OpenDuelCheckMenu: ldh a, [hBankROM] push af ld a, BANK(_OpenDuelCheckMenu) call BankswitchROM call _OpenDuelCheckMenu pop af call BankswitchROM ret OpenInPlayAreaScreen_FromSelectButton: ldh a, [hBankROM] push af ld a, BANK(OpenInPlayAreaScreen) call BankswitchROM ld a, $1 ld [wInPlayAreaFromSelectButton], a call OpenInPlayAreaScreen pop bc ld a, b call BankswitchROM ret ; loads tiles and icons to display Your Play Area / Opp. Play Area screen, ; and draws the screen according to the turn player ; input: h -> [wCheckMenuPlayAreaWhichDuelist] and l -> [wCheckMenuPlayAreaWhichLayout] ; similar to DrawYourOrOppPlayArea (bank 2) except it also draws a wide text box. ; this is because bank 2's DrawYourOrOppPlayArea is supposed to come from the Check Menu, ; so the text box is always already there. DrawYourOrOppPlayAreaScreen_Bank0: ld a, h ld [wCheckMenuPlayAreaWhichDuelist], a ld a, l ld [wCheckMenuPlayAreaWhichLayout], a ldh a, [hBankROM] push af ld a, BANK(_DrawYourOrOppPlayAreaScreen) call BankswitchROM call _DrawYourOrOppPlayAreaScreen call DrawWideTextBox pop af call BankswitchROM ret DrawPlayersPrizeAndBenchCards: ldh a, [hBankROM] push af ld a, BANK(_DrawPlayersPrizeAndBenchCards) call BankswitchROM call _DrawPlayersPrizeAndBenchCards pop af call BankswitchROM ret HandlePeekSelection: ldh a, [hBankROM] push af ld a, BANK(_HandlePeekSelection) call BankswitchROM call _HandlePeekSelection ld b, a pop af call BankswitchROM ld a, b ret DrawAIPeekScreen: ld b, a ldh a, [hBankROM] push af ld a, BANK(_DrawAIPeekScreen) call BankswitchROM call _DrawAIPeekScreen pop af call BankswitchROM ret ; a = number of prize cards for player to select to take SelectPrizeCards: ld [wNumberOfPrizeCardsToSelect], a ldh a, [hBankROM] push af ld a, BANK(_SelectPrizeCards) call BankswitchROM call _SelectPrizeCards pop af call BankswitchROM ret DrawPlayAreaToPlacePrizeCards: ldh a, [hBankROM] push af ld a, BANK(_DrawPlayAreaToPlacePrizeCards) call BankswitchROM call _DrawPlayAreaToPlacePrizeCards pop af call BankswitchROM ret