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|
; function to draw various text boxes
DisplayTextBoxID_:
ld a,[wTextBoxID]
cp a,TWO_OPTION_MENU
jp z,DisplayTwoOptionMenu
ld c,a
ld hl,TextBoxFunctionTable
ld de,3
call SearchTextBoxTable
jr c,.functionTableMatch
ld hl,TextBoxCoordTable
ld de,5
call SearchTextBoxTable
jr c,.coordTableMatch
ld hl,TextBoxTextAndCoordTable
ld de,9
call SearchTextBoxTable
jr c,.textAndCoordTableMatch
.done
ret
.functionTableMatch
ld a,[hli]
ld h,[hl]
ld l,a ; hl = address of function
ld de,.done
push de
jp [hl] ; jump to the function
.coordTableMatch
call GetTextBoxIDCoords
call GetAddressOfScreenCoords
call TextBoxBorder
ret
.textAndCoordTableMatch
call GetTextBoxIDCoords
push hl
call GetAddressOfScreenCoords
call TextBoxBorder
pop hl
call GetTextBoxIDText
ld a,[wd730]
push af
ld a,[wd730]
set 6,a ; no pauses between printing each letter
ld [wd730],a
call PlaceString
pop af
ld [wd730],a
call UpdateSprites
ret
; function to search a table terminated with $ff for a byte matching c in increments of de
; sets carry flag if a match is found and clears carry flag if not
SearchTextBoxTable:
dec de
.loop
ld a,[hli]
cp a,$ff
jr z,.notFound
cp c
jr z,.found
add hl,de
jr .loop
.found
scf
.notFound
ret
; function to load coordinates from the TextBoxCoordTable or the TextBoxTextAndCoordTable
; INPUT:
; hl = address of coordinates
; OUTPUT:
; b = height
; c = width
; d = row of upper left corner
; e = column of upper left corner
GetTextBoxIDCoords:
ld a,[hli] ; column of upper left corner
ld e,a
ld a,[hli] ; row of upper left corner
ld d,a
ld a,[hli] ; column of lower right corner
sub e
dec a
ld c,a ; c = width
ld a,[hli] ; row of lower right corner
sub d
dec a
ld b,a ; b = height
ret
; function to load a text address and text coordinates from the TextBoxTextAndCoordTable
GetTextBoxIDText:
ld a,[hli]
ld e,a
ld a,[hli]
ld d,a ; de = address of text
push de ; save text address
ld a,[hli]
ld e,a ; column of upper left corner of text
ld a,[hl]
ld d,a ; row of upper left corner of text
call GetAddressOfScreenCoords
pop de ; restore text address
ret
; function to point hl to the screen coordinates
; INPUT:
; d = row
; e = column
; OUTPUT:
; hl = address of upper left corner of text box
GetAddressOfScreenCoords:
push bc
coord hl, 0, 0
ld bc,20
.loop ; loop to add d rows to the base address
ld a,d
and a
jr z,.addedRows
add hl,bc
dec d
jr .loop
.addedRows
pop bc
add hl,de
ret
; Format:
; 00: text box ID
; 01-02: function address
TextBoxFunctionTable:
dbw MONEY_BOX, DisplayMoneyBox
dbw BUY_SELL_QUIT_MENU, DoBuySellQuitMenu
dbw FIELD_MOVE_MON_MENU, DisplayFieldMoveMonMenu
db $ff ; terminator
; Format:
; 00: text box ID
; 01: column of upper left corner
; 02: row of upper left corner
; 03: column of lower right corner
; 04: row of lower right corner
TextBoxCoordTable:
db MESSAGE_BOX, 0, 12, 19, 17
db $03, 0, 0, 19, 14
db $07, 0, 0, 11, 6
db LIST_MENU_BOX, 4, 2, 19, 12
db $10, 7, 0, 19, 17
db MON_SPRITE_POPUP, 6, 4, 14, 13
db $ff ; terminator
; Format:
; 00: text box ID
; 01: column of upper left corner
; 02: row of upper left corner
; 03: column of lower right corner
; 04: row of lower right corner
; 05-06: address of text
; 07: column of beginning of text
; 08: row of beginning of text
; table of window positions and corresponding text [key, start column, start row, end column, end row, text pointer [2 bytes], text column, text row]
TextBoxTextAndCoordTable:
db JP_MOCHIMONO_MENU_TEMPLATE
db 0,0,14,17 ; text box coordinates
dw JapaneseMochimonoText
db 3,0 ; text coordinates
db USE_TOSS_MENU_TEMPLATE
db 13,10,19,14 ; text box coordinates
dw UseTossText
db 15,11 ; text coordinates
db JP_SAVE_MESSAGE_MENU_TEMPLATE
db 0,0,7,5 ; text box coordinates
dw JapaneseSaveMessageText
db 2,2 ; text coordinates
db JP_SPEED_OPTIONS_MENU_TEMPLATE
db 0,6,5,10 ; text box coordinates
dw JapaneseSpeedOptionsText
db 2,7 ; text coordinates
db BATTLE_MENU_TEMPLATE
db 8,12,19,17 ; text box coordinates
dw BattleMenuText
db 10,14 ; text coordinates
db SAFARI_BATTLE_MENU_TEMPLATE
db 0,12,19,17 ; text box coordinates
dw SafariZoneBattleMenuText
db 2,14 ; text coordinates
db SWITCH_STATS_CANCEL_MENU_TEMPLATE
db 11,11,19,17 ; text box coordinates
dw SwitchStatsCancelText
db 13,12 ; text coordinates
db BUY_SELL_QUIT_MENU_TEMPLATE
db 0,0,10,6 ; text box coordinates
dw BuySellQuitText
db 2,1 ; text coordinates
db MONEY_BOX_TEMPLATE
db 11,0,19,2 ; text box coordinates
dw MoneyText
db 13,0 ; text coordinates
db JP_AH_MENU_TEMPLATE
db 7,6,11,10 ; text box coordinates
dw JapaneseAhText
db 8,8 ; text coordinates
db JP_POKEDEX_MENU_TEMPLATE
db 11,8,19,17 ; text box coordinates
dw JapanesePokedexMenu
db 12,10 ; text coordinates
; note that there is no terminator
BuySellQuitText:
db "BUY"
next "SELL"
next "QUIT@@"
UseTossText:
db "USE"
next "TOSS@"
JapaneseSaveMessageText:
db "きろく"
next "メッセージ@"
JapaneseSpeedOptionsText:
db "はやい"
next "おそい@"
MoneyText:
db "MONEY@"
JapaneseMochimonoText:
db "もちもの@"
JapaneseMainMenuText:
db "つづきから"
next "さいしょから@"
BattleMenuText:
db "FIGHT ",$E1,$E2
next "ITEM RUN@"
SafariZoneBattleMenuText:
db "BALL× BAIT"
next "THROW ROCK RUN@"
SwitchStatsCancelText:
db "SWITCH"
next "STATS"
next "CANCEL@"
JapaneseAhText:
db "アッ!@"
JapanesePokedexMenu:
db "データをみる"
next "なきごえ"
next "ぶんぷをみる"
next "キャンセル@"
DisplayMoneyBox:
ld hl, wd730
set 6, [hl]
ld a, MONEY_BOX_TEMPLATE
ld [wTextBoxID], a
call DisplayTextBoxID
coord hl, 13, 1
ld b, 1
ld c, 6
call ClearScreenArea
coord hl, 12, 1
ld de, wPlayerMoney
ld c, $a3
call PrintBCDNumber
ld hl, wd730
res 6, [hl]
ret
CurrencyString:
db " ¥@"
DoBuySellQuitMenu:
ld a, [wd730]
set 6, a ; no printing delay
ld [wd730], a
xor a
ld [wChosenMenuItem], a
ld a, BUY_SELL_QUIT_MENU_TEMPLATE
ld [wTextBoxID], a
call DisplayTextBoxID
ld a, A_BUTTON | B_BUTTON
ld [wMenuWatchedKeys], a
ld a, $2
ld [wMaxMenuItem], a
ld a, $1
ld [wTopMenuItemY], a
ld a, $1
ld [wTopMenuItemX], a
xor a
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
ld [wMenuWatchMovingOutOfBounds], a
ld a, [wd730]
res 6, a ; turn on the printing delay
ld [wd730], a
call HandleMenuInput
call PlaceUnfilledArrowMenuCursor
bit 0, a ; was A pressed?
jr nz, .pressedA
bit 1, a ; was B pressed? (always true since only A/B are watched)
jr z, .pressedA
ld a, CANCELLED_MENU
ld [wMenuExitMethod], a
jr .quit
.pressedA
ld a, CHOSE_MENU_ITEM
ld [wMenuExitMethod], a
ld a, [wCurrentMenuItem]
ld [wChosenMenuItem], a
ld b, a
ld a, [wMaxMenuItem]
cp b
jr z, .quit
ret
.quit
ld a, CANCELLED_MENU
ld [wMenuExitMethod], a
ld a, [wCurrentMenuItem]
ld [wChosenMenuItem], a
scf
ret
; displays a menu with two options to choose from
; b = Y of upper left corner of text region
; c = X of upper left corner of text region
; hl = address where the text box border should be drawn
DisplayTwoOptionMenu:
push hl
ld a, [wd730]
set 6, a ; no printing delay
ld [wd730], a
; pointless because both values are overwritten before they are read
xor a
ld [wChosenMenuItem], a
ld [wMenuExitMethod], a
ld a, A_BUTTON | B_BUTTON
ld [wMenuWatchedKeys], a
ld a, $1
ld [wMaxMenuItem], a
ld a, b
ld [wTopMenuItemY], a
ld a, c
ld [wTopMenuItemX], a
xor a
ld [wLastMenuItem], a
ld [wMenuWatchMovingOutOfBounds], a
push hl
ld hl, wTwoOptionMenuID
bit 7, [hl] ; select second menu item by default?
res 7, [hl]
jr z, .storeCurrentMenuItem
inc a
.storeCurrentMenuItem
ld [wCurrentMenuItem], a
pop hl
push hl
push hl
call TwoOptionMenu_SaveScreenTiles
ld a, [wTwoOptionMenuID]
ld hl, TwoOptionMenuStrings
ld e, a
ld d, $0
ld a, $5
.menuStringLoop
add hl, de
dec a
jr nz, .menuStringLoop
ld a, [hli]
ld c, a
ld a, [hli]
ld b, a
ld e, l
ld d, h
pop hl
push de
ld a, [wTwoOptionMenuID]
cp TRADE_CANCEL_MENU
jr nz, .notTradeCancelMenu
call CableClub_TextBoxBorder
jr .afterTextBoxBorder
.notTradeCancelMenu
call TextBoxBorder
.afterTextBoxBorder
call UpdateSprites
pop hl
ld a, [hli]
and a ; put blank line before first menu item?
ld bc, 20 + 2
jr z, .noBlankLine
ld bc, 2 * 20 + 2
.noBlankLine
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
pop hl
add hl, bc
call PlaceString
ld hl, wd730
res 6, [hl] ; turn on the printing delay
ld a, [wTwoOptionMenuID]
cp NO_YES_MENU
jr nz, .notNoYesMenu
; No/Yes menu
; this menu type ignores the B button
; it only seems to be used when confirming the deletion of a save file
xor a
ld [wTwoOptionMenuID], a
ld a, [wFlags_0xcd60]
push af
push hl
ld hl, wFlags_0xcd60
bit 5, [hl]
set 5, [hl] ; don't play sound when A or B is pressed in menu
pop hl
.noYesMenuInputLoop
call HandleMenuInput
bit 1, a ; A button pressed?
jr nz, .noYesMenuInputLoop ; try again if A was not pressed
pop af
pop hl
ld [wFlags_0xcd60], a
ld a, SFX_PRESS_AB
call PlaySound
jr .pressedAButton
.notNoYesMenu
xor a
ld [wTwoOptionMenuID], a
call HandleMenuInput
pop hl
bit 1, a ; A button pressed?
jr nz, .choseSecondMenuItem ; automatically choose the second option if B is pressed
.pressedAButton
ld a, [wCurrentMenuItem]
ld [wChosenMenuItem], a
and a
jr nz, .choseSecondMenuItem
; chose first menu item
ld a, CHOSE_FIRST_ITEM
ld [wMenuExitMethod], a
ld c, 15
call DelayFrames
call TwoOptionMenu_RestoreScreenTiles
and a
ret
.choseSecondMenuItem
ld a, 1
ld [wCurrentMenuItem], a
ld [wChosenMenuItem], a
ld a, CHOSE_SECOND_ITEM
ld [wMenuExitMethod], a
ld c, 15
call DelayFrames
call TwoOptionMenu_RestoreScreenTiles
scf
ret
; Some of the wider/taller two option menus will not have the screen areas
; they cover be fully saved/restored by the two functions below.
; The bottom and right edges of the menu may remain after the function returns.
TwoOptionMenu_SaveScreenTiles:
ld de, wBuffer
lb bc, 5, 6
.loop
ld a, [hli]
ld [de], a
inc de
dec c
jr nz, .loop
push bc
ld bc, SCREEN_WIDTH - 6
add hl, bc
pop bc
ld c, $6
dec b
jr nz, .loop
ret
TwoOptionMenu_RestoreScreenTiles:
ld de, wBuffer
lb bc, 5, 6
.loop
ld a, [de]
inc de
ld [hli], a
dec c
jr nz, .loop
push bc
ld bc, SCREEN_WIDTH - 6
add hl, bc
pop bc
ld c, 6
dec b
jr nz, .loop
call UpdateSprites
ret
; Format:
; 00: byte width
; 01: byte height
; 02: byte put blank line before first menu item
; 03: word text pointer
TwoOptionMenuStrings:
db 4,3,0
dw .YesNoMenu
db 6,3,0
dw .NorthWestMenu
db 6,3,0
dw .SouthEastMenu
db 6,3,0
dw .YesNoMenu
db 6,3,0
dw .NorthEastMenu
db 7,3,0
dw .TradeCancelMenu
db 7,4,1
dw .HealCancelMenu
db 4,3,0
dw .NoYesMenu
.NoYesMenu
db "NO"
next "YES@"
.YesNoMenu
db "YES"
next "NO@"
.NorthWestMenu
db "NORTH"
next "WEST@"
.SouthEastMenu
db "SOUTH"
next "EAST@"
.NorthEastMenu
db "NORTH"
next "EAST@"
.TradeCancelMenu
db "TRADE"
next "CANCEL@"
.HealCancelMenu
db "HEAL"
next "CANCEL@"
DisplayFieldMoveMonMenu:
xor a
ld hl, wFieldMoves
ld [hli], a ; wFieldMoves
ld [hli], a ; wFieldMoves + 1
ld [hli], a ; wFieldMoves + 2
ld [hli], a ; wFieldMoves + 3
ld [hli], a ; wNumFieldMoves
ld [hl], 12 ; wFieldMovesLeftmostXCoord
call GetMonFieldMoves
ld a, [wNumFieldMoves]
and a
jr nz, .fieldMovesExist
; no field moves
coord hl, 11, 11
ld b, 5
ld c, 7
call TextBoxBorder
call UpdateSprites
ld a, 12
ld [hFieldMoveMonMenuTopMenuItemX], a
coord hl, 13, 12
ld de, PokemonMenuEntries
jp PlaceString
.fieldMovesExist
push af
; Calculate the text box position and dimensions based on the leftmost X coord
; of the field move names before adjusting for the number of field moves.
coord hl, 0, 11
ld a, [wFieldMovesLeftmostXCoord]
dec a
ld e, a
ld d, 0
add hl, de
ld b, 5
ld a, 18
sub e
ld c, a
pop af
; For each field move, move the top of the text box up 2 rows while the leaving
; the bottom of the text box at the bottom of the screen.
ld de, -SCREEN_WIDTH * 2
.textBoxHeightLoop
add hl, de
inc b
inc b
dec a
jr nz, .textBoxHeightLoop
; Make space for an extra blank row above the top field move.
ld de, -SCREEN_WIDTH
add hl, de
inc b
call TextBoxBorder
call UpdateSprites
; Calculate the position of the first field move name to print.
coord hl, 0, 12
ld a, [wFieldMovesLeftmostXCoord]
inc a
ld e, a
ld d, 0
add hl, de
ld de, -SCREEN_WIDTH * 2
ld a, [wNumFieldMoves]
.calcFirstFieldMoveYLoop
add hl, de
dec a
jr nz, .calcFirstFieldMoveYLoop
xor a
ld [wNumFieldMoves], a
ld de, wFieldMoves
.printNamesLoop
push hl
ld hl, FieldMoveNames
ld a, [de]
and a
jr z, .donePrintingNames
inc de
ld b, a ; index of name
.skipNamesLoop ; skip past names before the name we want
dec b
jr z, .reachedName
.skipNameLoop ; skip past current name
ld a, [hli]
cp "@"
jr nz, .skipNameLoop
jr .skipNamesLoop
.reachedName
ld b, h
ld c, l
pop hl
push de
ld d, b
ld e, c
call PlaceString
ld bc, SCREEN_WIDTH * 2
add hl, bc
pop de
jr .printNamesLoop
.donePrintingNames
pop hl
ld a, [wFieldMovesLeftmostXCoord]
ld [hFieldMoveMonMenuTopMenuItemX], a
coord hl, 0, 12
ld a, [wFieldMovesLeftmostXCoord]
inc a
ld e, a
ld d, 0
add hl, de
ld de, PokemonMenuEntries
jp PlaceString
FieldMoveNames:
db "CUT@"
db "FLY@"
db "@"
db "SURF@"
db "STRENGTH@"
db "FLASH@"
db "DIG@"
db "TELEPORT@"
db "SOFTBOILED@"
PokemonMenuEntries:
db "STATS"
next "SWITCH"
next "CANCEL@"
GetMonFieldMoves:
ld a, [wWhichPokemon]
ld hl, wPartyMon1Moves
ld bc, wPartyMon2 - wPartyMon1
call AddNTimes
ld d, h
ld e, l
ld c, NUM_MOVES + 1
ld hl, wFieldMoves
.loop
push hl
.nextMove
dec c
jr z, .done
ld a, [de] ; move ID
and a
jr z, .done
ld b, a
inc de
ld hl, FieldMoveDisplayData
.fieldMoveLoop
ld a, [hli]
cp $ff
jr z, .nextMove ; if the move is not a field move
cp b
jr z, .foundFieldMove
inc hl
inc hl
jr .fieldMoveLoop
.foundFieldMove
ld a, b
ld [wLastFieldMoveID], a
ld a, [hli] ; field move name index
ld b, [hl] ; field move leftmost X coordinate
pop hl
ld [hli], a ; store name index in wFieldMoves
ld a, [wNumFieldMoves]
inc a
ld [wNumFieldMoves], a
ld a, [wFieldMovesLeftmostXCoord]
cp b
jr c, .skipUpdatingLeftmostXCoord
ld a, b
ld [wFieldMovesLeftmostXCoord], a
.skipUpdatingLeftmostXCoord
ld a, [wLastFieldMoveID]
ld b, a
jr .loop
.done
pop hl
ret
; Format: [Move id], [name index], [leftmost tile]
; Move id = id of move
; Name index = index of name in FieldMoveNames
; Leftmost tile = -1 + tile column in which the first letter of the move's name should be displayed
; "SOFTBOILED" is $08 because it has 4 more letters than "SURF", for example, whose value is $0C
FieldMoveDisplayData:
db CUT, $01, $0C
db FLY, $02, $0C
db $B4, $03, $0C ; unused field move
db SURF, $04, $0C
db STRENGTH, $05, $0A
db FLASH, $06, $0C
db DIG, $07, $0C
db TELEPORT, $08, $0A
db SOFTBOILED, $09, $08
db $ff ; list terminator
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