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|
; copy the name and level of the card at wLoadedCard1 to wDefaultText
; a = length in number of tiles (the resulting string will be padded with spaces to match it)
_CopyCardNameAndLevel: ; 18000 (6:4000)
push bc
push de
ld [wcd9b], a
ld hl, wLoadedCard1Name
ld a, [hli]
ld h, [hl]
ld l, a
ld de, wDefaultText
push de
call CopyText ; copy card name to wDefaultText
pop hl
ld a, [hli]
cp TX_HALFWIDTH
jp z, _CopyCardNameAndLevel_HalfwidthText
; the name doesn't start with TX_HALFWIDTH
; this doesn't appear to be ever the case (unless caller manipulates wLoadedCard1Name)
ld a, [wcd9b]
ld c, a
ld a, [wLoadedCard1Type]
cp TYPE_ENERGY
jr nc, .level_done ; jump if energy or trainer
ld a, [wLoadedCard1Level]
or a
jr z, .level_done
inc c
inc c
ld a, [wLoadedCard1Level]
cp 10
jr c, .level_done
inc c ; second digit
.level_done
ld hl, wLoadedCard1Name
ld a, [hli]
ld h, [hl]
ld l, a
ld de, wDefaultText
push de
call CopyText
pop hl
push de
ld e, c
call GetTextLengthInTiles
add e
ld c, a
pop hl
push hl
.fill_loop
ld a, $70
ld [hli], a
dec c
jr nz, .fill_loop
ld [hl], TX_END
pop hl
ld a, [wLoadedCard1Type]
cp TYPE_ENERGY
jr nc, .done
ld a, [wLoadedCard1Level]
or a
jr z, .done
ld a, TX_SYMBOL
ld [hli], a
ld [hl], SYM_Lv
inc hl
ld a, [wLoadedCard1Level]
cp 10
jr c, .one_digit
ld [hl], TX_SYMBOL
inc hl
ld b, SYM_0 - 1
.first_digit_loop
inc b
sub 10
jr nc, .first_digit_loop
add 10
ld [hl], b ; first digit
inc hl
.one_digit
ld [hl], TX_SYMBOL
inc hl
add SYM_0
ld [hl], a ; last (or only) digit
inc hl
.done
pop de
pop bc
ret
; the name starts with TX_HALFWIDTH
_CopyCardNameAndLevel_HalfwidthText:
ld a, [wcd9b]
inc a
add a
ld b, a
ld hl, wDefaultText
.find_end_text_loop
dec b
ld a, [hli]
or a ; TX_END
jr nz, .find_end_text_loop
dec hl
ld a, [wLoadedCard1Type]
cp TYPE_ENERGY
jr nc, .level_done
ld a, [wLoadedCard1Level]
or a
jr z, .level_done
ld c, a
ld a, " "
ld [hli], a
dec b
ld a, "L"
ld [hli], a
dec b
ld a, "v"
ld [hli], a
dec b
ld a, c
cp 10
jr c, .got_level
push bc
ld b, "0" - 1
.first_digit_loop
inc b
sub 10
jr nc, .first_digit_loop
add 10
ld [hl], b ; first digit
inc hl
pop bc
ld c, a
dec b
.got_level
ld a, c
add "0"
ld [hli], a ; last (or only) digit
dec b
.level_done
push hl
ld a, " "
.fill_spaces_loop
ld [hli], a
dec b
jr nz, .fill_spaces_loop
ld [hl], TX_END
pop hl
pop de
pop bc
ret
; 0x180d5
; this function is called when the player is shown the "In Play Area" screen.
; it can be called with either the select button (DuelMenuShortcut_BothActivePokemon),
; or via the "In Play Area" item of the Check menu (DuelCheckMenu_InPlayArea)
OpenInPlayAreaScreen: ; 180d5 (6:40d5)
ld a, INPLAYAREA_PLAYER_ACTIVE
ld [wInPlayAreaCurPosition], a
.start
xor a
ld [wCheckMenuCursorBlinkCounter], a
farcall DrawInPlayAreaScreen
call EnableLCD
call IsClairvoyanceActive
jr c, .clairvoyance_on
ld de, OpenInPlayAreaScreen_TransitionTable1
jr .clairvoyance_off
.clairvoyance_on
ld de, OpenInPlayAreaScreen_TransitionTable2
.clairvoyance_off
ld hl, wInPlayAreaInputTablePointer
ld [hl], e
inc hl
ld [hl], d
ld a, [wInPlayAreaCurPosition]
call .print_associated_text
.on_frame
ld a, $01
ld [wVBlankOAMCopyToggle], a
call DoFrame
ldh a, [hDPadHeld]
and START
jr nz, .selection
; if this function's been called from 'select' button,
; wInPlayAreaFromSelectButton is on.
ld a, [wInPlayAreaFromSelectButton]
or a
jr z, .handle_input ; if it's from the Check menu, jump.
ldh a, [hDPadHeld]
and SELECT
jr nz, .skip_input
.handle_input
ld a, [wInPlayAreaCurPosition]
ld [wInPlayAreaTemporaryPosition], a
call OpenInPlayAreaScreen_HandleInput
jr c, .pressed
ld a, [wInPlayAreaCurPosition]
cp INPLAYAREA_PLAYER_PLAY_AREA
jp z, .show_turn_holder_play_area
cp INPLAYAREA_OPP_PLAY_AREA
jp z, .show_non_turn_holder_play_area
; check if the cursor moved.
ld hl, wInPlayAreaTemporaryPosition
cp [hl]
call nz, .print_associated_text
jr .on_frame
.pressed
cp -1
jr nz, .selection
; pressed b button.
call ZeroObjectPositionsAndToggleOAMCopy_Bank6
lb de, $38, $9f
call SetupText
scf
ret
.skip_input
call ZeroObjectPositionsAndToggleOAMCopy_Bank6
lb de, $38, $9f
call SetupText
or a
ret
.selection ; pressed a button or start button.
call ZeroObjectPositionsAndToggleOAMCopy_Bank6
lb de, $38, $9f
call SetupText
ld a, [wInPlayAreaCurPosition]
ld [wInPlayAreaPreservedPosition], a
ld hl, .jump_table
call JumpToFunctionInTable
ld a, [wInPlayAreaPreservedPosition]
ld [wInPlayAreaCurPosition], a
jp .start
.print_associated_text ; 18171 (6:4171)
; each position has a text associated to it,
; which is printed at the bottom of the screen
push af
lb de, 1, 17
call InitTextPrinting
ldtx hl, EmptyLineText
call ProcessTextFromID
ld hl, hffb0
ld [hl], $01
ldtx hl, HandText_2
call ProcessTextFromID
ld hl, hffb0
ld [hl], $00
lb de, 1, 17
call InitTextPrinting
pop af
ld hl, OpenInPlayAreaScreen_TextTable
ld b, 0
sla a
ld c, a
add hl, bc
; hl = OpenInPlayAreaScreen_TextTable + 2 * (wInPlayAreaCurPosition)
ld a, [hli]
ld h, [hl]
ld l, a
ld a, h
; jump ahead if entry does not contain null text (it's not active pokemon)
or a
jr nz, .print_hand_or_discard_pile
ld a, l
; bench slots have dummy text IDs assigned to them, which are never used.
; these are secretly not text id's, but rather, 2-byte PLAY_AREA_BENCH_* constants
; check if the value at register l is one of those, and jump ahead if not
cp PLAY_AREA_BENCH_5 + $01
jr nc, .print_hand_or_discard_pile
; if we make it here, we need to print a Pokemon card name.
; wInPlayAreaCurPosition determines which duelist
; and l contains the PLAY_AREA_* location of the card.
ld a, [wInPlayAreaCurPosition]
cp INPLAYAREA_PLAYER_HAND
jr nc, .opponent_side
ld a, l
add DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
cp -1
ret z
call GetCardIDFromDeckIndex
call LoadCardDataToBuffer1_FromCardID
jr .display_card_name
.opponent_side
ld a, l
add DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
cp -1
ret z
call SwapTurn
call GetCardIDFromDeckIndex
call LoadCardDataToBuffer1_FromCardID
call SwapTurn
.display_card_name
ld a, 18
call CopyCardNameAndLevel
ld hl, wDefaultText
call ProcessText
ret
.print_hand_or_discard_pile
; if we make it here, cursor position is to Hand or Discard Pile
; so DuelistHandText_2 or DuelistDiscardPileText will be printed
ld a, [wInPlayAreaCurPosition]
cp INPLAYAREA_OPP_ACTIVE
jr nc, .opp_side_print_hand_or_discard_pile
call PrintTextNoDelay
ret
.opp_side_print_hand_or_discard_pile
call SwapTurn
call PrintTextNoDelay
call SwapTurn
ret
.show_turn_holder_play_area
lb de, $38, $9f
call SetupText
ldh a, [hWhoseTurn]
push af
bank1call OpenTurnHolderPlayAreaScreen
pop af
ldh [hWhoseTurn], a
ld a, [wInPlayAreaPreservedPosition]
ld [wInPlayAreaCurPosition], a
jp .start
.show_non_turn_holder_play_area
lb de, $38, $9f
call SetupText
ldh a, [hWhoseTurn]
push af
bank1call OpenNonTurnHolderPlayAreaScreen
pop af
ldh [hWhoseTurn], a
ld a, [wInPlayAreaPreservedPosition]
ld [wInPlayAreaCurPosition], a
jp .start
.jump_table ; (6:4228)
dw OpenInPlayAreaScreen_TurnHolderPlayArea ; 0x00: INPLAYAREA_PLAYER_BENCH_1
dw OpenInPlayAreaScreen_TurnHolderPlayArea ; 0x01: INPLAYAREA_PLAYER_BENCH_2
dw OpenInPlayAreaScreen_TurnHolderPlayArea ; 0x02: INPLAYAREA_PLAYER_BENCH_3
dw OpenInPlayAreaScreen_TurnHolderPlayArea ; 0x03: INPLAYAREA_PLAYER_BENCH_4
dw OpenInPlayAreaScreen_TurnHolderPlayArea ; 0x04: INPLAYAREA_PLAYER_BENCH_5
dw OpenInPlayAreaScreen_TurnHolderPlayArea ; 0x05: INPLAYAREA_PLAYER_ACTIVE
dw OpenInPlayAreaScreen_TurnHolderHand ; 0x06: INPLAYAREA_PLAYER_HAND
dw OpenInPlayAreaScreen_TurnHolderDiscardPile ; 0x07: INPLAYAREA_PLAYER_DISCARD_PILE
dw OpenInPlayAreaScreen_NonTurnHolderPlayArea ; 0x08: INPLAYAREA_OPP_ACTIVE
dw OpenInPlayAreaScreen_NonTurnHolderHand ; 0x09: INPLAYAREA_OPP_HAND
dw OpenInPlayAreaScreen_NonTurnHolderDiscardPile ; 0x0a: INPLAYAREA_OPP_DISCARD_PILE
dw OpenInPlayAreaScreen_NonTurnHolderPlayArea ; 0x0b: INPLAYAREA_OPP_BENCH_1
dw OpenInPlayAreaScreen_NonTurnHolderPlayArea ; 0x0c: INPLAYAREA_OPP_BENCH_2
dw OpenInPlayAreaScreen_NonTurnHolderPlayArea ; 0x0d: INPLAYAREA_OPP_BENCH_3
dw OpenInPlayAreaScreen_NonTurnHolderPlayArea ; 0x0e: INPLAYAREA_OPP_BENCH_4
dw OpenInPlayAreaScreen_NonTurnHolderPlayArea ; 0x0f: INPLAYAREA_OPP_BENCH_5
OpenInPlayAreaScreen_TurnHolderPlayArea:
; wInPlayAreaCurPosition constants conveniently map to (PLAY_AREA_* constants - 1)
; for bench locations. this mapping is taken for granted in the following code.
ld a, [wInPlayAreaCurPosition]
inc a
cp INPLAYAREA_PLAYER_ACTIVE + $01
jr nz, .on_bench
xor a ; PLAY_AREA_ARENA
.on_bench
ld [wCurPlayAreaSlot], a
add DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
cp -1
ret z
call GetCardIDFromDeckIndex
call LoadCardDataToBuffer1_FromCardID
xor a
ld [wCurPlayAreaY], a
bank1call OpenCardPage_FromCheckPlayArea
ret
OpenInPlayAreaScreen_NonTurnHolderPlayArea:
ld a, [wInPlayAreaCurPosition]
sub INPLAYAREA_OPP_ACTIVE
or a
jr z, .active
; convert INPLAYAREA_OPP_BENCH_* constant to PLAY_AREA_BENCH_* constant
sub INPLAYAREA_OPP_BENCH_1 - INPLAYAREA_OPP_ACTIVE - PLAY_AREA_BENCH_1
.active
ld [wCurPlayAreaSlot], a
add DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
cp -1
ret z
call SwapTurn
call GetCardIDFromDeckIndex
call LoadCardDataToBuffer1_FromCardID
xor a
ld [wCurPlayAreaY], a
bank1call OpenCardPage_FromCheckPlayArea
call SwapTurn
ret
OpenInPlayAreaScreen_TurnHolderHand:
ldh a, [hWhoseTurn]
push af
bank1call OpenTurnHolderHandScreen_Simple
pop af
ldh [hWhoseTurn], a
ret
OpenInPlayAreaScreen_NonTurnHolderHand:
ldh a, [hWhoseTurn]
push af
bank1call OpenNonTurnHolderHandScreen_Simple
pop af
ldh [hWhoseTurn], a
ret
OpenInPlayAreaScreen_TurnHolderDiscardPile:
ldh a, [hWhoseTurn]
push af
bank1call OpenTurnHolderDiscardPileScreen
pop af
ldh [hWhoseTurn], a
ret
OpenInPlayAreaScreen_NonTurnHolderDiscardPile:
ldh a, [hWhoseTurn]
push af
bank1call OpenNonTurnHolderDiscardPileScreen
pop af
ldh [hWhoseTurn], a
ret
OpenInPlayAreaScreen_TextTable:
; note that for bench slots, the entries are
; PLAY_AREA_BENCH_* constants in practice
tx HandText ; INPLAYAREA_PLAYER_BENCH_1
tx CheckText ; INPLAYAREA_PLAYER_BENCH_2
tx AttackText ; INPLAYAREA_PLAYER_BENCH_3
tx PKMNPowerText ; INPLAYAREA_PLAYER_BENCH_4
tx DoneText ; INPLAYAREA_PLAYER_BENCH_5
dw NONE ; INPLAYAREA_PLAYER_ACTIVE
tx DuelistHandText_2 ; INPLAYAREA_PLAYER_HAND
tx DuelistDiscardPileText ; INPLAYAREA_PLAYER_DISCARD_PILE
dw NONE ; INPLAYAREA_OPP_ACTIVE
tx DuelistHandText_2 ; INPLAYAREA_OPP_HAND
tx DuelistDiscardPileText ; INPLAYAREA_OPP_DISCARD_PILE
tx HandText ; INPLAYAREA_OPP_BENCH_1
tx CheckText ; INPLAYAREA_OPP_BENCH_2
tx AttackText ; INPLAYAREA_OPP_BENCH_3
tx PKMNPowerText ; INPLAYAREA_OPP_BENCH_4
tx DoneText ; INPLAYAREA_OPP_BENCH_5
in_play_area_cursor_transition: MACRO
cursor_transition \1, \2, \3, INPLAYAREA_\4, INPLAYAREA_\5, INPLAYAREA_\6, INPLAYAREA_\7
ENDM
; it's related to wInPlayAreaInputTablePointer.
; with this table, the cursor moves into the proper location by the input.
; note that the unit of the position is not a 8x8 tile.
OpenInPlayAreaScreen_TransitionTable1:
in_play_area_cursor_transition $18, $8c, $00, PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_2, PLAYER_BENCH_5
in_play_area_cursor_transition $30, $8c, $00, PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_3, PLAYER_BENCH_1
in_play_area_cursor_transition $48, $8c, $00, PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_4, PLAYER_BENCH_2
in_play_area_cursor_transition $60, $8c, $00, PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_5, PLAYER_BENCH_3
in_play_area_cursor_transition $78, $8c, $00, PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_1, PLAYER_BENCH_4
in_play_area_cursor_transition $30, $6c, $00, OPP_ACTIVE, PLAYER_BENCH_1, PLAYER_DISCARD_PILE, PLAYER_DISCARD_PILE
in_play_area_cursor_transition $78, $80, $00, PLAYER_DISCARD_PILE, PLAYER_BENCH_1, PLAYER_ACTIVE, PLAYER_ACTIVE
in_play_area_cursor_transition $78, $70, $00, OPP_ACTIVE, PLAYER_HAND, PLAYER_ACTIVE, PLAYER_ACTIVE
in_play_area_cursor_transition $78, $34, 1 << OAM_X_FLIP, OPP_BENCH_1, PLAYER_ACTIVE, OPP_DISCARD_PILE, OPP_DISCARD_PILE
in_play_area_cursor_transition $30, $20, 1 << OAM_X_FLIP, OPP_BENCH_1, OPP_DISCARD_PILE, OPP_ACTIVE, OPP_ACTIVE
in_play_area_cursor_transition $30, $38, 1 << OAM_X_FLIP, OPP_BENCH_1, PLAYER_ACTIVE, OPP_ACTIVE, OPP_ACTIVE
in_play_area_cursor_transition $90, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_5, OPP_BENCH_2
in_play_area_cursor_transition $78, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_1, OPP_BENCH_3
in_play_area_cursor_transition $60, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_2, OPP_BENCH_4
in_play_area_cursor_transition $48, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_3, OPP_BENCH_5
in_play_area_cursor_transition $30, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_4, OPP_BENCH_1
OpenInPlayAreaScreen_TransitionTable2:
in_play_area_cursor_transition $18, $8c, $00, PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_2, PLAYER_BENCH_5
in_play_area_cursor_transition $30, $8c, $00, PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_3, PLAYER_BENCH_1
in_play_area_cursor_transition $48, $8c, $00, PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_4, PLAYER_BENCH_2
in_play_area_cursor_transition $60, $8c, $00, PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_5, PLAYER_BENCH_3
in_play_area_cursor_transition $78, $8c, $00, PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_1, PLAYER_BENCH_4
in_play_area_cursor_transition $30, $6c, $00, OPP_ACTIVE, PLAYER_BENCH_1, PLAYER_DISCARD_PILE, PLAYER_DISCARD_PILE
in_play_area_cursor_transition $78, $80, $00, PLAYER_DISCARD_PILE, PLAYER_BENCH_1, PLAYER_ACTIVE, PLAYER_ACTIVE
in_play_area_cursor_transition $78, $70, $00, OPP_ACTIVE, PLAYER_HAND, PLAYER_ACTIVE, PLAYER_ACTIVE
in_play_area_cursor_transition $78, $34, 1 << OAM_X_FLIP, OPP_BENCH_1, PLAYER_ACTIVE, OPP_DISCARD_PILE, OPP_DISCARD_PILE
in_play_area_cursor_transition $30, $20, 1 << OAM_X_FLIP, OPP_BENCH_1, OPP_DISCARD_PILE, OPP_ACTIVE, OPP_ACTIVE
in_play_area_cursor_transition $30, $38, 1 << OAM_X_FLIP, OPP_HAND, PLAYER_ACTIVE, OPP_ACTIVE, OPP_ACTIVE
in_play_area_cursor_transition $90, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_5, OPP_BENCH_2
in_play_area_cursor_transition $78, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_1, OPP_BENCH_3
in_play_area_cursor_transition $60, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_2, OPP_BENCH_4
in_play_area_cursor_transition $48, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_3, OPP_BENCH_5
in_play_area_cursor_transition $30, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_4, OPP_BENCH_1
OpenInPlayAreaScreen_HandleInput: ; 183bb (6:43bb)
xor a
ld [wPlaysSfx], a
ld hl, wInPlayAreaInputTablePointer
ld e, [hl]
inc hl
ld d, [hl]
ld a, [wInPlayAreaCurPosition]
ld l, a
ld h, $07
call HtimesL
add hl, de
ldh a, [hDPadHeld]
or a
jp z, .check_button
inc hl
inc hl
inc hl
; check d-pad
bit D_UP_F, a
jr z, .else_if_down
; up
ld a, [hl]
jr .process_dpad
.else_if_down
inc hl
bit D_DOWN_F, a
jr z, .else_if_right
; down
ld a, [hl]
jr .process_dpad
.else_if_right
inc hl
bit D_RIGHT_F, a
jr z, .else_if_left
; right
ld a, [hl]
jr .process_dpad
.else_if_left
inc hl
bit D_LEFT_F, a
jr z, .check_button
; left
ld a, [hl]
.process_dpad
push af
ld a, [wInPlayAreaCurPosition]
ld [wInPlayAreaPreservedPosition], a
pop af
ld [wInPlayAreaCurPosition], a
cp INPLAYAREA_PLAYER_ACTIVE
jr c, .player_area
cp INPLAYAREA_OPP_BENCH_1
jr c, .next
cp INPLAYAREA_PLAYER_PLAY_AREA
jr c, .opponent_area
jr .next
.player_area
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
dec a
jr nz, .bench_pokemon_exists
; no pokemon in player's bench.
; then move to player's play area.
ld a, INPLAYAREA_PLAYER_PLAY_AREA
ld [wInPlayAreaCurPosition], a
jr .next
.bench_pokemon_exists
ld b, a
ld a, [wInPlayAreaCurPosition]
cp b
jr c, .next
; handle index overflow
ldh a, [hDPadHeld]
bit D_RIGHT_F, a
jr z, .on_left
xor a
ld [wInPlayAreaCurPosition], a
jr .next
.on_left
ld a, b
dec a
ld [wInPlayAreaCurPosition], a
jr .next
.opponent_area
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetNonTurnDuelistVariable
dec a
jr nz, .bench_pokemon_exists_2
ld a, INPLAYAREA_OPP_PLAY_AREA
ld [wInPlayAreaCurPosition], a
jr .next
.bench_pokemon_exists_2
ld b, a
ld a, [wInPlayAreaCurPosition]
sub INPLAYAREA_OPP_BENCH_1
cp b
jr c, .next
ldh a, [hDPadHeld]
bit D_LEFT_F, a
jr z, .on_right
ld a, INPLAYAREA_OPP_BENCH_1
ld [wInPlayAreaCurPosition], a
jr .next
.on_right
ld a, b
add INPLAYAREA_OPP_DISCARD_PILE
ld [wInPlayAreaCurPosition], a
.next
ld a, $01
ld [wPlaysSfx], a
xor a
ld [wCheckMenuCursorBlinkCounter], a
.check_button
ldh a, [hKeysPressed]
and A_BUTTON | B_BUTTON
jr z, .return
and A_BUTTON
jr nz, .a_button
; pressed b button
ld a, -1
farcall PlaySFXConfirmOrCancel
scf
ret
.a_button
call .draw_cursor
ld a, $01
farcall PlaySFXConfirmOrCancel
ld a, [wInPlayAreaCurPosition]
scf
ret
.return
ld a, [wPlaysSfx]
or a
jr z, .skip_sfx
call PlaySFX
.skip_sfx
ld hl, wCheckMenuCursorBlinkCounter
ld a, [hl]
inc [hl]
and $10 - 1
ret nz
bit 4, [hl] ; = and $10
jr nz, ZeroObjectPositionsAndToggleOAMCopy_Bank6
.draw_cursor ; 184a0 (6:44a0)
call ZeroObjectPositions
ld hl, wInPlayAreaInputTablePointer
ld e, [hl]
inc hl
ld d, [hl]
ld a, [wInPlayAreaCurPosition]
ld l, a
ld h, $07
call HtimesL
add hl, de
ld d, [hl] ; x position.
inc hl
ld e, [hl] ; y position.
inc hl
ld b, [hl] ; attribute.
ld c, $00
call SetOneObjectAttributes
or a
ret
ZeroObjectPositionsAndToggleOAMCopy_Bank6 ; 184bf (6:44bf)
call ZeroObjectPositions
ld a, $01
ld [wVBlankOAMCopyToggle], a
ret
OpenGlossaryScreen: ; 184c8 (6:44c8)
xor a
ld [wGlossaryPageNo], a
call .display_menu
xor a
ld [wInPlayAreaCurPosition], a
ld de, OpenGlossaryScreen_TransitionTable ; this data is stored in bank 2.
ld hl, wInPlayAreaInputTablePointer
ld [hl], e
inc hl
ld [hl], d
ld a, $ff
ld [wDuelInitialPrizesUpperBitsSet], a
xor a
ld [wCheckMenuCursorBlinkCounter], a
.next
ld a, $01
ld [wVBlankOAMCopyToggle], a
call DoFrame
ldh a, [hKeysPressed]
and SELECT
jr nz, .on_select
farcall Func_89ae
jr nc, .next
cp -1 ; b button
jr nz, .check_button
farcall ZeroObjectPositionsWithCopyToggleOn
ret
.check_button
push af
farcall ZeroObjectPositionsWithCopyToggleOn
pop af
cp $09 ; $09: next page or prev page
jr z, .change_page
call .print_description
call .display_menu
xor a
ld [wCheckMenuCursorBlinkCounter], a
jr .next
.on_select
ld a, $01
farcall PlaySFXConfirmOrCancel
.change_page
ld a, [wGlossaryPageNo]
xor $01 ; swap page
ld [wGlossaryPageNo], a
call .print_menu
jr .next
; display glossary menu.
.display_menu ; 1852b (6:452b)
xor a
ld [wTileMapFill], a
call ZeroObjectPositions
ld a, $01
ld [wVBlankOAMCopyToggle], a
call DoFrame
call EmptyScreen
call Set_OBJ_8x8
farcall LoadCursorTile
lb de, 5, 0
call InitTextPrinting
ldtx hl, PokemonCardGlossaryText
call ProcessTextFromID
call .print_menu
ldtx hl, ChooseWordAndPressAButtonText
call DrawWideTextBox_PrintText
ret
; print texts in glossary menu.
.print_menu ; 1855a (6:455a)
ld hl, wDefaultText
ld a, TX_SYMBOL
ld [hli], a
ld a, [wGlossaryPageNo]
add SYM_1
ld [hli], a
ld a, TX_SYMBOL
ld [hli], a
ld a, SYM_SLASH
ld [hli], a
ld a, TX_SYMBOL
ld [hli], a
ld a, SYM_2
ld [hli], a
ld [hl], TX_END
lb de, 16, 1
call InitTextPrinting
ld hl, wDefaultText
call ProcessText
lb de, 1, 3
call InitTextPrinting
ld a, [wGlossaryPageNo]
or a
jr nz, .page_two
ldtx hl, GlossaryMenuPage1Text
jr .page_one
.page_two
ldtx hl, GlossaryMenuPage2Text
.page_one
call ProcessTextFromID
ret
; display glossary description.
.print_description ; 18598 (6:4598)
push af
xor a
ld [wTileMapFill], a
call EmptyScreen
lb de, 5, 0
call InitTextPrinting
ldtx hl, PokemonCardGlossaryText
call ProcessTextFromID
lb de, 0, 4
lb bc, 20, 14
call DrawRegularTextBox
ld a, [wGlossaryPageNo]
or a
jr nz, .back_page
ld hl, GlossaryData1
jr .front_page
.back_page
ld hl, GlossaryData2
.front_page
pop af
; hl += (a + (a << 2)).
; that is,
; hl += (5 * a).
ld c, a
ld b, 0
add hl, bc
sla a
sla a
ld c, a
add hl, bc
ld a, [hli]
push hl
ld d, a
ld e, $02
call InitTextPrinting
ld a, [hli]
ld h, [hl]
ld l, a
call ProcessTextFromID
pop hl
lb de, 1, 5
call InitTextPrinting
inc hl
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
ld a, $01
ld [wLineSeparation], a
call ProcessTextFromID
xor a
ld [wLineSeparation], a
call EnableLCD
.loop
call DoFrame
ldh a, [hKeysPressed]
and B_BUTTON
jr z, .loop
ld a, -1
farcall PlaySFXConfirmOrCancel
ret
; unit: 5 bytes.
; [structure]
; horizonal align (1) / title text id (2) / desc. text id (2)
glossary_entry: MACRO
db \1
tx \2
tx \3
ENDM
GlossaryData1:
glossary_entry 7, Text02fa, Text030c
glossary_entry 5, Text02fb, Text030d
glossary_entry 7, Text02fc, Text030e
glossary_entry 6, Text02fd, Text030f
glossary_entry 6, Text02fe, Text0310
glossary_entry 4, Text02ff, Text0311
glossary_entry 5, Text0300, Text0312
glossary_entry 7, Text0301, Text0313
glossary_entry 5, Text0302, Text0314
GlossaryData2:
glossary_entry 5, Text0303, Text0315
glossary_entry 5, Text0304, Text0316
glossary_entry 5, Text0305, Text0317
glossary_entry 5, Text0306, Text0318
glossary_entry 6, Text0307, Text0319
glossary_entry 5, Text0308, Text031a
glossary_entry 6, Text0309, Text031b
glossary_entry 6, Text030a, Text031c
glossary_entry 6, Text030b, Text031d
Func_18661: ; 18661 (6:4661)
xor a
ld [wPlaysSfx], a
ld a, [wCheckMenuCursorXPosition]
ld d, a
ld a, [wCheckMenuCursorYPosition]
ld e, a
ldh a, [hDPadHeld]
or a
jr z, .check_button
; check input from dpad
bit D_LEFT_F, a
jr nz, .left_or_right
bit D_RIGHT_F, a
jr z, .check_up_and_down
.left_or_right
; swap the lsb of x position value.
ld a, d
xor $1
ld d, a
jr .cursor_moved
.check_up_and_down
bit D_UP_F, a
jr nz, .up_or_down
bit D_DOWN_F, a
jr z, .check_button
.up_or_down
ld a, e
xor $1
ld e, a
.cursor_moved
ld a, $1
ld [wPlaysSfx], a
push de
call .draw_blank_cursor
pop de
ld a, d
ld [wCheckMenuCursorXPosition], a
ld a, e
ld [wCheckMenuCursorYPosition], a
xor a
ld [wCheckMenuCursorBlinkCounter], a
.check_button
ldh a, [hKeysPressed]
and A_BUTTON | B_BUTTON
jr z, .check_cursor_moved
and A_BUTTON
jr nz, .a_button
; b button
ld a, -1
call Func_190fb
scf
ret
; a button
.a_button
call .draw_cursor
ld a, 1
call Func_190fb
scf
ret
.check_cursor_moved
ld a, [wPlaysSfx]
or a
jr z, .check_cursor_blink
call PlaySFX
.check_cursor_blink
ld hl, wCheckMenuCursorBlinkCounter
ld a, [hl]
inc [hl]
and %00001111
ret nz
ld a, SYM_CURSOR_R
bit D_RIGHT_F, [hl]
jr z, .draw_tile
.draw_blank_cursor ; 186d4 (6:46d4)
ld a, SYM_SPACE
.draw_tile
ld e, a
ld a, 10
ld l, a
ld a, [wCheckMenuCursorXPosition]
ld h, a
call HtimesL ; h = x_pos * 10
ld a, l
add 1 ; a = 10 + 1 = 11
ld b, a
ld a, [wCheckMenuCursorYPosition]
sla a ; a = y_pos * 2
add 14 ; a = y_pos * 2 + 14
ld c, a
ld a, e
; b = 11
; c = y_pos * 2 + 14
; h = x_pos * 10
; l = 10
call WriteByteToBGMap0
or a
ret
.draw_cursor ; 186f3 (6:46f3)
ld a, SYM_CURSOR_R
jr .draw_tile
; (6:46f7)
INCLUDE "data/effect_commands.asm"
Func_18f9c: ; 18f9c (6:4f9c)
ld a, [wLoadedMoveAnimation]
or a
ret z
ld l, a
ld h, 0
add hl, hl
ld de, PointerTable_MoveAnimation
.asm_4fa8
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
push de
ld hl, wce7e
ld a, [hl]
or a
jr nz, .asm_4fd3
ld [hl], $01
call Func_3b21
pop de
push de
ld a, $00
ld [wd4ae], a
ld a, $01
ld [$d4b3], a
xor a
ld [wd4b0], a
ld a, [de]
cp $04
jr z, .asm_4fd3
ld a, $96
call Func_3b6a
.asm_4fd3
pop de
.asm_4fd4
ld a, [de]
inc de
ld hl, PointerTable_006_508f
jp JumpToFunctionInTable
Func_18fdc: ; 18fdc (6:4fdc)
ret
Func_18fdd: ; 18fdd (6:4fdd)
ldh a, [hWhoseTurn]
ld [wd4af], a
ld a, [wDuelType]
cp $00
jr nz, Func_19014
ld a, $c2
ld [wd4af], a
jr Func_19014
Func_18ff0: ; 18ff0 (6:4ff0)
call SwapTurn
ldh a, [hWhoseTurn]
ld [wd4af], a
call SwapTurn
ld a, [wDuelType]
cp $00
jr nz, Func_19014
ld a, $c3
ld [wd4af], a
jr Func_19014
Func_19009: ; 19009 (6:5009)
ld a, [wce82]
and $7f
ld [wd4b0], a
jr Func_19014
Func_19013: ; 19013 (6:5013)
ret
Func_19014: ; 19014 (6:5014)
ld a, [de]
inc de
cp $09
jr z, .asm_502b
cp $fa
jr z, .asm_5057
cp $fb
jr z, .asm_505d
cp $fc
jr z, .asm_5063
.asm_5026
call Func_3b6a
jr Func_18f9c.asm_4fd4
.asm_502b
ld a, $97
call Func_3b6a
ld a, [wce81]
ld [$d4b3], a
push de
ld hl, wce7f
ld de, $d4b1
ld a, [hli]
ld [de], a
inc de
ld a, [hli]
ld [de], a
pop de
ld a, $8c
call Func_3b6a
ld a, [wDuelDisplayedScreen]
cp $01
jr nz, .asm_5054
ld a, $98
call Func_3b6a
.asm_5054
jp Func_18f9c.asm_4fd4
.asm_5057
ld c, $61
ld b, $63
jr .asm_5067
.asm_505d
ld c, $62
ld b, $64
jr .asm_5067
.asm_5063
ld c, $63
ld b, $61
.asm_5067
ldh a, [hWhoseTurn]
cp $c2
ld a, c
jr z, .asm_5026
ld a, [wDuelType]
cp $00
ld a, c
jr z, .asm_5026
ld a, b
jr .asm_5026
Func_19079: ; 19079 (6:5079)
ld a, [de]
inc de
ld [$d4b3], a
ld a, [wce82]
ld [wd4b0], a
call Func_1909d
ld a, $96
call Func_3b6a
jp Func_18f9c.asm_4fd4
PointerTable_006_508f: ; (6:508f)
dw Func_18fdc
dw Func_19014
dw Func_18fdd
dw Func_18ff0
dw Func_19079
dw Func_19009
dw Func_19013
Func_1909d: ; 1909d (6:509d)
ld a, [$d4b3]
cp $04
jr z, .asm_50ad
cp $01
ret nz
ld a, $00
ld [wd4ae], a
ret
.asm_50ad
ld a, [wd4b0]
ld l, a
ld a, [wWhoseTurn]
ld h, a
cp $c2
jr z, .asm_50cc
ld a, [wDuelType]
cp $00
jr z, .asm_50c6
bit 7, l
jr z, .asm_50e2
jr .asm_50d2
.asm_50c6
bit 7, l
jr z, .asm_50da
jr .asm_50ea
.asm_50cc
bit 7, l
jr z, .asm_50d2
jr .asm_50e2
.asm_50d2
ld l, $04
ld h, $c2
ld a, $01
jr .asm_50f0
.asm_50da
ld l, $04
ld h, $c3
ld a, $01
jr .asm_50f0
.asm_50e2
ld l, $05
ld h, $c3
ld a, $02
jr .asm_50f0
.asm_50ea
ld l, $05
ld h, $c2
ld a, $02
.asm_50f0:
ld [wd4ae], a
ret
; this part is not perfectly analyzed.
; needs some fix.
ld a, [$d4b3]
cp $04
jr z, Func_190fb.asm_510f
Func_190fb: ; 190fb (6:50fb)
cp $01
jr nz, .asm_510e
ld a, $00
ld [wd4ae], a
ld a, [wDuelDisplayedScreen]
cp $01
jr z, .asm_510e
bank1call DrawDuelMainScene
.asm_510e
ret
.asm_510f
call Func_1909d
ld a, [wDuelDisplayedScreen]
cp l
jr z, .asm_512e
ld a, l
push af
ld l, $c2
ld a, [wDuelType]
cp $00
jr nz, .asm_5127
ld a, [wWhoseTurn]
ld l, a
.asm_5127
call DrawYourOrOppPlayAreaScreen_Bank0
pop af
ld [wDuelDisplayedScreen], a
.asm_512e
call DrawWideTextBox
ret
; needs analyze.
push hl
push bc
push de
ld a, [wLoadedMoveAnimation]
cp $79
jr z, .asm_5164
cp $86
jr z, .asm_5164
ld a, [wTempNonTurnDuelistCardID]
ld e, a
ld d, $00
call LoadCardDataToBuffer1_FromCardID
ld a, $12
call CopyCardNameAndLevel
ld [hl], $00
ld hl, wTxRam2
xor a
ld [hli], a
ld [hl], a
ld hl, wce7f
ld a, [hli]
ld h, [hl]
ld l, a
call Func_19168
ld a, l
or h
call nz, DrawWideTextBox_PrintText
.asm_5164
pop de
pop bc
pop hl
ret
Func_19168: ; 19168 (6:5168)
ld a, l
or h
jr z, .asm_5188
call LoadTxRam3
ld a, [wce81]
ld hl, $003a
and $06
ret z
ld hl, $0038
cp $06
ret z
and $02
ld hl, $0037
ret nz
ld hl, $0036
ret
.asm_5188
call CheckNoDamageOrEffect
ret c
ld hl, $003b
ld a, [wce81]
and $04
ret z
ld hl, $0039
ret
; needs analyze.
ld a, [wDuelDisplayedScreen]
cp $01
ret nz
bank1call DrawDuelHUDs
ret
ret
INCLUDE "data/move_animations.asm"
INCROM $19674, $1991f
Func_1991f: ; 1991f (6:591f)
add a
ld e, a
ld d, 0
ld hl, .data
add hl, de
ld a, PLAYER_TURN
ldh [hWhoseTurn], a
ld a, [hli]
add $02
push hl
ld hl, sDeck1Name
call Func_199e0
pop hl
call SwapTurn
ld a, [hli]
add $02
call LoadDeck
call SwapTurn
call EnableSRAM
ld h, $a1
ld de, wPlayerDeck
ld c, $3c
.asm_594c
ld a, [de]
inc de
ld l, a
res 7, [hl]
dec c
jr nz, .asm_594c
ld h, $a1
ld de, wOpponentDeck
ld c, $1e
.asm_595b
ld a, [de]
inc de
ld l, a
res 7, [hl]
inc [hl]
dec c
jr nz, .asm_595b
call DisableSRAM
ret
.data
db $03, $04, $05, $06, $07, $08
Func_1996e: ; 1996e (6:596e)
call EnableSRAM
ld a, PLAYER_TURN
ldh [hWhoseTurn], a
ld hl, sCardCollection
ld bc, $1607
.asm_1997b
xor a
ld [hli], a
dec bc
ld a, c
or b
jr nz, .asm_1997b
ld a, $5
ld hl, s0a350
call Func_199e0
ld a, $7
ld hl, s0a3a4
call Func_199e0
ld a, $9
ld hl, s0a3f8
call Func_199e0
call EnableSRAM
ld hl, sCardCollection
ld a, CARD_NOT_OWNED
.asm_199a2
ld [hl], a
inc l
jr nz, .asm_199a2
ld hl, sCurrentDuel
xor a
ld [hli], a
ld [hli], a
ld [hl], a
ld hl, $bb00
ld c, $10
.asm_199b2
ld [hl], $0
ld de, $0010
add hl, de
dec c
jr nz, .asm_199b2
ld a, $2
ld [s0a003], a
ld a, $2
ld [s0a006], a
ld [wTextSpeed], a
xor a
ld [s0a007], a
ld [s0a009], a
ld [s0a004], a
ld [s0a005], a
ld [s0a00a], a
farcall Func_8cf9
call DisableSRAM
ret
Func_199e0: ; 199e0 (6:59e0)
push de
push bc
push hl
call LoadDeck
jr c, .asm_19a0e
call Func_19a12
pop hl
call EnableSRAM
push hl
ld de, wDefaultText
.asm_199f3
ld a, [de]
inc de
ld [hli], a
or a
jr nz, .asm_199f3
pop hl
push hl
ld de, $0018
add hl, de
ld de, wPlayerDeck
ld c, $3c
.asm_19a04
ld a, [de]
inc de
ld [hli], a
dec c
jr nz, .asm_19a04
call DisableSRAM
or a
.asm_19a0e
pop hl
pop bc
pop de
ret
Func_19a12: ; 19a12 (6:5a12)
ld hl, wcce9
ld a, [hli]
ld h, [hl]
ld l, a
ld de, wDefaultText
call CopyText
ret
; 0x19a1f
INCROM $19a1f, $1a61f
Func_1a61f: ; 1a61f (6:661f)
push af
lb de, $38, $9f
call SetupText
pop af
or a
jr nz, .else
ld a, $40
call .legendary_card_text
ld a, $5f
call .legendary_card_text
ld a, $76
call .legendary_card_text
ld a, $c1
.legendary_card_text
ldtx hl, ReceivedLegendaryCardText
jr .print_text
.else
ldtx hl, ReceivedCardText
cp $1e
jr z, .print_text
cp $43
jr z, .print_text
ldtx hl, ReceivedPromotionalFlyingPikachuText
cp $64
jr z, .print_text
ldtx hl, ReceivedPromotionalSurfingPikachuText
cp $65
jr z, .print_text
cp $66
jr z, .print_text
ldtx hl, ReceivedPromotionalCardText
.print_text
push hl
ld e, a
ld d, $0
call LoadCardDataToBuffer1_FromCardID
call PauseSong
ld a, MUSIC_MEDAL
call PlaySong
ld hl, wLoadedCard1Name
ld a, [hli]
ld h, [hl]
ld l, a
bank1call LoadTxRam2 ; switch to bank 1, but call a home func
ld a, PLAYER_TURN
ldh [hWhoseTurn], a
pop hl
bank1call _DisplayCardDetailScreen
.loop
call AssertSongFinished
or a
jr nz, .loop
call ResumeSong
bank1call OpenCardPage_FromHand
ret
; 0x1a68d
Func_1a68d: ; 1a68d (6:668d)
ld a, $c2 ; player's turn
ldh [hWhoseTurn], a
ld h, a
ld l, $00
.asm_6694
xor a
ld [hli], a
ld a, l
cp $3c
jr c, .asm_6694
xor a
ld hl, wBoosterCardsDrawn
ld de, wDuelTempList
ld c, $00
.asm_66a4
ld a, [hli]
or a
jr z, .asm_66ae
ld a, c
ld [de], a
inc de
inc c
jr .asm_66a4
.asm_66ae
ld a, $ff
ld [de], a
lb de, $38, $9f
call SetupText
bank1call InitAndDrawCardListScreenLayout
ldtx hl, ChooseTheCardYouWishToExamineText
ldtx de, Text0196
bank1call SetCardListHeaderText
ld a, A_BUTTON | START
ld [wNoItemSelectionMenuKeys], a
bank1call DisplayCardList
ret
CommentedOut_1a6cc: ; 1a6cc (6:66cc)
ret
Func_1a6cd: ; 1a6cd (6:66cd)
ldh a, [hBankSRAM]
or a
ret nz
push hl
push de
push bc
ld hl, sCardCollection
ld bc, $0250
ld a, [s0a000 + $b]
ld e, a
.asm_66de
ld a, [hli]
xor e
ld e, a
dec bc
ld a, c
or b
jr nz, .asm_66de
ld a, e
pop bc
pop de
pop hl
or a
ret z
xor a
ld [wTileMapFill], a
ld hl, wDoFrameFunction
ld [hli], a
ld [hl], a
ldh [hSCX], a
ldh [hSCY], a
bank1call ZeroObjectPositionsAndToggleOAMCopy
call EmptyScreen
call LoadSymbolsFont
bank1call SetDefaultPalettes
ld a, [wConsole]
cp $01
jr nz, .asm_6719
ld a, $e4
ld [wOBP0], a
ld [wBGP], a
ld a, $01
ld [wFlushPaletteFlags], a
.asm_6719
lb de, $38, $9f
call SetupText
ld hl, $00a3
bank1call Func_57df
ld a, $0a
ld [$0000], a
xor a
ldh [hBankSRAM], a
ld [$4000], a
ld [$a000], a
ld [$0000], a
jp Reset
ret
Func_1a73a: ; 1a73a (6:673a)
ldh a, [hBankSRAM]
or a
ret nz
push hl
push de
push bc
ld hl, sCardCollection
ld bc, $0250
ld e, $00
.asm_6749
ld a, [hli]
xor e
ld e, a
dec bc
ld a, c
or b
jr nz, .asm_6749
ld a, $0a
ld [$0000], a
ld a, e
ld [s0a00b], a
pop bc
pop de
pop hl
ret
WhatIsYourNameData: ; (6:675e)
textitem 1, 1, WhatIsYourNameText
db $ff
; [Deck1Data ~ Deck4Data]
; These are directed from around (2:4f05),
; without any bank description.
; That is, the developers hard-coded it. -_-;;
Deck1Data: ; (6:6763)
textitem 2, 1, Text022b
textitem 14, 1, Text0219
db $ff
Deck2Data: ; (6:676c)
textitem 2, 1, Text022c
textitem 14, 1, Text0219
db $ff
Deck3Data: ; (6:6775)
textitem 2, 1, Text022d
textitem 14, 1, Text0219
db $ff
Deck4Data: ; (6:677e)
textitem 2, 1, Text022e
textitem 14, 1, Text0219
db $ff
; set each byte zero from hl for b bytes.
ClearMemory: ; (6:6787)
push af
push bc
push hl
ld b, a
xor a
.loop
ld [hli], a
dec b
jr nz, .loop
pop hl
pop bc
pop af
ret
; play different sfx by a.
; if a is 0xff play SFX_03 (usually following a B press),
; else play SFX_02 (usually following an A press).
PlayAcceptOrDeclineSFX: ; (6:6794)
push af
inc a
jr z, .sfx_decline
ld a, SFX_02
jr .sfx_accept
.sfx_decline
ld a, SFX_03
.sfx_accept
call PlaySFX
pop af
ret
; get player name from the user
; into hl
InputPlayerName: ; (6:67a3)
ld e, l
ld d, h
ld a, MAX_PLAYER_NAME_LENGTH
ld hl, WhatIsYourNameData
lb bc, 12, 1
call InitializeInputName
call Set_OBJ_8x8
xor a
ld [wTileMapFill], a
call EmptyScreen
call ZeroObjectPositions
ld a, $01
ld [wVBlankOAMCopyToggle], a
call LoadSymbolsFont
lb de, $38, $bf
call SetupText
call LoadTextCursorTile
ld a, $02
ld [wd009], a
call DrawNamingScreenBG
xor a
ld [wNamingScreenCursorX], a
ld [wNamingScreenCursorY], a
ld a, $09
ld [wd005], a
ld a, $06
ld [wNamingScreenKeyboardHeight], a
ld a, $0f
ld [wceaa], a
ld a, $00
ld [wceab], a
.loop
ld a, $01
ld [wVBlankOAMCopyToggle], a
call DoFrame
call UpdateRNGSources
ldh a, [hDPadHeld]
and START
jr z, .else
; if pressed start button.
ld a, $01
call PlayAcceptOrDeclineSFX
call Func_1aa07
ld a, 6
ld [wNamingScreenCursorX], a
ld a, 5
ld [wNamingScreenCursorY], a
call Func_1aa23
jr .loop
.else
call NamingScreen_CheckButtonState
jr nc, .loop ; if not pressed, go back to the loop.
cp $ff
jr z, .on_b_button
; on A button.
call NamingScreen_ProcessInput
jr nc, .loop
; if the player selected the end button,
; end its naming.
call FinalizeInputName
ret
.on_b_button
ld a, [wNamingScreenBufferLength]
or a
jr z, .loop ; empty string?
; erase one character.
ld e, a
ld d, 0
ld hl, wNamingScreenBuffer
add hl, de
dec hl
dec hl
ld [hl], TX_END
ld hl, wNamingScreenBufferLength ; note that its unit is byte, not word.
dec [hl]
dec [hl]
call PrintPlayerNameFromInput
jr .loop
; it's called when naming(either player's or deck's) starts.
; a: maximum length of name(depending on whether player's or deck's).
; bc: position of name.
; de: dest. pointer.
; hl: pointer to text item of the question.
InitializeInputName:
ld [wNamingScreenBufferMaxLength], a
push hl
ld hl, wNamingScreenNamePosition
ld [hl], b
inc hl
ld [hl], c
pop hl
ld b, h
ld c, l
; set the question string.
ld hl, wNamingScreenQuestionPointer
ld [hl], c
inc hl
ld [hl], b
; set the destination buffer.
ld hl, wNamingScreenDestPointer
ld [hl], e
inc hl
ld [hl], d
; clear the name buffer.
ld a, NAMING_SCREEN_BUFFER_LENGTH
ld hl, wNamingScreenBuffer
call ClearMemory
ld hl, wNamingScreenBuffer
ld a, [wNamingScreenBufferMaxLength]
ld b, a
inc b
.loop
; copy data from de to hl
; for b bytes.
ld a, [de]
inc de
ld [hli], a
dec b
jr nz, .loop
ld hl, wNamingScreenBuffer
call GetTextLengthInTiles
ld a, c
ld [wNamingScreenBufferLength], a
ret
FinalizeInputName:
ld hl, wNamingScreenDestPointer
ld e, [hl]
inc hl
ld d, [hl]
ld l, e
ld h, d
ld de, wNamingScreenBuffer
ld a, [wNamingScreenBufferMaxLength]
ld b, a
inc b
jr InitializeInputName.loop
; draws the keyboard frame
; and the question if it exists.
DrawNamingScreenBG:
call DrawTextboxForKeyboard
call PrintPlayerNameFromInput
ld hl, wNamingScreenQuestionPointer
ld c, [hl]
inc hl
ld a, [hl]
ld h, a
or c
jr z, .put_text_end
; print the question string.
; ex) "What is your name?"
ld l, c
call PlaceTextItems
.put_text_end
; print "End".
ld hl, .data
call PlaceTextItems
ldtx hl, Text0221
lb de, 2, 4
call InitTextPrinting
call ProcessTextFromID
call EnableLCD
ret
.data
textitem $0f, $10, EndText ; "End"
db $ff
DrawTextboxForKeyboard:
lb de, 0, 3 ; x, y
lb bc, 20, 15 ; w, h
call DrawRegularTextBox
ret
PrintPlayerNameFromInput:
ld hl, wNamingScreenNamePosition
ld d, [hl]
inc hl
ld e, [hl]
push de
call InitTextPrinting
ld a, [wNamingScreenBufferMaxLength]
ld e, a
ld a, $14
sub e
inc a
ld e, a
ld d, 0
; print the underbars
; before print the input.
ld hl, .char_underbar
add hl, de
call ProcessText
pop de
call InitTextPrinting
; print the input from the user.
ld hl, wNamingScreenBuffer
call ProcessText
ret
.char_underbar
db $56
rept 10
textfw3 "_"
endr
done
; check if button pressed.
; if pressed, set the carry bit on.
NamingScreen_CheckButtonState:
xor a
ld [wPlaysSfx], a
ldh a, [hDPadHeld]
or a
jp z, .no_press
; detected any button press.
ld b, a
ld a, [wNamingScreenKeyboardHeight]
ld c, a
ld a, [wNamingScreenCursorX]
ld h, a
ld a, [wNamingScreenCursorY]
ld l, a
bit D_UP_F, b
jr z, .asm_692c
; up
dec a
bit D_DOWN_F, a
jr z, .asm_69a7
ld a, c
dec a
jr .asm_69a7
.asm_692c
bit D_DOWN_F, b
jr z, .asm_6937
; down
inc a
cp c
jr c, .asm_69a7
xor a
jr .asm_69a7
.asm_6937
ld a, [wd005]
ld c, a
ld a, h
bit D_LEFT_F, b
jr z, .asm_6974
; left
ld d, a
ld a, $06
cp l
ld a, d
jr nz, .asm_696b
push hl
push bc
push af
call GetCharInfoFromPos_Player
inc hl
inc hl
inc hl
inc hl
inc hl
ld a, [hl]
dec a
ld d, a
pop af
pop bc
pop hl
sub d
cp $ff
jr nz, .asm_6962
ld a, c
sub $02
jr .asm_69aa
.asm_6962
cp $fe
jr nz, .asm_696b
ld a, c
sub $03
jr .asm_69aa
.asm_696b
dec a
bit D_DOWN_F, a
jr z, .asm_69aa
ld a, c
dec a
jr .asm_69aa
.asm_6974
bit D_RIGHT_F, b
jr z, .no_press
ld d, a
ld a, $06
cp l
ld a, d
jr nz, .asm_6990
push hl
push bc
push af
call GetCharInfoFromPos_Player
inc hl
inc hl
inc hl
inc hl
ld a, [hl]
dec a
ld d, a
pop af
pop bc
pop hl
add d
.asm_6990
inc a
cp c
jr c, .asm_69aa
inc c
cp c
jr c, .asm_69a4
inc c
cp c
jr c, .asm_69a0
ld a, $02
jr .asm_69aa
.asm_69a0
ld a, $01
jr .asm_69aa
.asm_69a4
xor a
jr .asm_69aa
.asm_69a7
ld l, a
jr .asm_69ab
.asm_69aa
ld h, a
.asm_69ab
push hl
call GetCharInfoFromPos_Player
inc hl
inc hl
inc hl
ld a, [wd009]
cp $02
jr nz, .asm_69bb
inc hl
inc hl
.asm_69bb
ld d, [hl]
push de
call Func_1aa07
pop de
pop hl
ld a, l
ld [wNamingScreenCursorY], a
ld a, h
ld [wNamingScreenCursorX], a
xor a
ld [wCheckMenuCursorBlinkCounter], a
ld a, $06
cp d
jp z, NamingScreen_CheckButtonState
ld a, $01
ld [wPlaysSfx], a
.no_press
ldh a, [hKeysPressed]
and A_BUTTON | B_BUTTON
jr z, .asm_69ef
and A_BUTTON
jr nz, .asm_69e5
ld a, $ff
.asm_69e5
call PlayAcceptOrDeclineSFX
push af
call Func_1aa23
pop af
scf
ret
.asm_69ef
ld a, [wPlaysSfx]
or a
jr z, .asm_69f8
call PlaySFX
.asm_69f8
ld hl, wCheckMenuCursorBlinkCounter
ld a, [hl]
inc [hl]
and $0f
ret nz
ld a, [wceaa]
bit 4, [hl]
jr z, Func_1aa07.asm_6a0a
Func_1aa07: ; 1aa07 (6:6a07)
ld a, [wceab]
.asm_6a0a
ld e, a
ld a, [wNamingScreenCursorX]
ld h, a
ld a, [wNamingScreenCursorY]
ld l, a
call GetCharInfoFromPos_Player
ld a, [hli]
ld c, a
ld b, [hl]
dec b
ld a, e
call Func_1aa28
call WriteByteToBGMap0
or a
ret
Func_1aa23: ; 1aa23 (6:6a23)
ld a, [wceaa]
jr Func_1aa07.asm_6a0a
Func_1aa28: ; 1aa28 (6:6a28)
push af
push bc
push de
push hl
push af
call ZeroObjectPositions
pop af
ld b, a
ld a, [wceab]
cp b
jr z, .asm_6a60
ld a, [wNamingScreenBufferLength]
srl a
ld d, a
ld a, [wNamingScreenBufferMaxLength]
srl a
ld e, a
ld a, d
cp e
jr nz, .asm_6a49
dec a
.asm_6a49
ld hl, wNamingScreenNamePosition
add [hl]
ld d, a
ld h, $08
ld l, d
call HtimesL
ld a, l
add $08
ld d, a
ld e, $18
ld bc, $0000
call SetOneObjectAttributes
.asm_6a60
pop hl
pop de
pop bc
pop af
ret
; load, to the first tile of v0Tiles0, the graphics for the
; blinking black square used in name input screens.
; for inputting full width text.
LoadTextCursorTile:
ld hl, v0Tiles0 + $00 tiles
ld de, .data
ld b, 0
.loop
ld a, TILE_SIZE
cp b
ret z
inc b
ld a, [de]
inc de
ld [hli], a
jr .loop
.data
rept TILE_SIZE
db $ff
endr
; set the carry bit on,
; if "End" was selected.
NamingScreen_ProcessInput:
ld a, [wNamingScreenCursorX]
ld h, a
ld a, [wNamingScreenCursorY]
ld l, a
call GetCharInfoFromPos_Player
inc hl
inc hl
; load types into de.
ld e, [hl]
inc hl
ld a, [hli]
ld d, a
cp $09
jp z, .on_end
cp $07
jr nz, .asm_6ab8
ld a, [wd009]
or a
jr nz, .asm_6aac
ld a, $01
jp .asm_6ace
.asm_6aac
dec a
jr nz, .asm_6ab4
ld a, $02
jp .asm_6ace
.asm_6ab4
xor a
jp .asm_6ace
.asm_6ab8
cp $08
jr nz, .asm_6ad6
ld a, [wd009]
or a
jr nz, .asm_6ac6
ld a, $02
jr .asm_6ace
.asm_6ac6
dec a
jr nz, .asm_6acc
xor a
jr .asm_6ace
.asm_6acc
ld a, $01
.asm_6ace
ld [wd009], a
call DrawNamingScreenBG
or a
ret
.asm_6ad6
ld a, [wd009]
cp $02
jr z, .read_char
ldfw3 bc, "“"
ld a, d
cp b
jr nz, .asm_6af4
ld a, e
cp c
jr nz, .asm_6af4
push hl
ld hl, TransitionTable1 ; from 55th.
call TransformCharacter
pop hl
jr c, .nothing
jr .asm_6b09
.asm_6af4
ldfw3 bc, "º(2)"
ld a, d
cp b
jr nz, .asm_6b1d
ld a, e
cp c
jr nz, .asm_6b1d
push hl
ld hl, TransitionTable2 ; from 72th.
call TransformCharacter
pop hl
jr c, .nothing
.asm_6b09
ld a, [wNamingScreenBufferLength]
dec a
dec a
ld [wNamingScreenBufferLength], a
ld hl, wNamingScreenBuffer
push de
ld d, 0
ld e, a
add hl, de
pop de
ld a, [hl]
jr .asm_6b37
.asm_6b1d
ld a, d
or a
jr nz, .asm_6b37
ld a, [wd009]
or a
jr nz, .asm_6b2b
ld a, TX_HIRAGANA
jr .asm_6b37
.asm_6b2b
ld a, TX_KATAKANA
jr .asm_6b37
; read character code from info. to register.
; hl: pointer.
.read_char
ld e, [hl]
inc hl
ld a, [hl] ; a: first byte of the code.
or a
; if 2 bytes code, jump.
jr nz, .asm_6b37
; if 1 byte code(ascii),
; set first byte to $0e.
ld a, $0e
; on 2 bytes code.
.asm_6b37
ld d, a ; de: character code.
ld hl, wNamingScreenBufferLength
ld a, [hl]
ld c, a
push hl
ld hl, wNamingScreenBufferMaxLength
cp [hl]
pop hl
jr nz, .asm_6b4c
; if the buffer is full
; just change the last character of it.
ld hl, wNamingScreenBuffer
dec hl
dec hl
jr .asm_6b51
; increase name length before add the character.
.asm_6b4c
inc [hl]
inc [hl]
ld hl, wNamingScreenBuffer
; write 2 bytes character codes to the name buffer.
; de: 2 bytes character codes.
; hl: dest.
.asm_6b51
ld b, 0
add hl, bc
ld [hl], d
inc hl
ld [hl], e
inc hl
ld [hl], TX_END ; null terminator.
call PrintPlayerNameFromInput
.nothing
or a
ret
.on_end
scf
ret
; this transforms the last japanese character
; in the name buffer into its dakuon shape or something.
; it seems to have been deprecated as the game was translated into english.
; but it can still be applied to english, such as upper-lower case transition.
; hl: info. pointer.
TransformCharacter:
ld a, [wNamingScreenBufferLength]
or a
jr z, .return ; if the length is zero, just return.
dec a
dec a
push hl
ld hl, wNamingScreenBuffer
ld d, 0
ld e, a
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
; de: last character in the buffer,
; but byte-wise swapped.
ld a, TX_KATAKANA
cp e
jr nz, .hiragana
; if it's katakana,
; make it hiragana by decreasing its high byte.
dec e
.hiragana
pop hl
.loop
ld a, [hli]
or a
jr z, .return
cp d
jr nz, .next
ld a, [hl]
cp e
jr nz, .next
inc hl
ld e, [hl]
inc hl
ld d, [hl]
or a
ret
.next
inc hl
inc hl
inc hl
jr .loop
.return
scf
ret
; given the position of the current cursor,
; it returns the pointer to the proper information.
; h: position x.
; l: position y.
GetCharInfoFromPos_Player:
push de
; (information index) = (x) * (height) + (y)
; (height) = 0x05(Deck) or 0x06(Player)
ld e, l
ld d, h
ld a, [wNamingScreenKeyboardHeight]
ld l, a
call HtimesL
ld a, l
add e
ld hl, KeyboardData_Player
pop de
or a
ret z
.loop
inc hl
inc hl
inc hl
inc hl
inc hl
inc hl
dec a
jr nz, .loop
ret
; a set of keyboard datum.
; unit: 6 bytes.
; structure:
; abs. y pos. (1) / abs. x pos. (1) / type 1 (1) / type 2 (1) / char. code (2)
; unused data contains its character code as zero.
kbitem: MACRO
db \1, \2, \3, \4
if (_NARG == 5)
dw \5
elif (\5 == TX_FULLWIDTH3)
dw (\5 << 8) | STRCAT("FW3_", \6)
else
dw (\5 << 8) | \6
endc
ENDM
KeyboardData_Player: ; (6:6baf)
kbitem $04, $02, $11, $00, TX_FULLWIDTH3, "A"
kbitem $06, $02, $12, $00, TX_FULLWIDTH3, "J"
kbitem $08, $02, $13, $00, TX_FULLWIDTH3, "S"
kbitem $0a, $02, $14, $00, "o"
kbitem $0c, $02, $15, $00, "d"
kbitem $10, $0f, $01, $09, $0000
kbitem $04, $04, $16, $00, TX_FULLWIDTH3, "B"
kbitem $06, $04, $17, $00, TX_FULLWIDTH3, "K"
kbitem $08, $04, $18, $00, TX_FULLWIDTH3, "T"
kbitem $0a, $04, $19, $00, TX_FULLWIDTH3, "&"
kbitem $0c, $04, $1a, $00, "e"
kbitem $10, $0f, $01, $09, $0000
kbitem $04, $06, $1b, $00, TX_FULLWIDTH3, "C"
kbitem $06, $06, $1c, $00, TX_FULLWIDTH3, "L"
kbitem $08, $06, $1d, $00, TX_FULLWIDTH3, "U"
kbitem $0a, $06, $1e, $00, "j"
kbitem $0c, $06, $1f, $00, "f"
kbitem $10, $0f, $01, $09, $0000
kbitem $04, $08, $20, $00, TX_FULLWIDTH3, "D"
kbitem $06, $08, $21, $00, TX_FULLWIDTH3, "M"
kbitem $08, $08, $22, $00, TX_FULLWIDTH3, "V"
kbitem $0a, $08, $23, $00, "k"
kbitem $0c, $08, $24, $00, "g"
kbitem $10, $0f, $01, $09, $0000
kbitem $04, $0a, $25, $00, TX_FULLWIDTH3, "E"
kbitem $06, $0a, $26, $00, TX_FULLWIDTH3, "N"
kbitem $08, $0a, $27, $00, TX_FULLWIDTH3, "W"
kbitem $0a, $0a, $28, $00, "w"
kbitem $0c, $0a, $29, $00, "h"
kbitem $10, $0f, $01, $09, $0000
kbitem $04, $0c, $2a, $00, TX_FULLWIDTH3, "F"
kbitem $06, $0c, $2b, $00, TX_FULLWIDTH3, "O"
kbitem $08, $0c, $2c, $00, TX_FULLWIDTH3, "X"
kbitem $0a, $0c, $2d, $00, "`"
kbitem $0c, $0c, $2e, $00, "i"
kbitem $10, $0f, $01, $09, $0000
kbitem $04, $0e, $2f, $00, TX_FULLWIDTH3, "G"
kbitem $06, $0e, $30, $00, TX_FULLWIDTH3, "P"
kbitem $08, $0e, $31, $00, TX_FULLWIDTH3, "Y"
kbitem $0a, $0e, $32, $00, "a"
kbitem $0c, $0e, $33, $00, TX_SYMBOL, SYM_No
kbitem $10, $0f, $01, $09, $0000
kbitem $04, $10, $34, $00, TX_FULLWIDTH3, "H"
kbitem $06, $10, $35, $00, TX_FULLWIDTH3, "Q"
kbitem $08, $10, $36, $00, TX_FULLWIDTH3, "Z"
kbitem $0a, $10, $3c, $00, "b"
kbitem $0c, $10, $3d, $00, TX_SYMBOL, SYM_Lv
kbitem $10, $0f, $01, $09, $0000
kbitem $04, $12, $37, $00, TX_FULLWIDTH3, "I"
kbitem $06, $12, $38, $00, TX_FULLWIDTH3, "R"
kbitem $08, $12, $39, $00, "n"
kbitem $0a, $12, $3a, $00, "c"
kbitem $0c, $12, $3b, $00, "p"
kbitem $10, $0f, $01, $09, $0000
kbitem $00, $00, $00, $00, $0000
; a set of transition datum.
; unit: 4 bytes.
; structure:
; previous char. code (2) / translated char. code (2)
; - the former char. code contains 0x0e in high byte.
; - the latter char. code contains only low byte.
TransitionTable1:
dw $0e16, $003e
dw $0e17, $003f
dw $0e18, $0040
dw $0e19, $0041
dw $0e1a, $0042
dw $0e1b, $0043
dw $0e1c, $0044
dw $0e1d, $0045
dw $0e1e, $0046
dw $0e1f, $0047
dw $0e20, $0048
dw $0e21, $0049
dw $0e22, $004a
dw $0e23, $004b
dw $0e24, $004c
dw $0e2a, $004d
dw $0e2b, $004e
dw $0e2c, $004f
dw $0e2d, $0050
dw $0e2e, $0051
dw $0e52, $004d
dw $0e53, $004e
dw $0e54, $004f
dw $0e55, $0050
dw $0e56, $0051
dw $0000
TransitionTable2:
dw $0e2a, $0052
dw $0e2b, $0053
dw $0e2c, $0054
dw $0e2d, $0055
dw $0e2e, $0056
dw $0e4d, $0052
dw $0e4e, $0053
dw $0e4f, $0054
dw $0e50, $0055
dw $0e51, $0056
dw $0000
; get deck name from the user into de.
; function description is similar to the player's.
; refer to 'InputPlayerName'.
InputDeckName: ; 1ad89 (6:6d89)
push af
; check if the buffer is empty.
ld a, [de]
or a
jr nz, .not_empty
; this buffer will contain half-width chars.
ld a, TX_HALFWIDTH
ld [de], a
.not_empty
pop af
inc a
call InitializeInputName
call Set_OBJ_8x8
xor a
ld [wTileMapFill], a
call EmptyScreen
call ZeroObjectPositions
ld a, $01
ld [wVBlankOAMCopyToggle], a
call LoadSymbolsFont
lb de, $38, $bf
call SetupText
call LoadHalfWidthTextCursorTile
xor a
ld [wd009], a
call Func_1ae99
xor a
ld [wNamingScreenCursorX], a
ld [wNamingScreenCursorY], a
ld a, $09
ld [wd005], a
ld a, $07
ld [wNamingScreenKeyboardHeight], a
ld a, $0f
ld [wceaa], a
ld a, $00
ld [wceab], a
.loop
ld a, $01
ld [wVBlankOAMCopyToggle], a
call DoFrame
call UpdateRNGSources
ldh a, [hDPadHeld]
and START
jr z, .on_start
ld a, $01
call PlayAcceptOrDeclineSFX
call Func_1afa1
ld a, 6
ld [wNamingScreenCursorX], a
ld [wNamingScreenCursorY], a
call Func_1afbd
jr .loop
.on_start
call Func_1aefb
jr nc, .loop
cp $ff
jr z, .asm_6e1c
call Func_1aec3
jr nc, .loop
call FinalizeInputName
ld hl, wNamingScreenDestPointer
ld a, [hli]
ld h, [hl]
ld l, a
inc hl
ld a, [hl]
or a
jr nz, .return
dec hl
ld [hl], TX_END
.return
ret
.asm_6e1c
ld a, [wNamingScreenBufferLength]
cp $02
jr c, .loop
ld e, a
ld d, 0
ld hl, wNamingScreenBuffer
add hl, de
dec hl
ld [hl], TX_END
ld hl, wNamingScreenBufferLength
dec [hl]
call ProcessTextWithUnderbar
jp .loop
; load, to the first tile of v0Tiles0, the graphics for the
; blinking black square used in name input screens.
; for inputting half width text.
LoadHalfWidthTextCursorTile:
ld hl, v0Tiles0 + $00 tiles
ld de, .data
ld b, 0
.loop
ld a, TILE_SIZE
cp b
ret z
inc b
ld a, [de]
inc de
ld [hli], a
jr .loop
.data
rept TILE_SIZE
db $f0
endr
; it's only for naming the deck.
ProcessTextWithUnderbar:
ld hl, wNamingScreenNamePosition
ld d, [hl]
inc hl
ld e, [hl]
call InitTextPrinting
ld hl, .underbar_data
ld de, wDefaultText
.loop ; copy the underbar string.
ld a, [hli]
ld [de], a
inc de
or a
jr nz, .loop
ld hl, wNamingScreenBuffer
ld de, wDefaultText
.loop2 ; copy the input from the user.
ld a, [hli]
or a
jr z, .print_name
ld [de], a
inc de
jr .loop2
.print_name
ld hl, wDefaultText
call ProcessText
ret
.underbar_data
db TX_HALFWIDTH
rept MAX_DECK_NAME_LENGTH
db "_"
endr
db TX_END
Func_1ae99: ; 1ae99 (6:6e99)
call DrawTextboxForKeyboard
call ProcessTextWithUnderbar
ld hl, wNamingScreenQuestionPointer
ld c, [hl]
inc hl
ld a, [hl]
ld h, a
or c
jr z, .print
; print the question string.
ld l, c
call PlaceTextItems
.print
; print "End"
ld hl, DrawNamingScreenBG.data
call PlaceTextItems
; print the keyboard characters.
ldtx hl, NamingScreenKeyboardText ; "A B C D..."
lb de, 2, 4
call InitTextPrinting
call ProcessTextFromID
call EnableLCD
ret
Func_1aec3: ; 1aec3 (6:6ec3)
ld a, [wNamingScreenCursorX]
ld h, a
ld a, [wNamingScreenCursorY]
ld l, a
call GetCharInfoFromPos_Deck
inc hl
inc hl
ld a, [hl]
cp $01
jr nz, .asm_6ed7
scf
ret
.asm_6ed7
ld d, a
ld hl, wNamingScreenBufferLength
ld a, [hl]
ld c, a
push hl
ld hl, wNamingScreenBufferMaxLength
cp [hl]
pop hl
jr nz, .asm_6eeb
ld hl, wNamingScreenBuffer
dec hl
jr .asm_6eef
.asm_6eeb
inc [hl]
ld hl, wNamingScreenBuffer
.asm_6eef
ld b, 0
add hl, bc
ld [hl], d
inc hl
ld [hl], TX_END
call ProcessTextWithUnderbar
or a
ret
Func_1aefb: ; 1aefb (6:6efb)
xor a
ld [wPlaysSfx], a
ldh a, [hDPadHeld]
or a
jp z, .asm_6f73
ld b, a
ld a, [wNamingScreenKeyboardHeight]
ld c, a
ld a, [wNamingScreenCursorX]
ld h, a
ld a, [wNamingScreenCursorY]
ld l, a
bit 6, b
jr z, .asm_6f1f
dec a
bit 7, a
jr z, .asm_6f4b
ld a, c
dec a
jr .asm_6f4b
.asm_6f1f
bit 7, b
jr z, .asm_6f2a
inc a
cp c
jr c, .asm_6f4b
xor a
jr .asm_6f4b
.asm_6f2a
cp $06
jr z, .asm_6f73
ld a, [wd005]
ld c, a
ld a, h
bit 5, b
jr z, .asm_6f40
dec a
bit 7, a
jr z, .asm_6f4e
ld a, c
dec a
jr .asm_6f4e
.asm_6f40
bit 4, b
jr z, .asm_6f73
inc a
cp c
jr c, .asm_6f4e
xor a
jr .asm_6f4e
.asm_6f4b
ld l, a
jr .asm_6f4f
.asm_6f4e
ld h, a
.asm_6f4f
push hl
call GetCharInfoFromPos_Deck
inc hl
inc hl
ld d, [hl]
push de
call Func_1afa1
pop de
pop hl
ld a, l
ld [wNamingScreenCursorY], a
ld a, h
ld [wNamingScreenCursorX], a
xor a
ld [wCheckMenuCursorBlinkCounter], a
ld a, $02
cp d
jp z, Func_1aefb
ld a, $01
ld [wPlaysSfx], a
.asm_6f73
ldh a, [hKeysPressed]
and $03
jr z, .asm_6f89
and $01
jr nz, .asm_6f7f
ld a, $ff
.asm_6f7f
call PlayAcceptOrDeclineSFX
push af
call Func_1afbd
pop af
scf
ret
.asm_6f89
ld a, [wPlaysSfx]
or a
jr z, .asm_6f92
call PlaySFX
.asm_6f92
ld hl, wCheckMenuCursorBlinkCounter
ld a, [hl]
inc [hl]
and $0f
ret nz
ld a, [wceaa]
bit 4, [hl]
jr z, Func_1afa1.asm_6fa4
Func_1afa1: ; 1afa1 (6:6fa1)
ld a, [wceab]
.asm_6fa4
ld e, a
ld a, [wNamingScreenCursorX]
ld h, a
ld a, [wNamingScreenCursorY]
ld l, a
call GetCharInfoFromPos_Deck
ld a, [hli]
ld c, a
ld b, [hl]
dec b
ld a, e
call Func_1afc2
call WriteByteToBGMap0
or a
ret
Func_1afbd: ; 1afbd (6:6fbd)
ld a, [wceaa]
jr Func_1afa1.asm_6fa4
Func_1afc2: ; 1afc2 (6:6fc2)
push af
push bc
push de
push hl
push af
call ZeroObjectPositions
pop af
ld b, a
ld a, [wceab]
cp b
jr z, .asm_6ffb
ld a, [wNamingScreenBufferLength]
ld d, a
ld a, [wNamingScreenBufferMaxLength]
ld e, a
ld a, d
cp e
jr nz, .asm_6fdf
dec a
.asm_6fdf
dec a
ld d, a
ld hl, wNamingScreenNamePosition
ld a, [hl]
sla a
add d
ld d, a
ld h, $04
ld l, d
call HtimesL
ld a, l
add $08
ld d, a
ld e, $18
ld bc, $0000
call SetOneObjectAttributes
.asm_6ffb
pop hl
pop de
pop bc
pop af
ret
; given the cursor position,
; returns the character information which the cursor directs.
; it's similar to "GetCharInfoFromPos_Player",
; but the data structure is different in its unit size.
; its unit size is 3, and player's is 6.
; h: x
; l: y
GetCharInfoFromPos_Deck:
push de
ld e, l
ld d, h
ld a, [wNamingScreenKeyboardHeight]
ld l, a
call HtimesL
ld a, l
add e
; x * h + y
ld hl, KeyboardData_Deck
pop de
or a
ret z
.loop
inc hl
inc hl
inc hl
dec a
jr nz, .loop
ret
KeyboardData_Deck: ; (6:7019)
db $04, $02, "A"
db $06, $02, "J"
db $08, $02, "S"
db $0a, $02, "?"
db $0c, $02, "4"
db $0e, $02, $02
db $10, $0f, $01
db $04, $04, "B"
db $06, $04, "K"
db $08, $04, "T"
db $0a, $04, "&"
db $0c, $04, "5"
db $0e, $04, $02
db $10, $0f, $01
db $04, $06, "C"
db $06, $06, "L"
db $08, $06, "U"
db $0a, $06, "+"
db $0c, $06, "6"
db $0e, $06, $02
db $10, $0f, $01
db $04, $08, "D"
db $06, $08, "M"
db $08, $08, "V"
db $0a, $08, "-"
db $0c, $08, "7"
db $0e, $08, $02
db $10, $0f, $01
db $04, $0a, "E"
db $06, $0a, "N"
db $08, $0a, "W"
db $0a, $0a, "'"
db $0c, $0a, "8"
db $0e, $0a, $02
db $10, $0f, $01
db $04, $0c, "F"
db $06, $0c, "O"
db $08, $0c, "X"
db $0a, $0c, "0"
db $0c, $0c, "9"
db $0e, $0c, $02
db $10, $0f, $01
db $04, $0e, "G"
db $06, $0e, "P"
db $08, $0e, "Y"
db $0a, $0e, "1"
db $0c, $0e, " "
db $0e, $0e, $02
db $10, $0f, $01
db $04, $10, "H"
db $06, $10, "Q"
db $08, $10, "Z"
db $0a, $10, "2"
db $0c, $10, " "
db $0e, $10, $02
db $10, $0f, $01
db $04, $12, "I"
db $06, $12, "R"
db $08, $12, "!"
db $0a, $12, "3"
db $0c, $12, " "
db $0e, $12, $02
db $10, $0f, $01
; unknown data.
; needs analyze.
; (6:70d6)
INCROM $1b0d6, $1ba12
Func_1ba12: ; 1ba12 (6:7a12)
push af
ld [bc], a
call EnableSRAM
ld a, [wd0a9]
ld l, a
ld h, $1e
call HtimesL
ld bc, $78e8
add hl, bc
ld b, $00
.asm_7a26
call Func_1ba4c
call Func_1ba5b
call Func_1ba7d
push hl
ld de, wd0aa
ld h, b
ld l, $02
call HtimesL
add hl, de
ld d, h
ld e, l
pop hl
ld a, [hli]
ld [de], a
inc de
ld a, [hli]
ld [de], a
inc b
ld a, b
cp $05
jr nz, .asm_7a26
call DisableSRAM
ret
Func_1ba4c: ; 1ba4c (6:7a4c)
push hl
ld l, b
ld h, $54
call HtimesL
ld de, s0a350
add hl, de
ld d, h
ld e, l
pop hl
ret
Func_1ba5b: ; 1ba5b (6:7a5b)
push hl
push bc
push de
push de
ld e, [hl]
inc hl
ld d, [hl]
pop hl
ld bc, $0018
add hl, bc
.asm_7a67
ld a, [de]
inc de
ld b, a
or a
jr z, .asm_7a77
ld a, [de]
inc de
ld c, a
.asm_7a70
ld [hl], c
inc hl
dec b
jr nz, .asm_7a70
jr .asm_7a67
.asm_7a77
pop de
pop bc
pop hl
inc hl
inc hl
ret
Func_1ba7d: ; 1ba7d (6:7a7d)
push hl
push bc
push de
ld a, [hli]
ld h, [hl]
ld l, a
ld de, wd089
call CopyText
pop hl
ld de, wd089
.asm_7a8d
ld a, [de]
ld [hli], a
or a
jr z, .asm_7a95
inc de
jr .asm_7a8d
.asm_7a95
pop bc
pop hl
inc hl
inc hl
ret
; farcall from 0xb87e(2:787d): [EF|06|9A|7A]
Func_1ba9a: ; 1ba9a (6:7a9a)
xor a
ld [wd0a6], a
ld a, $01
.asm_7aa0
call Func_1bae4
ret nc
sla a
cp $10
jr z, .asm_7aac
jr .asm_7aa0
.asm_7aac
ld a, $03
call Func_1bae4
ret nc
ld a, $05
call Func_1bae4
ret nc
ld a, $09
call Func_1bae4
ret nc
ld a, $06
call Func_1bae4
ret nc
ld a, $0a
call Func_1bae4
ret nc
ld a, $0c
call Func_1bae4
ret nc
ld a, $f7
.asm_7ad2
call Func_1bae4
ret nc
sra a
cp $ff
jr z, .asm_7ade
jr .asm_7ad2
.asm_7ade
call Func_1bae4
ret nc
scf
ret
Func_1bae4: ; 1bae4 (6:7ae4)
push af
ld hl, wd088
ld b, [hl]
farcall $2, $7625
jr c, .asm_7af5
pop af
ld [wd0a6], a
or a
ret
.asm_7af5
pop af
scf
ret
rept $508
db $ff
endr
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