackSpriteMode2:: ; 2877 (0:2877) - call ResetSpriteBufferPointers - ld a, [W_SPRITEFLIPPED] - push af - xor a - ld [W_SPRITEFLIPPED], a ; temporarily clear flipped flag for decoding the destination chunk - ld a, [W_SPRITEOUTPUTPTRCACHED] - ld l, a - ld a, [W_SPRITEOUTPUTPTRCACHED+1] - ld h, a - call SpriteDifferentialDecode - call ResetSpriteBufferPointers - pop af - ld [W_SPRITEFLIPPED], a - jp XorSpriteChunks - -; stores hl into the output pointers -StoreSpriteOutputPointer:: ; 2897 (0:2897) - ld a, l - ld [W_SPRITEOUTPUTPTR], a - ld [W_SPRITEOUTPUTPTRCACHED], a - ld a, h - ld [W_SPRITEOUTPUTPTR+1], a - ld [W_SPRITEOUTPUTPTRCACHED+1], a - ret - -ResetPlayerSpriteData:: ; 28a6 (0:28a6) - ld hl, wSpriteStateData1 - call ResetPlayerSpriteData_ClearSpriteData - ld hl, wSpriteStateData2 - call ResetPlayerSpriteData_ClearSpriteData - ld a, $1 - ld [wSpriteStateData1], a - ld [$c20e], a - ld hl, $c104 - 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, $10 - xor a - jp FillMemory - -Func_28cb:: ; 28cb (0:28cb) - ld a, [wMusicHeaderPointer] - and a - jr nz, .asm_28dc - ld a, [$d72c] - bit 1, a - ret nz - ld a, $77 - ld [$ff24], a - ret -.asm_28dc - ld a, [$cfc9] - and a - jr z, .asm_28e7 - dec a - ld [$cfc9], a - ret -.asm_28e7 - ld a, [$cfc8] - ld [$cfc9], 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, $ff - ld [$c0ee], a - call PlaySound - ld a, [$c0f0] - ld [$c0ef], a - ld a, b - ld [$c0ee], a - jp PlaySound - -; this function is used to display sign messages, sprite dialog, etc. -; INPUT: [$ff8c] = sprite ID or text ID -DisplayTextID:: ; 2920 (0:2920) - ld a,[H_LOADEDROMBANK] - push af - callba DisplayTextIDInit ; initialization - ld hl,$cf11 - 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 [$cf13],a - and a - jp z,DisplayStartMenu - cp a,$d3 ; safari game over - jp z,DisplaySafariGameOverText - cp a,$d0 ; fainted - jp z,DisplayPokemonFaintedText - cp a,$d1 ; blacked out - jp z,DisplayPlayerBlackedOutText - cp a,$d2 ; repel wore off - jp z,DisplayRepelWoreOffText - ld a,[$d4e1] ; 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,[$cc3c] - and a - jr nz,HoldTextDisplayOpen - -AfterDisplayingTextID:: ; 29d6 (0:29d6) - ld a,[$cc47] - 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 GetJoypadState - ld a,[H_CURRENTPRESSEDBUTTONS] - 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,$c219 - 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 [$2000],a - call InitMapSprites ; reload sprite tile pattern data (since it was partially overwritten by text tile patterns) - ld hl,$cfc4 - res 0,[hl] - ld a,[$d732] - 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,$02 - ld [$cf94],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,$01 - ld [$cfcb],a - ld a,h - ld [$d128],a - ld a,l - ld [$d129],a - ld de,$cf7b -.loop - ld a,[hli] - ld [de],a - inc de - cp a,$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 [$2000],a - jp AfterDisplayingTextID - -DisplaySafariGameOverText:: ; 2a90 (0:2a90) - callab PrintSafariGameOverText - jp AfterDisplayingTextID - -DisplayPokemonFaintedText:: ; 2a9b (0:2a9b) - ld hl,PokemonFaintedText - call PrintText - jp AfterDisplayingTextID - -PokemonFaintedText:: ; 2aa4 (0:2aa4) - TX_FAR _PokemonFaintedText - db "@" - -DisplayPlayerBlackedOutText:: ; 2aa9 (0:2aa9) - ld hl,PlayerBlackedOutText - call PrintText - ld a,[$d732] - res 5,a - ld [$d732],a - jp HoldTextDisplayOpen - -PlayerBlackedOutText:: ; 2aba (0:2aba) - TX_FAR _PlayerBlackedOutText - db "@" - -DisplayRepelWoreOffText:: ; 2abf (0:2abf) - ld hl,RepelWoreOffText - call PrintText - jp AfterDisplayingTextID - -RepelWoreOffText:: ; 2ac8 (0:2ac8) - TX_FAR _RepelWoreOffText - db "@" - -INCLUDE "engine/menu/start_menu.asm" - -; function to count how many bits are set in a string of bytes -; INPUT: -; hl = address of string of bytes -; b = length of string of bytes -; OUTPUT: -; [$D11E] = 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 [$d11e],a ; store number of set bits - ret - -; subtracts the amount the player paid from their money -; sets carry flag if there is enough money and unsets carry flag if not -SubtractAmountPaidFromMoney:: ; 2b96 (0:2b96) - ld b,BANK(SubtractAmountPaidFromMoney_) - ld hl,SubtractAmountPaidFromMoney_ - jp Bankswitch - -; adds the amount the player sold to their money -AddAmountSoldToMoney:: ; 2b9e (0:2b9e) - ld de,wPlayerMoney + 2 - ld hl,$ffa1 ; total price of items - ld c,3 ; length of money in bytes - ld a,$0b - call Predef ; add total price to money - ld a,$13 - ld [$d125],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) -; [$CF92] = index (within the inventory) of the item to remove -; [$CF96] = 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 [$2000],a - ret - -; function to add an item (in varying quantities) to the player's bag or PC box -; INPUT: -; HL = address of inventory (either wNumBagItems or wNumBoxItems) -; [$CF91] = item ID -; [$CF96] = 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 [$2000],a - pop bc - ret - -; INPUT: -; [wListMenuID] = list menu ID -; [$cf8b] = 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,$01 ; hardcoded bank - jr .bankswitch -.specialBattleType ; Old Man battle - ld a, Bank(OldManItemList) -.bankswitch - call BankswitchHome - ld hl,$d730 - set 6,[hl] ; turn off letter printing delay - xor a - ld [$cc35],a ; 0 means no item is currently being swapped - ld [$d12a],a - ld a,[$cf8b] - ld l,a - ld a,[$cf8c] - ld h,a ; hl = address of the list - ld a,[hl] - ld [$d12a],a ; [$d12a] = number of list entries - ld a,$0d ; list menu text box ID - ld [$d125],a - call DisplayTextBoxID ; draw the menu text box - call UpdateSprites ; move sprites - FuncCoord 4,2 ; coordinates of upper left corner of menu text box - ld hl,Coord - ld de,$090e ; height and width of menu text box - ld a,[wListMenuID] - and a ; is it a PC pokemon list? - jr nz,.skipMovingSprites - call UpdateSprites ; move sprites -.skipMovingSprites - ld a,1 ; max menu item ID is 1 if the list has less than 2 entries - ld [$cc37],a - ld a,[$d12a] - 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,"▶" - FuncCoord 5,4 - ld [Coord],a ; place menu cursor in front of first menu entry - ld c,80 - call DelayFrames - xor a - ld [wCurrentMenuItem],a - ld hl,Coord - 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,$01 - ld [$d12e],a - ld [$d12d],a - xor a - ld [$cc37],a - ld a,[wCurrentMenuItem] - ld c,a - ld a,[wListScrollOffset] - add c - ld c,a - ld a,[$d12a] ; number of list entries - and a ; is the list empty? - jp z,ExitListMenu ; if so, exit the menu - dec a - cp c ; did the player select Cancel? - jp c,ExitListMenu ; if so, exit the menu - ld a,c - ld [wWhichPokemon],a - ld a,[wListMenuID] - cp a,ITEMLISTMENU - jr nz,.skipMultiplying -; if it's an item menu - sla c ; item entries are 2 bytes long, so multiply by 2 -.skipMultiplying - ld a,[$cf8b] - ld l,a - ld a,[$cf8c] - ld h,a - inc hl ; hl = beginning of list entries - ld b,0 - add hl,bc - ld a,[hl] - ld [$cf91],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 [$cf97],a -.skipGettingQuantity - ld a,[$cf91] - ld [$d0b5],a - ld a,$01 - ld [$d0b7],a - call GetName - jr .storeChosenEntry -.pokemonList - ld hl,W_NUMINPARTY - ld a,[$cf8b] - cp l ; is it a list of party pokemon or box pokemon? - ld hl,W_PARTYMON1NAME - jr z,.getPokemonName - ld hl, W_BOXMON1NAME ; box pokemon names -.getPokemonName - ld a,[wWhichPokemon] - call GetPartyMonName -.storeChosenEntry ; store the menu entry that the player chose and return - ld de,$cd6d - call CopyStringToCF4B ; copy name to $cf4b - ld a,$01 - ld [$d12e],a - ld a,[wCurrentMenuItem] - ld [$d12d],a - xor a - ld [$ffb7],a ; joypad state update flag - ld hl,$d730 - res 6,[hl] ; turn on letter printing delay - jp BankswitchBack -.checkOtherKeys ; check B, SELECT, Up, and Down keys - bit 1,a ; was the B button pressed? - jp nz,ExitListMenu ; if so, exit the menu - bit 2,a ; was the select button pressed? - jp nz,HandleItemListSwapping ; if so, allow the player to swap menu entries - ld b,a - bit 7,b ; was Down pressed? - ld hl,wListScrollOffset - jr z,.upPressed -.downPressed - ld a,[hl] - add a,3 - ld b,a - ld a,[$d12a] ; 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 - FuncCoord 15,9 - ld hl,Coord - 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 - FuncCoord 7,9 - ld hl,Coord - ld b,1 ; height - ld c,11 ; width -.drawTextBox - call TextBoxBorder - FuncCoord 16,10 - ld hl,Coord - ld a,[wListMenuID] - cp a,PRICEDITEMLISTMENU - jr nz,.printInitialQuantity - FuncCoord 8,10 - ld hl,Coord -.printInitialQuantity - ld de,InitialQuantityText - call PlaceString - xor a - ld [$cf96],a ; initialize current quantity to 0 - jp .incrementQuantity -.waitForKeyPressLoop - call GetJoypadStateLowSensitivity - ld a,[H_NEWLYPRESSEDBUTTONS] ; newly pressed buttons - bit 0,a ; was the A button pressed? - jp nz,.buttonAPressed - bit 1,a ; was the B button pressed? - jp nz,.buttonBPressed - bit 6,a ; was Up pressed? - jr nz,.incrementQuantity - bit 7,a ; was Down pressed? - jr nz,.decrementQuantity - jr .waitForKeyPressLoop -.incrementQuantity - ld a,[$cf97] ; max quantity - inc a - ld b,a - ld hl,$cf96 ; current quantity - inc [hl] - ld a,[hl] - cp b - jr nz,.handleNewQuantity -; wrap to 1 if the player goes above the max quantity - ld a,1 - ld [hl],a - jr .handleNewQuantity -.decrementQuantity - ld hl,$cf96 ; current quantity - dec [hl] - jr nz,.handleNewQuantity -; wrap to the max quantity if the player goes below 1 - ld a,[$cf97] ; max quantity - ld [hl],a -.handleNewQuantity - FuncCoord 17,10 - ld hl,Coord - ld a,[wListMenuID] - cp a,PRICEDITEMLISTMENU - jr nz,.printQuantity -.printPrice - ld c,$03 - ld a,[$cf96] - 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 - ld a,$0b - call Predef ; add the individual price to the current sum - pop bc - dec b - jr nz,.addLoop - ld a,[$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 - ld a,$0d - call Predef ; halves the price -; store the halved price - ld a,[$ffa2] - ld [$ff9f],a - ld a,[$ffa3] - ld [$ffa0],a - ld a,[$ffa4] - ld [$ffa1],a -.skipHalvingPrice - FuncCoord 12,10 - ld hl,Coord - ld de,SpacesBetweenQuantityAndPriceText - call PlaceString - ld de,$ff9f ; total price - ld c,$a3 - call PrintBCDNumber - FuncCoord 9,10 - ld hl,Coord -.printQuantity - ld de,$cf96 ; current quantity - ld bc,$8102 ; print leading zeroes, 1 byte, 2 digits - call PrintNumber - jp .waitForKeyPressLoop -.buttonAPressed ; the player chose to make the transaction - xor a - ld [$cc35],a ; 0 means no item is currently being swapped - ret -.buttonBPressed ; the player chose to cancel the transaction - xor a - ld [$cc35],a ; 0 means no item is currently being swapped - ld a,$ff - ret - -InitialQuantityText:: ; 2e30 (0:2e30) - db "×01@" - -SpacesBetweenQuantityAndPriceText:: ; 2e34 (0:2e34) - db " @" - -ExitListMenu:: ; 2e3b (0:2e3b) - ld a,[wCurrentMenuItem] - ld [$d12d],a - ld a,$02 - ld [$d12e],a - ld [$cc37],a - xor a - ld [$ffb7],a - ld hl,$d730 - res 6,[hl] - call BankswitchBack - xor a - ld [$cc35],a ; 0 means no item is currently being swapped - scf - ret - -PrintListMenuEntries:: ; 2e5a (0:2e5a) - FuncCoord 5, 3 ; $c3e1 - ld hl,Coord - ld b,$09 - ld c,$0e - call ClearScreenArea - ld a,[$cf8b] - ld e,a - ld a,[$cf8c] - ld d,a - inc de ; de = beginning of list entries - ld a,[wListScrollOffset] - ld c,a - ld a,[wListMenuID] - cp a,ITEMLISTMENU - ld a,c - jr nz,.skipMultiplying -; if it's an item menu -; item entries are 2 bytes long, so multiply by 2 - sla a - sla c -.skipMultiplying - add e - ld e,a - jr nc,.noCarry - inc d -.noCarry - FuncCoord 6,4 ; coordinates of first list entry name - ld hl,Coord - ld b,4 ; print 4 names -.loop - ld a,b - ld [wWhichPokemon],a - ld a,[de] - ld [$d11e],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,$01 - jr z,.movesMenu -.itemMenu - call GetItemName - jr .placeNameString -.pokemonPCMenu - push hl - ld hl,W_NUMINPARTY - ld a,[$cf8b] - cp l ; is it a list of party pokemon or box pokemon? - ld hl,W_PARTYMON1NAME - jr z,.getPokemonName - ld hl, W_BOXMON1NAME ; 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,[$cf93] - and a ; should prices be printed? - jr z,.skipPrintingItemPrice -.printItemPrice - push hl - ld a,[de] - ld de,ItemPrices - ld [$cf91],a - call GetItemPrice ; get price - pop hl - ld bc,20 + 5 ; 1 row down and 5 columns right - add hl,bc - ld c,$a3 ; no leading zeroes, right-aligned, print currency symbol, 3 bytes - call PrintBCDNumber -.skipPrintingItemPrice - ld a,[wListMenuID] - and a - jr nz,.skipPrintingPokemonLevel -.printPokemonLevel - ld a,[$d11e] - push af - push hl - ld hl,W_NUMINPARTY - ld a,[$cf8b] - cp l ; is it a list of party pokemon or box pokemon? - ld a,$00 - jr z,.next - ld a,$02 -.next - ld [$cc49],a - ld hl,wWhichPokemon - ld a,[hl] - ld b,a - ld a,$04 - sub b - ld b,a - ld a,[wListScrollOffset] - add b - ld [hl],a - call LoadMonData ; load pokemon info - ld a,[$cc49] - and a ; is it a list of party pokemon or box pokemon? - jr z,.skipCopyingLevel -.copyLevel - ld a,[$cf9b] - ld [$cfb9],a -.skipCopyingLevel - pop hl - ld bc,$001c - add hl,bc - call PrintLevel ; print level - pop af - ld [$d11e],a -.skipPrintingPokemonLevel - pop hl - pop de - inc de - ld a,[wListMenuID] - cp a,ITEMLISTMENU - jr nz,.nextListEntry -.printItemQuantity - ld a,[$d11e] - ld [$cf91],a - call IsKeyItem ; check if item is unsellable - ld a,[$d124] - and a ; is the item unsellable? - jr nz,.skipPrintingItemQuantity ; if so, don't print the quantity - push hl - ld bc,20 + 8 ; 1 row down and 8 columns right - add hl,bc - ld a,"×" - ldi [hl],a - ld a,[$d11e] - push af - ld a,[de] - ld [$cf97],a - push de - ld de,$d11e - ld [de],a - ld bc,$0102 - call PrintNumber - pop de - pop af - ld [$d11e],a - pop hl -.skipPrintingItemQuantity - inc de - pop bc - inc c - push bc - inc c - ld a,[$cc35] ; ID of item chosen for swapping (counts from 1) - and a ; is an item being swapped? - jr z,.nextListEntry - sla a - cp c ; is it this item? - jr nz,.nextListEntry - dec hl - ld a,$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 [$2000],a - ld a,[$d11e] - dec a - ld hl,MonsterNames ; 421E - ld c,10 - ld b,0 - call AddNTimes - ld de,$cd6d - push de - ld bc,10 - call CopyData - ld hl,$cd77 - ld [hl], "@" - pop de - pop af - ld [H_LOADEDROMBANK],a - ld [$2000],a - pop hl - ret - -GetItemName:: ; 2fcf (0:2fcf) -; given an item ID at [$D11E], store the name of the item into a string -; starting at $CD6D - push hl - push bc - ld a,[$D11E] - cp HM_01 ; is this a TM/HM? - jr nc,.Machine - - ld [$D0B5],a - ld a,ITEM_NAME - ld [W_LISTTYPE],a - ld a,BANK(ItemNames) - ld [$D0B7],a - call GetName - jr .Finish - -.Machine - call GetMachineName -.Finish - ld de,$CD6D ; pointer to where item name is stored in RAM - pop bc - pop hl - ret - -GetMachineName:: ; 2ff3 (0:2ff3) -; copies the name of the TM/HM in [$D11E] to $CD6D - push hl - push de - push bc - ld a,[$D11E] - 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 [$D11E],a - ld hl,HiddenPrefix ; points to "HM" - ld bc,2 - jr .WriteMachinePrefix -.WriteTM - ld hl,TechnicalPrefix ; points to "TM" - ld bc,2 -.WriteMachinePrefix - ld de,$CD6D - call CopyData - -; now get the machine number and convert it to text - ld a,[$D11E] - sub TM_01 - 1 - ld b,$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,$F6 ; "0" - add b - ld [de],a - inc de - ld a,"@" - ld [de],a - - pop af - ld [$D11E],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 $ff ; terminator - -GetMoveName:: ; 3058 (0:3058) - push hl - ld a,MOVE_NAME - ld [W_LISTTYPE],a - ld a,[$d11e] - ld [$d0b5],a - ld a,BANK(MoveNames) - ld [$d0b7],a - call GetName - ld de,$cd6d ; 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 [$2000],a - ret - -; shows the town map and lets the player choose a destination to fly to -ChooseFlyDestination:: ; 30a9 (0:30a9) - ld hl,$d72e - 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,$01 - ld [$cc3c],a - ret - -; uses an item -; UseItem is used with dummy items to perform certain other functions as well -; INPUT: -; [$cf91] = item ID -; OUTPUT: -; [$cd6a] = 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) -; [$cf91] = item ID -; [$cf92] = index of item within inventory -; [$cf96] = 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 [$2000],a - ret - -; checks if an item is a key item -; INPUT: -; [$cf91] = item ID -; OUTPUT: -; [$d124] = result -; 00: item is not key item -; 01: item is key item -IsKeyItem:: ; 30d9 (0:30d9) - push hl - push de - push bc - callba IsKeyItem_ - pop bc - pop de - pop hl - ret - -; function to draw various text boxes -; INPUT: -; [$D125] = 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 [$2000],a - ret - -Func_30fd:: ; 30fd (0:30fd) - ld a, [$cc57] - and a - ret nz - ld a, [$d736] - bit 1, a - ret nz - ld a, [$d730] - and $80 - ret - -Func_310e:: ; 310e (0:310e) - ld hl, $d736 - bit 0, [hl] - res 0, [hl] - jr nz, .asm_3146 - ld a, [$cc57] - and a - ret z - dec a - add a - ld d, $0 - ld e, a - ld hl, .pointerTable_3140 - add hl, de - ld a, [hli] - ld h, [hl] - ld l, a - ld a, [H_LOADEDROMBANK] - push af - ld a, [$cc58] - ld [H_LOADEDROMBANK], a - ld [$2000], a - ld a, [$cf10] - call CallFunctionInTable - pop af - ld [H_LOADEDROMBANK], a - ld [$2000], a - ret -.pointerTable_3140 - dw PointerTable_1a442 - dw PointerTable_1a510 - dw PointerTable_1a57d -.asm_3146 - ld b, BANK(Func_1a3e0) - ld hl, Func_1a3e0 - jp Bankswitch - -Func_314e:: ; 314e (0:314e) - ld b, BANK(Func_1a41d) - ld hl, Func_1a41d - jp Bankswitch - -Func_3156:: ; 3156 (0:3156) - ret - -; stores hl in [W_TRAINERHEADERPTR] -StoreTrainerHeaderPointer:: ; 3157 (0:3157) - ld a, h - ld [W_TRAINERHEADERPTR], a - ld a, l - ld [W_TRAINERHEADERPTR+1], a - ret - -; executes the current map script from the function pointer array provided in hl. -; a: map script index to execute (unless overridden by [$d733] 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:: - ld a, $10 ; FlagActionPredef - jp Predef - -; 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, $8 - call ReadTrainerHeaderInfo ; read end battle text - pop de - call PreBattleSaveRegisters - ld hl, W_FLAGS_D733 - set 4, [hl] ; activate map script index override (index is set below) - ld hl, wFlags_0xcd60 - bit 0, [hl] ; test if player is already being engaged by another trainer - ret nz - call EngageMapTrainer - ld hl, W_CURMAPSCRIPT - inc [hl] ; progress map script index (assuming it was 0 before) to start pre-battle routines - jp Func_325d - -; checks if any trainers are seeing the player and wanting to fight -CheckFightingMapTrainers:: ; 3219 (0:3219) - call CheckForEngagingTrainers - ld a, [$cf13] - cp $ff - jr nz, .trainerEngaging - xor a - ld [$cf13], a - ld [wTrainerHeaderFlagBit], a - ret -.trainerEngaging - ld hl, W_FLAGS_D733 - set 3, [hl] - ld [$cd4f], a - xor a - ld [$cd50], a - ld a, $4c - call Predef - ld a, D_RIGHT | D_LEFT | D_UP | D_DOWN - ld [wJoypadForbiddenButtonsMask], a - xor a - ldh [$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, [$d730] - and $1 - ret nz - ld [wJoypadForbiddenButtonsMask], a - ld a, [$cf13] - ld [H_DOWNARROWBLINKCNT2], a ; $ff8c - call DisplayTextID - -Func_325d:: ; 325d (0:325d) - xor a - ld [wJoypadForbiddenButtonsMask], a - call InitBattleEnemyParameters - ld hl, $d72d - set 6, [hl] - set 7, [hl] - ld hl, $d72e - set 1, [hl] - ld hl, W_CURMAPSCRIPT - inc [hl] ; progress to battle phase 2 (battling) - ret - -EndTrainerBattle:: ; 3275 (0:3275) - ld hl, $d126 - set 5, [hl] - set 6, [hl] - ld hl, $d72d - res 7, [hl] - ld hl, wFlags_0xcd60 - res 0, [hl] ; player is no longer engaged by any trainer - ld a, [W_ISINBATTLE] ; $d057 - 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, $2 - ld a, [$cf13] - call IsInArray ; search for sprite ID - inc hl - ld a, [hl] - ld [$cc4d], a ; load corresponding missable object index and remove it - ld a, $11 - call Predef ; indirect jump to RemoveMissableObject (f1d7 (3:71d7)) -.skipRemoveSprite - ld hl, $d730 - bit 4, [hl] - res 4, [hl] - ret nz - -ResetButtonPressedAndMapScript:: ; 32c1 (0:32c1) - xor a - ld [wJoypadForbiddenButtonsMask], a - ld [H_CURRENTPRESSEDBUTTONS], a - ld [H_NEWLYPRESSEDBUTTONS], a - ld [H_NEWLYRELEASEDBUTTONS], 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 ; $d059 - ld [W_ENEMYMONORTRAINERCLASS], a - cp $c8 - ld a, [wEngagedTrainerSet] ; $cd2e - jr c, .noTrainer - ld [W_TRAINERNO], a ; $d05d - ret -.noTrainer - ld [W_CURENEMYLVL], a ; $d127 - 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 $8 - -Func_32f9:: ; 32f9 (0:32f9) - ld hl, Func_5683d - jr asm_3301 - -Func_32fe:: ; 32fe (0:32fe) - ld hl, Func_5685d -asm_3301:: ; 3301 (0:3301) - ld b, BANK(Func_567f9) ; BANK(Func_56819), BANK(Func_5683d), BANK(Func_5685d) - jp Bankswitch ; indirect jump to one of the four functions - -CheckForEngagingTrainers:: ; 3306 (0:3306) - xor a - call ReadTrainerHeaderInfo ; read trainer flag's bit (unused) - ld d, h ; store trainer header address in de - ld e, l -.trainerLoop - call StoreTrainerHeaderPointer ; set trainer header pointer to current trainer - ld a, [de] - ld [$cf13], 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, $2 - ld a, [wTrainerHeaderFlagBit] - ld c, a - call TrainerFlagAction ; read trainer flag - ld a, c - and a - jr nz, .trainerAlreadyFought - push hl - push de - push hl - xor a - call ReadTrainerHeaderInfo ; get trainer header pointer - inc hl - ld a, [hl] ; read trainer engage distance - pop hl - ld [wTrainerEngageDistance], a - ld a, [$cf13] - swap a - ld [wTrainerSpriteOffset], a ; $cd3d - ld a, $39 - call Predef ; indirect jump to CheckEngagePlayer (5690f (15:690f)) - pop de - pop hl - ld a, [wTrainerSpriteOffset] ; $cd3d - and a - ret nz ; break if the trainer is engaging -.trainerAlreadyFought - ld hl, $c - add hl, de - ld d, h - ld e, l - jr .trainerLoop - -; saves loaded rom bank and hl as well as de registers -PreBattleSaveRegisters:: ; 3354 (0:3354) - ld a, [H_LOADEDROMBANK] - ld [W_PBSTOREDROMBANK], a - ld a, h - ld [W_PBSTOREDREGISTERH], a - ld a, l - ld [W_PBSTOREDREGISTERL], a - ld a, d - ld [W_PBSTOREDREGISTERD], a - ld a, e - ld [W_PBSTOREDREGISTERE], a - ret - -; loads data of some trainer on the current map and plays pre-battle music -; [$cf13]: sprite ID of trainer who is engaged -EngageMapTrainer:: ; 336a (0:336a) - ld hl, W_MAPSPRITEEXTRADATA - ld d, $0 - ld a, [$cf13] - 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 ; $cd2e - jp PlayTrainerMusic - -Func_3381:: ; 3381 (0:3381) - push hl - ld hl, $d72d - 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 [$2000], a - callba Func_1a5e7 - jp WaitForSoundToFinish - -Func_33b7:: ; 33b7 (0:33b7) - ld a, [$cf0b] - 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] ; $d05c - and a - ret nz - xor a - ld [wMusicHeaderPointer], a - ld a, $ff - call PlaySound ; stop music - ld a, BANK(Music_MeetEvilTrainer) - ld [$c0ef], a - ld [$c0f0], 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 $ff - jr z, .maleTrainer - cp b - jr nz, .femaleTrainerListLoop - ld a, MUSIC_MEET_FEMALE_TRAINER - jr .PlaySound -.maleTrainer - ld a, MUSIC_MEET_MALE_TRAINER -.PlaySound - ld [$c0ee], 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, $ccd3 - call DecodeRLEList - dec a - ld [$cd38], 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 [$cd3b], a - ld [$c206], a - ld hl, $d730 - 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 - ld a,$1C - call Predef - ld a,b - and a - ret - -DisplayPokedex:: ; 349b (0:349b) - ld [$d11e], 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, $fff9 - add hl, de - ld [hl], a - ret - -; tests if the player's coordinates are in a specified array -; INPUT: -; hl = address of array -; OUTPUT: -; [$cd3d] = 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 [$cd3d],a -.loop - ld a,[hli] - cp a,$ff ; reached terminator? - jr z,.notInArray - push hl - ld hl,$cd3d - inc [hl] - pop hl -.compareYCoord - cp b - jr z,.compareXCoord - inc hl - jr .loop -.compareXCoord - ld a,[hli] - cp c - jr nz,.loop -.inArray - scf - ret -.notInArray - and a - ret - -; tests if a boulder's coordinates are in a specified array -; INPUT: -; hl = address of array -; ff8c = which boulder to check? XXX -; OUTPUT: -; [$cd3d] = 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, $c204 - ld a, [$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] ; $d12b - and a - jr nz, .linkBattle - ld a, Bank(TrainerPicAndMoneyPointers) - call BankswitchHome - ld a, [W_TRAINERCLASS] ; $d031 - dec a - ld hl, TrainerPicAndMoneyPointers - ld bc, $5 - call AddNTimes - ld de, $d033 - ld a, [hli] - ld [de], a - inc de - ld a, [hli] - ld [de], a - ld de, $d046 - ld a, [hli] - ld [de], a - inc de - ld a, [hli] - ld [de], a - jp BankswitchBack -.linkBattle - ld hl, $d033 - ld de, RedPicFront - ld [hl], e - inc hl - ld [hl], d - ret - -GetTrainerName:: ; 359e (0:359e) - ld b, BANK(GetTrainerName_) - ld hl, GetTrainerName_ - jp Bankswitch - -; tests if player's money are at least as much as [$ff9f] -; sets carry flag if not enough money -; sets zero flag if amounts match exactly -HasEnoughMoney:: ; 35a6 (0:35a6) - ld de, wPlayerMoney ; $d347 - ld hl, $ff9f - ld c, $3 - jp StringCmp - -; tests if player's game corner coins are at least as many as [$ffa0] -; sets carry flag if not enough coins -; sets zero flag if amounts match exactly -HasEnoughCoins:: ; 35b1 (0:35b1) - ld de, wPlayerCoins - ld hl, $ffa0 - ld c, $2 - jp StringCmp - -BankswitchHome:: ; 35bc (0:35bc) -; switches to bank # in a -; Only use this when in the home bank! - ld [$CF09],a - ld a,[H_LOADEDROMBANK] - ld [$CF08],a - ld a,[$CF09] - ld [H_LOADEDROMBANK],a - ld [$2000],a - ret - -BankswitchBack:: ; 35cd (0:35cd) -; returns from BankswitchHome - ld a,[$CF08] - 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, $14 - ld [$d125], a - call InitYesNoTextBoxParameters - jp DisplayTextBoxID - -InitYesNoTextBoxParameters:: ; 35ff (0:35ff) - xor a - ld [$d12c], a - FuncCoord 14, 7 ; $c43a - ld hl, Coord - ld bc, $80f - ret - -YesNoChoicePokeCenter:: ; 360a (0:360a) - call SaveScreenTilesToBuffer1 - ld a, $6 - ld [$d12c], a - FuncCoord 11, 6 ; $c423 - ld hl, Coord - ld bc, $80c - jr DisplayYesNoChoice - -Func_361a:: ; 361a (0:361a) - call SaveScreenTilesToBuffer1 - ld a, $3 - ld [$d12c], a - FuncCoord 12, 7 ; $c438 - ld hl, Coord - ld bc, $080d -DisplayYesNoChoice:: ; 3628 (0:3628) - ld a, $14 - ld [$d125], 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 $CC5B for later - call SetSpriteMovementBytesToFF -MoveSprite_:: ; 363d (0:363d) - push hl - push bc - call GetSpriteMovementByte1Pointer - xor a - ld [hl],a - ld hl,$CC5B - ld c,0 - -.loop - ld a,[de] - ld [hli],a - inc de - inc c - cp a,$FF ; have we reached the end of the movement data? - jr nz,.loop - - ld a,c - ld [$CF0F],a ; number of steps taken - - pop bc - ld hl,$D730 - set 0,[hl] - pop hl - xor a - ld [$CD3B],a - ld [$CCD3],a - dec a - ld [wJoypadForbiddenButtonsMask],a - ld [$CD3A],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,$8800 - ld bc,$400 - ld a,BANK(FontGraphics) - jp FarCopyDataDouble ; if LCD is off, transfer all at once -.lcdEnabled - ld de,FontGraphics - ld hl,$8800 - 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,$9600 - ld bc,$0200 - ld a,BANK(TextBoxGraphics) - jp FarCopyData2 ; if LCD is off, transfer all at once -.lcdEnabled - ld de,TextBoxGraphics - ld hl,$9600 - 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,$9620 - ld bc,$01e0 - ld a,BANK(HpBarAndStatusGraphics) - jp FarCopyData2 ; if LCD is off, transfer all at once -.lcdEnabled - ld de,HpBarAndStatusGraphics - ld hl,$9620 - 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 ; $ffba - ret - -DelayFrames:: ; 3739 (0:3739) -; wait n frames, where n is the value in c - call DelayFrame - dec c - jr nz,DelayFrames - ret - -PlaySoundWaitForCurrent:: ; 3740 (0:3740) - push af - call WaitForSoundToFinish - pop af - jp PlaySound - -; Wait for sound to finish playing -WaitForSoundToFinish:: ; 3748 (0:3748) - ld a, [$d083] - and $80 - ret nz - push hl -.asm_374f - ld hl, $c02a - xor a - or [hl] - inc hl - or [hl] - inc hl - inc hl - or [hl] - jr nz, .asm_374f - pop hl - ret - -NamePointers:: ; 375d (0:375d) - dw MonsterNames - dw MoveNames - dw UnusedNames - dw ItemNames - dw W_PARTYMON1OT ; player's OT names list - dw W_ENEMYMON1OT ; enemy's OT names list - dw TrainerNames - -GetName:: ; 376b (0:376b) -; arguments: -; [$D0B5] = which name -; [$D0B6] = which list (W_LISTTYPE) -; [$D0B7] = bank of list -; -; returns pointer to name in de - ld a,[$d0b5] - ld [$d11e],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 ; $378d - ;2-7 = OTHER ENTRIES - ld a,[$d0b7] - 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,[$ff96] - ld l,a - ld a,[$d0b5] - 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,$cd6d - ld bc,$0014 - call CopyData -.gotPtr ; $37cd - ld a,e - ld [$cf8d],a - ld a,d - ld [$cf8e],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] ; $cf94 - 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, $cf8f - ld a, [hli] - ld h, [hl] - ld l, a - ld a, [$cf91] - 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 [$2000], a - ret - -; copies a string from [de] to [$cf4b] -CopyStringToCF4B:: ; 3826 (0:3826) - ld hl, $cf4b - ; fall through - -; copies a string from [de] to [hl] -CopyString:: ; 3829 (0:3829) - ld a, [de] - inc de - ld [hli], a - cp "@" - jr nz, CopyString - ret - -; this function is used when lower button sensitivity is wanted (e.g. menus) -; OUTPUT: [$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 [H_NEWLYPRESSEDBUTTONS] 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, [$ffb6] == 0) -GetJoypadStateLowSensitivity:: ; 3831 (0:3831) - call GetJoypadState - ld a,[$ffb7] ; flag - and a ; get all currently pressed buttons or only newly pressed buttons? - ld a,[H_NEWLYPRESSEDBUTTONS] ; newly pressed buttons - jr z,.storeButtonState - ld a,[H_CURRENTPRESSEDBUTTONS] ; all currently pressed buttons -.storeButtonState - ld [$ffb5],a - ld a,[H_NEWLYPRESSEDBUTTONS] ; newly pressed buttons - and a ; have any buttons been newly pressed since last check? - jr z,.noNewlyPressedButtons -.newlyPressedButtons - ld a,30 ; half a second delay - ld [H_FRAMECOUNTER],a - ret -.noNewlyPressedButtons - ld a,[H_FRAMECOUNTER] - and a ; is the delay over? - jr z,.delayOver -.delayNotOver - xor a - ld [$ffb5],a ; report no buttons as pressed - ret -.delayOver -; if [$ffb6] = 0 and A or B is pressed, report no buttons as pressed - ld a,[H_CURRENTPRESSEDBUTTONS] - and a,%00000011 ; A and B buttons - jr z,.setShortDelay - ld a,[$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 ; $ff8c -.asm_3872 - push hl - ld a, [$d09b] - and a - jr z, .asm_387c - call Func_716c6 -.asm_387c - FuncCoord 18, 16 ; $c4f2 - ld hl, Coord - call HandleDownArrowBlinkTiming - pop hl - call GetJoypadStateLowSensitivity - ld a, $2d - call Predef ; indirect jump to Func_5a5f (5a5f (1:5a5f)) - ld a, [$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] ; $d12b - 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 [$2000],a - pop bc - pop de - pop hl - ret - -; This function is used to wait a short period after printing a letter to the -; screen unless the player presses the A/B button or the delay is turned off -; through the [$d730] or [$d358] flags. -PrintLetterDelay:: ; 38d3 (0:38d3) - ld a,[$d730] - bit 6,a - ret nz - ld a,[$d358] - bit 1,a - ret z - push hl - push de - push bc - ld a,[$d358] - bit 0,a - jr z,.waitOneFrame - ld a,[$d355] - and a,$0f - ld [H_FRAMECOUNTER],a - jr .checkButtons -.waitOneFrame - ld a,1 - ld [H_FRAMECOUNTER],a -.checkButtons - call GetJoypadState - ld a,[H_CURRENTPRESSEDBUTTONS] -.checkAButton - bit 0,a ; is the A button pressed? - jr z,.checkBButton - jr .endWait -.checkBButton - bit 1,a ; is the B button pressed? - jr z,.buttonsNotPressed -.endWait - call DelayFrame - jr .done -.buttonsNotPressed ; if neither A nor B is pressed - ld a,[H_FRAMECOUNTER] - and a - jr nz,.checkButtons -.done - pop bc - pop de - pop hl - ret - -; Copies [hl, bc) to [de, bc - hl). -; In other words, the source data is from hl up to but not including bc, -; and the destination is de. -CopyDataUntil:: ; 3913 (0:3913) - ld a,[hli] - ld [de],a - inc de - ld a,h - cp b - jr nz,CopyDataUntil - ld a,l - cp c - jr nz,CopyDataUntil - ret - -; Function to remove a pokemon from the party or the current box. -; wWhichPokemon determines the pokemon. -; [$cf95] == 0 specifies the party. -; [$cf95] != 0 specifies the current box. -RemovePokemon:: ; 391f (0:391f) - ld hl, _RemovePokemon - ld b, BANK(_RemovePokemon) - jp Bankswitch - -AddPokemonToParty:: ; 3927 (0:3927) - push hl - push de - push bc - callba _AddPokemonToParty - 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] ; $d127 - 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] ; $d127 - 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, $b -.skipLoop - add hl, bc - dec a - jr nz, .skipLoop - ret - -AddNTimes:: ; 3a87 (0:3a87) -; add bc to hl a times - and a - ret z -.loop - add hl,bc - dec a - jr nz,.loop - ret - -; Compare strings, c bytes in length, at de and hl. -; Often used to compare big endian numbers in battle calculations. -StringCmp:: ; 3a8e (0:3a8e) - ld a,[de] - cp [hl] - ret nz - inc de - inc hl - dec c - jr nz,StringCmp - ret - -; INPUT: -; a = oam block index (each block is 4 oam entries) -; b = Y coordinate of upper left corner of sprite -; c = X coordinate of upper left corner of sprite -; de = base address of 4 tile number and attribute pairs -WriteOAMBlock:: ; 3a97 (0:3a97) - ld h,$c3 - 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 [$d09b],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,$06 - ld [H_DOWNARROWBLINKCNT2],a ; blinking down arrow timing value 2 -.loop1 - xor a - ld [$d08b],a ; counter for pokemon shaking animation - call PlaceMenuCursor - call Delay3 -.loop2 - push hl - ld a,[$d09b] - and a ; is it a pokemon selection menu? - jr z,.getJoypadState - callba AnimatePartyMon ; shake mini sprite of selected pokemon -.getJoypadState - pop hl - call GetJoypadStateLowSensitivity - ld a,[$ffb5] - and a ; was a key pressed? - jr nz,.keyPressed - push hl - FuncCoord 18,11 ; coordinates of blinking down arrow in some menus - ld hl,Coord - 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 [$cc4b],a - ld a,[$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,[$ffb5] - ret -.noWrappingAround - ld a,[$cc37] - 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 [$cc47] is set). - -EnableAutoTextBoxDrawing:: ; 3c3c (0:3c3c) - xor a - jr AutoTextBoxDrawingCommon - -DisableAutoTextBoxDrawing:: ; 3c3f (0:3c3f) - ld a,$01 - -AutoTextBoxDrawingCommon:: ; 3c41 (0:3c41) - ld [$cf0c],a ; control text box drawing - xor a - ld [$cc3c],a ; make DisplayTextID wait for button press - ret - -PrintText:: ; 3c49 (0:3c49) -; given a pointer in hl, print the text there - push hl - ld a,1 - ld [$D125],a - call DisplayTextBoxID - call UpdateSprites - call Delay3 - pop hl -Func_3c59:: ; 3c59 (0:3c59) - FuncCoord 1,14 - ld bc,Coord ;$C4B9 - 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, $1 - ld [$cfcb], 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,$ff -GoPAL_SET:: ; 3def (0:3def) - ld a,[$cf1b] - and a - ret z - ld a,$45 - jp Predef - -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, $cfc4 - ld a, [hl] - push af - res 0, [hl] - push hl - xor a - ld [W_SPRITESETID], a ; $d3a8 - 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 $cf4b. -; Return carry on success. - ld a, b - ld [$d11e], a - ld [$cf91], a - ld a, c - ld [$cf96], 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 [$cf91], a - ld a, c - ld [$d127], a - xor a - ld [$cc49], 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 - - -Predef:: -; Call predefined function a. -; To preserve other registers, have the -; destination call GetPredefRegisters. - - ; Save the predef id for GetPredefPointer. - ld [wPredefID], a - - ; A hack for LoadDestinationWarpPosition. - ; See Func_c754 (predef $19). - ld a, [H_LOADEDROMBANK] - ld [wPredefParentBank], a - - push af - ld a, BANK(GetPredefPointer) - ld [H_LOADEDROMBANK], a - ld [$2000], a - - call GetPredefPointer - - ld a, [wPredefBank] - ld [H_LOADEDROMBANK], a - ld [$2000], a - - ld de, .done - push de - jp [hl] -.done - - pop af - ld [H_LOADEDROMBANK], a - ld [$2000], a - ret - -GetPredefRegisters:: -; Restore the contents of register pairs -; when GetPredefPointer was called. - ld a, [wPredefRegisters + 0] - ld h, a - ld a, [wPredefRegisters + 1] - ld l, a - ld a, [wPredefRegisters + 2] - ld d, a - ld a, [wPredefRegisters + 3] - ld e, a - ld a, [wPredefRegisters + 4] - ld b, a - ld a, [wPredefRegisters + 5] - ld c, a - ret - - -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, [H_CURRENTPRESSEDBUTTONS] - 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, [$cd3e] - 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, $cf11 - set 0, [hl] - call DisplayTextID - -Func_3f05:: ; 3f05 (0:3f05) - ld hl, W_MAPTEXTPTR ; $d36c - ld a, [$ffec] - ld [hli], a - ld a, [$ffed] - ld [hl], a - ret - -Func_3f0f:: ; 3f0f (0:3f0f) - ld a, [W_MAPTEXTPTR] ; $d36c - ld [$ffec], a - ld a, [$d36d] - ld [$ffed], a - ld a, l - ld [W_MAPTEXTPTR], a ; $d36c - ld a, h - ld [$d36d], 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 +INCLUDE "home.asm" SECTION "bank1",ROMX,BANK[$1] |