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|
Func_1c000: ; 1c000 (7:4000)
jp Set_WD_off
; unreferenced debug function
; prints player's coordinates by pressing B
; and draws palettes by pressing A
Func_1c003: ; 1c003 (7:4003)
ld a, [wCurMap]
or a
jr z, Func_1c000
ld a, [wOverworldMode]
cp OWMODE_START_SCRIPT
jr nc, Func_1c000
ldh a, [hKeysHeld]
ld b, a
and A_BUTTON | B_BUTTON
cp b
jr nz, Func_1c000
and B_BUTTON
jr z, Func_1c000
ld bc, $20
ld a, [wPlayerXCoord]
bank1call WriteTwoByteNumberInTxSymbolFormat
ld bc, $320
ld a, [wPlayerYCoord]
bank1call WriteTwoByteNumberInTxSymbolFormat
ld a, $77
ldh [hWX], a
ld a, $88
ldh [hWY], a
ldh a, [hKeysPressed]
and A_BUTTON
jr z, .skip_load_scene
ld a, SCENE_COLOR_PALETTE
lb bc, 0, 33
call LoadScene
.skip_load_scene
ldh a, [hKeysHeld]
and A_BUTTON
jr z, .set_wd_on
ld a, $67
ldh [hWX], a
ld a, $68
ldh [hWY], a
.set_wd_on
call Set_WD_on
ret
Func_1c056: ; 1c056 (7:4056)
push hl
push bc
push de
ld a, [wCurMap]
add a
ld c, a
ld b, $0
ld hl, WarpDataPointers
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ld bc, $0005
ld a, [wPlayerXCoord]
ld d, a
ld a, [wPlayerYCoord]
ld e, a
.asm_1c072
ld a, [hli]
or [hl]
jr z, .asm_1c095
ld a, [hld]
cp e
jr nz, .asm_1c07e
ld a, [hl]
cp d
jr z, .asm_1c081
.asm_1c07e
add hl, bc
jr .asm_1c072
.asm_1c081
inc hl
inc hl
ld a, [hli]
ld [wTempMap], a
ld a, [hli]
ld [wTempPlayerXCoord], a
ld a, [hli]
ld [wTempPlayerYCoord], a
ld a, [wPlayerDirection]
ld [wTempPlayerDirection], a
.asm_1c095
pop de
pop bc
pop hl
ret
INCLUDE "data/warps.asm"
; loads data from the map header of wCurMap
LoadMapHeader: ; 1c33b (7:433b)
push hl
push bc
push de
ld a, [wCurMap]
add a
ld c, a
add a
add c
ld c, a
ld b, 0
ld hl, MapHeaders
add hl, bc
ld a, [hli]
ld [wCurTilemap], a
ld a, [hli]
ld c, a ; CGB tilemap variant
ld a, [hli]
ld [wd28f], a
ld a, [hli]
ld [wd132], a
ld a, [hli]
ld [wd290], a
ld a, [hli]
ld [wDefaultSong], a
ld a, [wConsole]
cp CONSOLE_CGB
jr nz, .got_tilemap
; use CGB variant, if valid
ld a, c
or a
jr z, .got_tilemap
ld [wCurTilemap], a
.got_tilemap
pop de
pop bc
pop hl
ret
INCLUDE "data/map_headers.asm"
ClearNPCs: ; 1c440 (7:4440)
push hl
push bc
ld hl, wLoadedNPCs
ld c, LOADED_NPC_MAX * LOADED_NPC_LENGTH
xor a
.loop
ld [hli], a
dec c
jr nz, .loop
ld [wNumLoadedNPCs], a
ld [wRonaldIsInMap], a
pop bc
pop hl
ret
GetNPCDirection: ; 1c455 (7:4455)
push hl
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_DIRECTION
call GetItemInLoadedNPCIndex
ld a, [hl]
pop hl
ret
; sets new position to active NPC
; and updates its tile permissions
; bc = new coords
SetNPCPosition: ; 1c461 (7:4461)
push hl
push bc
call UpdateNPCsTilePermission
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_COORD_X
call GetItemInLoadedNPCIndex
ld a, b
ld [hli], a
ld [hl], c
call SetNPCsTilePermission
pop bc
pop hl
ret
GetNPCPosition: ; 1c477 (7:4477)
push hl
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_COORD_X
call GetItemInLoadedNPCIndex
ld a, [hli]
ld b, a
ld c, [hl]
pop hl
ret
; Loads NPC Sprite Data
LoadNPC: ; 1c485 (7:4485)
push hl
push bc
push de
xor a
ld [wLoadedNPCTempIndex], a
ld b, a
ld c, LOADED_NPC_MAX
ld hl, wLoadedNPCs
ld de, LOADED_NPC_LENGTH
.findEmptyIndexLoop
ld a, [hl]
or a
jr z, .foundEmptyIndex
add hl, de
inc b
dec c
jr nz, .findEmptyIndexLoop
ld hl, wLoadedNPCs
debug_nop
jr .exit
.foundEmptyIndex
ld a, b
ld [wLoadedNPCTempIndex], a
ld a, [wNPCSpriteID]
farcall CreateSpriteAndAnimBufferEntry
jr c, .exit
ld a, [wLoadedNPCTempIndex]
call GetLoadedNPCID
push hl
ld a, [wTempNPC]
ld [hli], a
ld a, [wWhichSprite]
ld [hli], a
ld a, [wLoadNPCXPos]
ld [hli], a
ld a, [wLoadNPCYPos]
ld [hli], a
ld a, [wLoadNPCDirection]
ld [hli], a
ld a, [wNPCAnimFlags]
ld [hli], a
ld a, [wNPCAnim]
ld [hli], a
ld a, [wLoadNPCDirection]
ld [hli], a
call UpdateNPCAnimation
call ApplyRandomCountToNPCAnim
ld hl, wNumLoadedNPCs
inc [hl]
pop hl
call UpdateNPCSpritePosition
call SetNPCsTilePermission
ld a, [wTempNPC]
call CheckIfNPCIsRonald
jr nc, .exit
ld a, TRUE
ld [wRonaldIsInMap], a
.exit
pop de
pop bc
pop hl
ret
; returns carry if input NPC ID in register a is Ronald
CheckIfNPCIsRonald: ; 1c4fa (7:44fa)
cp NPC_RONALD1
jr z, .set_carry
cp NPC_RONALD2
jr z, .set_carry
cp NPC_RONALD3
jr z, .set_carry
or a
ret
.set_carry
scf
ret
UnloadNPC: ; 1c50a (7:450a)
push hl
call UpdateNPCsTilePermission
ld a, [wLoadedNPCTempIndex]
call GetLoadedNPCID
ld a, [hl]
or a
jr z, .exit
call CheckIfNPCIsRonald
jr nc, .not_ronald
xor a ; FALSE
ld [wRonaldIsInMap], a
.not_ronald
xor a
ld [hli], a
ld a, [hl]
farcall DisableSpriteAnim
ld hl, wNumLoadedNPCs
dec [hl]
.exit
pop hl
ret
Func_1c52e: ; 1c52e (7:452e)
push hl
push af
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_DIRECTION_BACKUP
call GetItemInLoadedNPCIndex
pop af
ld [hl], a
call Func_1c5e9
pop hl
ret
Func_1c53f: ; 1c53f (7:453f)
push hl
push bc
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_DIRECTION
call GetItemInLoadedNPCIndex
ld a, [hl]
ld bc, LOADED_NPC_DIRECTION_BACKUP - LOADED_NPC_DIRECTION
add hl, bc
ld [hl], a ; LOADED_NPC_DIRECTION_BACKUP
push af
call Func_1c5e9
pop af
pop bc
pop hl
ret
Func_1c557: ; 1c557 (7:4557)
push bc
ld c, a
ld a, [wLoadedNPCTempIndex]
push af
ld a, [wTempNPC]
push af
ld a, c
ld [wTempNPC], a
ld c, $0
call FindLoadedNPC
jr c, .asm_1c570
call Func_1c53f
ld c, a
.asm_1c570
pop af
ld [wTempNPC], a
pop af
ld [wLoadedNPCTempIndex], a
ld a, c
pop bc
ret
; a = NPC animation
SetNPCAnimation: ; 1c57b (7:457b)
push hl
push bc
push af
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_ANIM
call GetItemInLoadedNPCIndex
pop af
ld [hl], a
call UpdateNPCAnimation
pop bc
pop hl
ret
UpdateNPCAnimation: ; 1c58e (7:458e)
push hl
push bc
ld a, [wWhichSprite]
push af
ld a, [wLoadedNPCTempIndex]
call GetLoadedNPCID
ld a, [hli]
or a
jr z, .quit
ld a, [hl]
ld [wWhichSprite], a
ld bc, LOADED_NPC_ANIM - LOADED_NPC_SPRITE
add hl, bc
ld a, [hld] ; LOADED_NPC_ANIM
bit NPC_FLAG_DIRECTIONLESS_F, [hl] ; LOADED_NPC_FLAGS
jr nz, .asm_1c5ae
dec hl
add [hl] ; LOADED_NPC_ANIM + LOADED_NPC_DIRECTION
inc hl
.asm_1c5ae
farcall StartNewSpriteAnimation
.quit
pop af
ld [wWhichSprite], a
pop bc
pop hl
ret
; if NPC's sprite has an animation,
; give it a random initial value
; this makes it so that all NPCs are out of phase
; when they are loaded into a map
ApplyRandomCountToNPCAnim: ; 1c5b9 (7:45b9)
push hl
push bc
ld a, [wWhichSprite]
push af
ld a, [wLoadedNPCTempIndex]
call GetLoadedNPCID
ld a, [hli]
or a
jr z, .done
ld a, [hl]
ld [wWhichSprite], a
ld c, SPRITE_ANIM_COUNTER
call GetSpriteAnimBufferProperty
ld a, [hl]
or a
jr z, .done
cp $ff
jr z, .done
dec a
call Random
ld c, a
ld a, [hl]
sub c
ld [hl], a
.done
pop af
ld [wWhichSprite], a
pop bc
pop hl
ret
; sets the loaded NPC's direction
; to the direction that is in LOADED_NPC_DIRECTION_BACKUP
Func_1c5e9: ; 1c5e9 (7:45e9)
push hl
push bc
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_DIRECTION_BACKUP
call GetItemInLoadedNPCIndex
ld a, [hl]
ld bc, LOADED_NPC_DIRECTION - LOADED_NPC_DIRECTION_BACKUP
add hl, bc
ld [hl], a ; LOADED_NPC_DIRECTION
call UpdateNPCAnimation
pop bc
pop hl
ret
; a = new direction
SetNPCDirection: ; 1c5ff (7:45ff)
push hl
push af
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_DIRECTION
call GetItemInLoadedNPCIndex
pop af
ld [hl], a
call UpdateNPCAnimation
pop hl
ret
HandleAllNPCMovement: ; 1c610 (7:4610)
push hl
push bc
push de
xor a
ld [wIsAnNPCMoving], a
ld a, [wNumLoadedNPCs]
or a
jr z, .exit
ld c, LOADED_NPC_MAX
ld hl, wLoadedNPCs
ld de, LOADED_NPC_LENGTH
.loop_npcs
ld a, [hl]
or a
jr z, .next_npc
push bc
inc hl
ld a, [hld]
ld [wWhichSprite], a
call UpdateNPCMovementStep
call .UpdateSpriteAnimFlag
call UpdateNPCSpritePosition
call UpdateIsAnNPCMovingFlag
pop bc
.next_npc
add hl, de
dec c
jr nz, .loop_npcs
.exit
pop de
pop bc
pop hl
ret
.UpdateSpriteAnimFlag
push hl
push bc
ld bc, LOADED_NPC_COORD_X
add hl, bc
ld b, [hl]
inc hl
ld c, [hl]
call GetPermissionOfMapPosition
and $10
push af
ld c, SPRITE_ANIM_FLAGS
call GetSpriteAnimBufferProperty
pop af
ld a, [hl]
jr z, .reset_flag
set SPRITE_ANIM_FLAG_UNSKIPPABLE, [hl]
jr .done
.reset_flag
res SPRITE_ANIM_FLAG_UNSKIPPABLE, [hl]
.done
pop bc
pop hl
ret
UpdateNPCSpritePosition: ; 1c665 (7:4665)
push hl
push bc
push de
call .GetOffset
; get NPC and sprite coords
push bc
ld de, LOADED_NPC_COORD_X
add hl, de
ld e, l
ld d, h
ld c, SPRITE_ANIM_COORD_X
call GetSpriteAnimBufferProperty
pop bc
; hl = sprite coords
; de = NPC coords
ld a, [de] ; x
sla a
sla a
sla a
add $8
sub b
ld [hli], a
inc de
ld a, [de] ; y
sla a
sla a
sla a
add $10
sub c
ld [hli], a
pop de
pop bc
pop hl
ret
; outputs in bc the coordinate offsets
; given NPCs direction and its movement step
.GetOffset
push hl
ld bc, $0
ld de, LOADED_NPC_FLAGS
add hl, de
ld e, 0
ld a, [hl]
and NPC_FLAG_MOVING
jr z, .got_direction
dec hl
ld a, [hl] ; LOADED_NPC_DIRECTION
ld de, LOADED_NPC_MOVEMENT_STEP - LOADED_NPC_DIRECTION
add hl, de
ld e, [hl] ; LOADED_NPC_MOVEMENT_STEP
.got_direction
ld hl, .function_table
call JumpToFunctionInTable
pop hl
ret
.function_table
dw .north
dw .east
dw .south
dw .west
.west
ld a, e
cpl
inc a
ld e, a
.east
ld b, e
ldh a, [hSCX]
sub b
ld b, a
ldh a, [hSCY]
ld c, a
ret
.north
ld a, e
cpl
inc a
ld e, a
.south
ld c, e
ldh a, [hSCY]
sub c
ld c, a
ldh a, [hSCX]
ld b, a
ret
; ands wIsAnNPCMoving with the current
; NPC's NPC_FLAG_MOVING_F
UpdateIsAnNPCMovingFlag: ; 1c6d3 (7:46d3)
push hl
push bc
ld bc, LOADED_NPC_FLAGS
add hl, bc
ld a, [wIsAnNPCMoving]
or [hl]
ld [wIsAnNPCMoving], a
pop bc
pop hl
ret
SetNPCsTilePermission: ; 1c6e3 (7:46e3)
push hl
push bc
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_COORD_X
call GetItemInLoadedNPCIndex
ld a, [hli]
ld b, a
ld c, [hl]
ld a, $40
call SetPermissionOfMapPosition
pop bc
pop hl
ret
SetAllNPCTilePermissions: ; 1c6f8 (7:46f8)
push hl
push bc
push de
ld b, $00
ld c, LOADED_NPC_MAX
ld hl, wLoadedNPCs
ld de, LOADED_NPC_LENGTH
.loop_npcs
ld a, [hl]
or a
jr z, .next_npc
ld a, b
ld [wLoadedNPCTempIndex], a
call SetNPCsTilePermission
.next_npc
add hl, de
inc b
dec c
jr nz, .loop_npcs
pop de
pop bc
pop hl
ret
UpdateNPCsTilePermission: ; 1c719 (7:4719)
push hl
push bc
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_COORD_X
call GetItemInLoadedNPCIndex
ld a, [hli]
ld b, a
ld c, [hl]
ld a, $40
call UpdatePermissionOfMapPosition
pop bc
pop hl
ret
; Find NPC at coords b (x) c (y)
FindNPCAtLocation: ; 1c72e (7:472e)
push hl
push bc
push de
ld d, $00
ld e, LOADED_NPC_MAX
ld hl, wLoadedNPC1CoordX
.findValidNPCLoop
ld a, [hli]
cp b
jr nz, .noValidNPCHere
ld a, [hl]
cp c
jr nz, .noValidNPCHere
push hl
inc hl
inc hl
bit 6, [hl]
pop hl
jr nz, .noValidNPCHere
push hl
dec hl
dec hl
ld a, [hl]
or a
pop hl
jr nz, .foundNPCExit
.noValidNPCHere
ld a, LOADED_NPC_LENGTH - 1
add l
ld l, a
ld a, h
adc $00
ld h, a
inc d
dec e
jr nz, .findValidNPCLoop
scf
jr .exit
.foundNPCExit
ld a, d
ld [wLoadedNPCTempIndex], a
or a
.exit
pop de
pop bc
pop hl
ret
; Probably needs a new name. Loads data for NPC that the next Script is for
; Sets direction, Loads Image data for it, loads name, and more
SetNewScriptNPC: ; 1c768 (7:4768)
push hl
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_DIRECTION
call GetItemInLoadedNPCIndex
ld a, [wPlayerDirection]
xor $02
ld [hl], a
call UpdateNPCAnimation
ld a, $02
farcall Func_c29b
ld a, [wLoadedNPCTempIndex]
call GetLoadedNPCID
ld a, [hl]
farcall GetNPCNameAndScript
pop hl
ret
StartNPCMovement: ; 1c78d (7:478d)
push hl
; set NPC as moving
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_FLAGS
call GetItemInLoadedNPCIndex
set NPC_FLAG_MOVING_F, [hl]
; reset its movement step
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_MOVEMENT_STEP
call GetItemInLoadedNPCIndex
xor a
ld [hli], a
.loop_movement
ld [hl], c ; LOADED_NPC_MOVEMENT_PTR
inc hl
ld [hl], b
dec hl
call GetNextNPCMovementByte
cp $f0
jr nc, .special_command
push af
and DIRECTION_MASK
call SetNPCDirection
pop af
; if it was not a rotation, exit...
bit 7, a
jr z, .exit
; ...otherwise jump to next movement instruction
inc bc
jr .loop_movement
.special_command
cp $ff
jr z, .stop_movement
; jump to a movement command
; read its argument
inc bc
call GetNextNPCMovementByte
push hl
ld l, a
ld h, $0
bit 7, l
jr z, .got_offset
dec h ; $ff
.got_offset
; add the offset to bc
add hl, bc
ld c, l
ld b, h
pop hl
jr .loop_movement
.stop_movement
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_FLAGS
call GetItemInLoadedNPCIndex
res NPC_FLAG_MOVING_F, [hl]
.exit
pop hl
ret
; returns nz if there is an NPC currently moving
CheckIsAnNPCMoving: ; 1c7de (7:47de)
ld a, [wIsAnNPCMoving]
and NPC_FLAG_MOVING
ret
; while the NPC is moving, increment its movement step by 1
; once it reaches a value greater than 16, update
; its tile permission and its position and start next movement
UpdateNPCMovementStep: ; 1c7e4 (7:47e4)
push hl
push bc
push de
ld bc, LOADED_NPC_FLAGS
add hl, bc
bit NPC_FLAG_MOVING_F, [hl]
jr z, .exit
ld bc, LOADED_NPC_MOVEMENT_STEP - LOADED_NPC_FLAGS
add hl, bc
inc [hl] ; increment movement step
bit 4, [hl]
jr z, .exit ; still hasn't reached the next tile
call UpdateNPCsTilePermission
call UpdateNPCPosition
inc hl
ld c, [hl] ; LOADED_NPC_MOVEMENT_PTR
inc hl
ld b, [hl]
inc bc
call StartNPCMovement
call SetNPCsTilePermission
.exit
pop de
pop bc
pop hl
ret
UpdateNPCPosition: ; 1c80d (7:480d)
push hl
push bc
ld a, [wLoadedNPCTempIndex]
ld l, LOADED_NPC_DIRECTION
call GetItemInLoadedNPCIndex
ld a, [hld]
push hl
rlca ; *2
ld c, a
ld b, $00
ld hl, PlayerMovementOffsetTable_Tiles
add hl, bc
ld b, [hl] ; x offset
inc hl
ld c, [hl] ; y offset
pop hl
ld a, [hl] ; LOADED_NPC_COORD_Y
add c
ld [hld], a
ld a, [hl] ; LOADED_NPC_COORD_X
add b
ld [hl], a
pop bc
pop hl
ret
ClearMasterBeatenList: ; 1c82e (7:482e)
push hl
push bc
ld c, $a
ld hl, wMastersBeatenList
xor a
.loop
ld [hli], a
dec c
jr nz, .loop
pop bc
pop hl
ret
; writes Master in register a to
; first empty slot in wMastersBeatenList
AddMasterBeatenToList: ; 1c83d (7:483d)
push hl
push bc
ld b, a
ld c, $a
ld hl, wMastersBeatenList
.loop
ld a, [hl]
or a
jr z, .found_empty_slot
cp b
jr z, .exit
inc hl
dec c
jr nz, .loop
debug_nop
jr .exit
.found_empty_slot
ld a, b
ld [hl], a
.exit
pop bc
pop hl
ret
; iterates all masters and attempts to
; add each of them to wMastersBeatenList
AddAllMastersToMastersBeatenList: ; 1c858 (7:4858)
ld a, $01
.loop
push af
call AddMasterBeatenToList
pop af
inc a
cp $0b
jr c, .loop
ret
Func_1c865: ; 1c865 (7:4865)
ret
; unreferenced debug function
; adjusts hSCX and hSCY by using the arrow keys
; pressing B makes it scroll faster
Func_1c866: ; 1c866 (7:4866)
ldh a, [hKeysHeld]
and B_BUTTON
call nz, .asm_1c86d ; executes following part twice
.asm_1c86d
ldh a, [hSCX]
ld b, a
ldh a, [hSCY]
ld c, a
ldh a, [hKeysHeld]
bit D_UP_F, a
jr z, .check_d_down
inc c
.check_d_down
bit D_DOWN_F, a
jr z, .check_d_left
dec c
.check_d_left
bit D_LEFT_F, a
jr z, .check_d_right
inc b
.check_d_right
bit D_RIGHT_F, a
jr z, .asm_1c889
dec b
.asm_1c889
ld a, b
ldh [hSCX], a
ld a, c
ldh [hSCY], a
ret
; unreferenced
; sets some flags on a given sprite
Func_1c890: ; 1c890 (7:4890)
ld a, [wVBlankCounter]
and %111111
ret nz
ld a, [wd41b]
cp $11
jr z, .asm_1c8a3
cp $0e
ret c
cp $10
ret nc
; wd41b == $11 || (wd41b >= $0e && wd41b < $10)
.asm_1c8a3
ld a, [wd41c]
ld [wWhichSprite], a
ld c, SPRITE_ANIM_FLAGS
call GetSpriteAnimBufferProperty
call UpdateRNGSources
and (1 << SPRITE_ANIM_FLAG_X_SUBTRACT)
jr nz, .asm_1c8b9
res SPRITE_ANIM_FLAG_SPEED, [hl]
jr .asm_1c8bb
.asm_1c8b9
set SPRITE_ANIM_FLAG_SPEED, [hl]
.asm_1c8bb
ret
Func_1c8bc: ; 1c8bc (7:48bc)
push hl
push bc
call Set_OBJ_8x8
ld a, LOW(Func_3ba2)
ld [wDoFrameFunction], a
ld a, HIGH(Func_3ba2)
ld [wDoFrameFunction + 1], a
ld a, $ff
ld hl, wAnimationQueue
ld c, ANIMATION_QUEUE_LENGTH
.fill_queue
ld [hli], a
dec c
jr nz, .fill_queue
ld [wd42a], a
ld [wd4c0], a
xor a
ld [wDuelAnimBufferCurPos], a
ld [wDuelAnimBufferSize], a
ld [wd4b3], a
call DefaultScreenAnimationUpdate
call Func_3ca0
pop bc
pop hl
ret
PlayLoadedDuelAnimation: ; 1c8ef (7:48ef)
ld a, [wDoFrameFunction + 0]
cp LOW(Func_3ba2)
jr nz, .error
ld a, [wDoFrameFunction + 1]
cp HIGH(Func_3ba2)
jr z, .okay
.error
debug_nop
ret
.okay
ld a, [wTempAnimation]
ld [wd4bf], a
cp DUEL_SPECIAL_ANIMS
jp nc, Func_1cb5e
push hl
push bc
push de
call GetAnimationData
; hl: pointer
ld a, [wAnimationsDisabled]
or a
jr z, .check_to_play_sfx
; animations are disabled
push hl
ld bc, ANIM_SPRITE_ANIM_FLAGS
add hl, bc
ld a, [hl]
; if flag is set, play animation anyway
and (1 << SPRITE_ANIM_FLAG_UNSKIPPABLE)
pop hl
jr z, .return
.check_to_play_sfx
push hl
ld bc, ANIM_SOUND_FX_ID
add hl, bc
ld a, [hl]
pop hl
or a
jr z, .calc_addr
call PlaySFX
.calc_addr
; this data field is always $00,
; so this calculation is unnecessary
; seems like there was supposed to be
; more than 1 function to handle animation
push hl
ld bc, ANIM_HANDLER_FUNCTION
add hl, bc
ld a, [hl]
rlca
add LOW(.address) ; $48
ld l, a ; LO
ld a, HIGH(.address) ; $49
adc 0
ld h, a ; HI
; hl: pointer
ld a, [hli]
ld b, [hl]
ld c, a
pop hl
call CallBC
.return
pop de
pop bc
pop hl
ret
.address
dw .handler_func
.handler_func ; 1c94a (7:494a)
; if any of ANIM_SPRITE_ID, ANIM_PALETTE_ID and ANIM_SPRITE_ANIM_ID
; are 0, then return
ld e, l
ld d, h
ld c, ANIM_SPRITE_ANIM_ID + 1
.loop
ld a, [de]
or a
jr z, .return_with_carry
inc de
dec c
jr nz, .loop
ld a, [hli] ; ANIM_SPRITE_ID
farcall CreateSpriteAndAnimBufferEntry
ld a, [wWhichSprite]
ld [wAnimationQueue], a ; push an animation to the queue
xor a
ld [wVRAMTileOffset], a
ld [wd4cb], a
ld a, [hli] ; ANIM_PALETTE_ID
farcall LoadPaletteData
ld a, [hli] ; ANIM_SPRITE_ANIM_ID
push af
ld a, [hli] ; ANIM_SPRITE_ANIM_FLAGS
ld [wAnimFlags], a
call LoadAnimCoordsAndFlags
pop af
farcall StartNewSpriteAnimation
or a
jr .done
.return_with_carry
scf
.done
ret
; loads the correct coordinates/flags for
; sprite animation in wAnimationQueue
LoadAnimCoordsAndFlags: ; 1c980 (7:4980)
push hl
push bc
ld a, [wAnimationQueue]
ld c, SPRITE_ANIM_ATTRIBUTES
call GetSpriteAnimBufferProperty_SpriteInA
call GetAnimCoordsAndFlags
push af
and (1 << SPRITE_ANIM_FLAG_6) | (1 << SPRITE_ANIM_FLAG_5)
or [hl]
ld [hli], a
ld a, b
ld [hli], a ; SPRITE_ANIM_COORD_X
ld [hl], c ; SPRITE_ANIM_COORD_Y
pop af
ld bc, SPRITE_ANIM_FLAGS - SPRITE_ANIM_COORD_Y
add hl, bc
ld c, a ; useless
and (1 << SPRITE_ANIM_FLAG_Y_SUBTRACT) | (1 << SPRITE_ANIM_FLAG_X_SUBTRACT)
or [hl]
ld [hl], a
pop bc
pop hl
ret
; outputs x and y coordinates for the sprite animation
; taking into account who the turn duelist is.
; also returns in a the allowed animation flags of
; the configuration that is selected.
; output:
; a = anim flags
; b = x coordinate
; c = y coordinate
GetAnimCoordsAndFlags: ; 1c9a2 (7:49a2)
push hl
ld c, 0
ld a, [wAnimFlags]
and (1 << SPRITE_ANIM_FLAG_SPEED)
jr nz, .calc_addr
ld a, [wDuelAnimationScreen]
add a ; 2 * [wDuelAnimationScreen]
ld c, a
add a ; 4 * [wDuelAnimationScreen]
add c ; 6 * [wDuelAnimationScreen]
add a ; 12 * [wDuelAnimationScreen]
ld c, a
ld a, [wDuelAnimDuelistSide]
cp PLAYER_TURN
jr z, .player_side
; opponent side
ld a, 6
add c
ld c, a
.player_side
ld a, [wDuelAnimLocationParam]
add c ; a = [wDuelAnimLocationParam] + c
ld c, a
ld b, 0
ld hl, AnimationCoordinatesIndex
add hl, bc
ld c, [hl]
.calc_addr
ld a, c
add a ; a = c * 2
add c ; a = c * 3
ld c, a
ld b, 0
ld hl, AnimationCoordinates
add hl, bc
ld b, [hl] ; x coord
inc hl
ld c, [hl] ; y coord
inc hl
ld a, [wAnimFlags]
and [hl] ; flags
pop hl
ret
AnimationCoordinatesIndex:
; animations in the Duel Main Scene
db $01, $01, $01, $01, $01, $01 ; player
db $02, $02, $02, $02, $02, $02 ; opponent
; animations in the Player's Play Area, for each Play Area Pokemon
db $03, $04, $05, $06, $07, $08 ; player
db $03, $04, $05, $06, $07, $08 ; opponent
; animations in the Opponent's Play Area, for each Play Area Pokemon
db $09, $0a, $0b, $0c, $0d, $0e ; player
db $09, $0a, $0b, $0c, $0d, $0e ; opponent
anim_coords: MACRO
db \1
db \2
db \3
ENDM
AnimationCoordinates:
; x coord, y coord, animation flags
anim_coords 88, 88, (1 << SPRITE_ANIM_FLAG_3)
; animations in the Duel Main Scene
anim_coords 40, 80, $00
anim_coords 136, 48, (1 << SPRITE_ANIM_FLAG_6) | (1 << SPRITE_ANIM_FLAG_5) | (1 << SPRITE_ANIM_FLAG_Y_SUBTRACT) | (1 << SPRITE_ANIM_FLAG_X_SUBTRACT)
; animations in the Player's Play Area, for each Play Area Pokemon
anim_coords 88, 72, $00
anim_coords 24, 96, $00
anim_coords 56, 96, $00
anim_coords 88, 96, $00
anim_coords 120, 96, $00
anim_coords 152, 96, $00
; animations in the Opponent's Play Area, for each Play Area Pokemon
anim_coords 88, 80, $00
anim_coords 152, 40, $00
anim_coords 120, 40, $00
anim_coords 88, 40, $00
anim_coords 56, 40, $00
anim_coords 24, 40, $00
; appends to end of wDuelAnimBuffer
; the current duel animation
LoadDuelAnimationToBuffer: ; 1ca31 (7:4a31)
push hl
push bc
ld a, [wDuelAnimBufferCurPos]
ld b, a
ld hl, wDuelAnimBufferSize
ld a, [hl]
ld c, a
add DUEL_ANIM_STRUCT_SIZE
and %01111111
cp b
jp z, .skip
ld [hl], a
ld b, $00
ld hl, wDuelAnimBuffer
add hl, bc
ld a, [wTempAnimation]
ld [hli], a
ld a, [wDuelAnimationScreen]
ld [hli], a
ld a, [wDuelAnimDuelistSide]
ld [hli], a
ld a, [wDuelAnimLocationParam]
ld [hli], a
ld a, [wDuelAnimDamage]
ld [hli], a
ld a, [wDuelAnimDamage + 1]
ld [hli], a
ld a, [wd4b3]
ld [hli], a
ld a, [wDuelAnimReturnBank]
ld [hl], a
.skip
pop bc
pop hl
ret
; loads the animations from wDuelAnimBuffer
; in acending order, starting at wDuelAnimBufferCurPos
PlayBufferedDuelAnimations: ; 1ca6e (7:4a6e)
push hl
push bc
.next_duel_anim
ld a, [wDuelAnimBufferSize]
ld b, a
ld a, [wDuelAnimBufferCurPos]
cp b
jr z, .skip
ld c, a
add DUEL_ANIM_STRUCT_SIZE
and %01111111
ld [wDuelAnimBufferCurPos], a
ld b, $00
ld hl, wDuelAnimBuffer
add hl, bc
ld a, [hli]
ld [wTempAnimation], a
ld a, [hli]
ld [wDuelAnimationScreen], a
ld a, [hli]
ld [wDuelAnimDuelistSide], a
ld a, [hli]
ld [wDuelAnimLocationParam], a
ld a, [hli]
ld [wDuelAnimDamage], a
ld a, [hli]
ld [wDuelAnimDamage + 1], a
ld a, [hli]
ld [wd4b3], a
ld a, [hl]
ld [wDuelAnimReturnBank], a
call PlayLoadedDuelAnimation
call CheckAnyAnimationPlaying
jr nc, .next_duel_anim
.skip
pop bc
pop hl
ret
; gets data from Animations for anim ID in a
; outputs the pointer to the data in hl
GetAnimationData: ; 1cab3 (7:4ab3)
push bc
ld a, [wTempAnimation]
ld l, a
ld h, 0
add hl, hl ; hl = anim * 2
ld b, h
ld c, l
add hl, hl ; hl = anim * 4
add hl, bc ; hl = anim * 6
ld bc, Animations
add hl, bc
pop bc
ret
Func_1cac5: ; 1cac5 (7:4ac5)
ld a, [wd42a]
cp $ff
jr nz, .asm_1cb03
ld a, [wd4c0]
or a
jr z, .asm_1cafb
cp $80
jr z, .asm_1cb11
ld hl, wAnimationQueue
ld c, ANIMATION_QUEUE_LENGTH
.loop_queue
push af
push bc
ld a, [hl]
cp $ff
jr z, .next
ld [wWhichSprite], a
farcall GetSpriteAnimCounter
cp $ff
jr nz, .next
farcall DisableCurSpriteAnim
ld a, $ff
ld [hl], a
.next
pop bc
pop af
and [hl]
inc hl
dec c
jr nz, .loop_queue
.asm_1cafb
cp $ff
jr nz, .skip_play_anims
call PlayBufferedDuelAnimations
.skip_play_anims
ret
.asm_1cb03
ld hl, wScreenAnimUpdatePtr
ld a, [hli]
ld h, [hl]
ld l, a
call CallHL2
ld a, [wd42a]
jr .asm_1cafb
.asm_1cb11
ld a, $ff
ld [wd4c0], a
jr .asm_1cafb
Func_1cb18: ; 1cb18 (7:4b18)
push hl
push bc
push de
ld a, [wDoFrameFunction]
cp LOW(Func_3ba2)
jr nz, .asm_1cb5b
ld a, [wDoFrameFunction + 1]
cp HIGH(Func_3ba2)
jr nz, .asm_1cb5b
ld a, $ff
ld [wd4c0], a
ld a, [wd42a]
cp $ff
call nz, Func_1ccd4
ld hl, wAnimationQueue
ld c, $07
.asm_1cb3b
push bc
ld a, [hl]
cp $ff
jr z, .asm_1cb4b
ld [wWhichSprite], a
farcall DisableCurSpriteAnim
ld a, $ff
ld [hl], a
.asm_1cb4b
pop bc
inc hl
dec c
jr nz, .asm_1cb3b
xor a
ld [wDuelAnimBufferCurPos], a
ld [wDuelAnimBufferSize], a
.asm_1cb57
pop de
pop bc
pop hl
ret
.asm_1cb5b
scf
jr .asm_1cb57
Func_1cb5e: ; 1cb5e (7:4b5e)
cp $96
jp nc, Func_1ce03
cp $8c
jp nz, InitScreenAnimation
jr .asm_1cb6a ; redundant
.asm_1cb6a
ld a, [wDuelAnimDamage + 1]
cp $03
jr nz, .asm_1cb76
ld a, [wDuelAnimDamage]
cp $e8
.asm_1cb76
ret nc
xor a
ld [wd4b8], a
ld [wVRAMTileOffset], a
ld [wd4cb], a
ld a, PALETTE_37
farcall LoadPaletteData
call Func_1cba6
ld hl, wd4b3
bit 0, [hl]
call nz, Func_1cc3e
ld a, $12
ld [wd4b8], a
bit 1, [hl]
call nz, Func_1cc4e
bit 2, [hl]
call nz, Func_1cc66
xor a
ld [wd4b3], a
ret
Func_1cba6: ; 1cba6 (7:4ba6)
call Func_1cc03
xor a
ld [wd4b7], a
ld hl, wd4b4
ld de, wAnimationQueue + 1
.asm_1cbb3
push hl
push de
ld a, [hl]
or a
jr z, .asm_1cbbc
call Func_1cbcc
.asm_1cbbc
pop de
pop hl
inc hl
inc de
ld a, [wd4b7]
inc a
ld [wd4b7], a
cp $03
jr c, .asm_1cbb3
ret
Func_1cbcc: ; 1cbcc (7:4bcc)
push af
ld a, SPRITE_DUEL_4
farcall CreateSpriteAndAnimBufferEntry
ld a, [wWhichSprite]
ld [de], a
ld a, (1 << SPRITE_ANIM_FLAG_UNSKIPPABLE)
ld [wAnimFlags], a
ld c, SPRITE_ANIM_COORD_X
call GetSpriteAnimBufferProperty
call GetAnimCoordsAndFlags
ld a, [wd4b7]
add -3
ld e, a
ld a, $4b
adc 0
ld d, a
ld a, [de]
add b
ld [hli], a ; SPRITE_ANIM_COORD_X
ld [hl], c ; SPRITE_ANIM_COORD_Y
ld a, [wd4b8]
ld c, a
pop af
farcall Func_12ac9
ret
; unreferenced data?
Unknown_1cbfd: ; 1cbfd (7:4bfd)
db $f0, $f8, $00, $08, $f8, $f0
Func_1cc03: ; 1cc03 (7:4c03)
ld a, [wDuelAnimDamage]
ld l, a
ld a, [wDuelAnimDamage + 1]
ld h, a
ld de, wd4b4
ld bc, -100
call .Func_1cc2f
ld bc, -10
call .Func_1cc2f
ld a, l
add $4f
ld [de], a
ld hl, wd4b4
ld c, 2
.asm_1cc23
ld a, [hl]
cp $4f
jr nz, .asm_1cc2e
ld [hl], $00
inc hl
dec c
jr nz, .asm_1cc23
.asm_1cc2e
ret
.Func_1cc2f
ld a, $4e
.loop
inc a
add hl, bc
jr c, .loop
ld [de], a
inc de
ld a, l
sub c
ld l, a
ld a, h
sbc b
ld h, a
ret
Func_1cc3e: ; 1cc3e (7:4c3e)
push hl
ld a, $03
ld [wd4b7], a
ld de, wAnimationQueue + 4
ld a, $5b
call Func_1cbcc
pop hl
ret
Func_1cc4e: ; 1cc4e (7:4c4e)
push hl
ld a, $04
ld [wd4b7], a
ld de, wAnimationQueue + 5
ld a, $5a
call Func_1cbcc
ld a, [wd4b8]
add $12
ld [wd4b8], a
pop hl
ret
Func_1cc66: ; 1cc66 (7:4c66)
push hl
ld a, $05
ld [wd4b7], a
ld de, wAnimationQueue + 6
ld a, $59
call Func_1cbcc
pop hl
ret
; initializes a screen animation from wTempAnimation
; loads a function pointer for updating a frame
; and initializes the duration of the animation.
InitScreenAnimation: ; 1cc76 (7:4c76)
ld a, [wAnimationsDisabled]
or a
jr nz, .skip
ld a, [wTempAnimation]
ld [wd42a], a
sub DUEL_SCREEN_ANIMS
add a
add a
ld c, a
ld b, $00
ld hl, Data_1cc9f
add hl, bc
ld a, [hli]
ld [wScreenAnimUpdatePtr], a
ld c, a
ld a, [hli]
ld [wScreenAnimUpdatePtr + 1], a
ld b, a
ld a, [hl]
ld [wScreenAnimDuration], a
call CallBC
.skip
ret
; for the following animations, these functions
; are run with the corresponding duration.
; this duration decides different effects,
; depending on which function runs
; and is decreased by one each time.
; when it is down to 0, the animation is done.
screen_effect: MACRO
dw \1 ; function pointer
db \2 ; duration
db $00 ; padding
ENDM
Data_1cc9f: ; 1cc9f (7:4c9f)
; function pointer, duration
screen_effect ShakeScreenX_Small, 24 ; DUEL_ANIM_SMALL_SHAKE_X
screen_effect ShakeScreenX_Big, 32 ; DUEL_ANIM_BIG_SHAKE_X
screen_effect ShakeScreenY_Small, 24 ; DUEL_ANIM_SMALL_SHAKE_Y
screen_effect ShakeScreenY_Big, 32 ; DUEL_ANIM_BIG_SHAKE_Y
screen_effect WhiteFlashScreen, 8 ; DUEL_ANIM_FLASH
screen_effect DistortScreen, 63 ; DUEL_ANIM_DISTORT
; checks if screen animation duration is over
; and if so, loads the default update function
LoadDefaultScreenAnimationUpdateWhenFinished: ; 1ccb7 (7:4cb7)
ld a, [wScreenAnimDuration]
or a
ret nz
; fallthrough
; function called for the screen animation update when it is over
DefaultScreenAnimationUpdate: ; 1ccbc (7:4cbc)
ld a, $ff
ld [wd42a], a
call DisableInt_LYCoincidence
xor a
ldh [hSCX], a
ldh [rSCX], a
ldh [hSCY], a
ld hl, wScreenAnimUpdatePtr
ld [hl], LOW(DefaultScreenAnimationUpdate)
inc hl
ld [hl], HIGH(DefaultScreenAnimationUpdate)
ret
Func_1ccd4: ; 1ccd4 (7:4cd4)
ld a, 1
ld [wScreenAnimDuration], a
ld hl, wScreenAnimUpdatePtr
ld a, [hli]
ld h, [hl]
ld l, a
call CallHL2
jr DefaultScreenAnimationUpdate
ShakeScreenX_Small: ; 1cce4 (7:4ce4)
ld hl, SmallShakeOffsets
jr ShakeScreenX
ShakeScreenX_Big: ; 1cce9 (7:4ce9)
ld hl, BigShakeOffsets
jr ShakeScreenX
ShakeScreenX: ; 1ccee (7:4cee)
ld a, l
ld [wd4bc], a
ld a, h
ld [wd4bc + 1], a
ld hl, wScreenAnimUpdatePtr
ld [hl], LOW(.update)
inc hl
ld [hl], HIGH(.update)
ret
.update
call DecrementScreenAnimDuration
call UpdateShakeOffset
jp nc, LoadDefaultScreenAnimationUpdateWhenFinished
ldh a, [hSCX]
add [hl]
ldh [hSCX], a
jp LoadDefaultScreenAnimationUpdateWhenFinished
ShakeScreenY_Small: ; 1cd10 (7:4d10)
ld hl, SmallShakeOffsets
jr ShakeScreenY
ShakeScreenY_Big: ; 1cd15 (7:4d15)
ld hl, BigShakeOffsets
jr ShakeScreenY
ShakeScreenY: ; 1cd1a (7:4d1a)
ld a, l
ld [wd4bc], a
ld a, h
ld [wd4bc + 1], a
ld hl, wScreenAnimUpdatePtr
ld [hl], LOW(.update)
inc hl
ld [hl], HIGH(.update)
ret
.update
call DecrementScreenAnimDuration
call UpdateShakeOffset
jp nc, LoadDefaultScreenAnimationUpdateWhenFinished
ldh a, [hSCY]
add [hl]
ldh [hSCY], a
jp LoadDefaultScreenAnimationUpdateWhenFinished
; get the displacement of the current frame
; depending on the value of wScreenAnimDuration
; returns carry if displacement was updated
UpdateShakeOffset: ; 1cd3c (7:4d3c)
ld hl, wd4bc
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [wScreenAnimDuration]
cp [hl]
ret nc
inc hl
push hl
inc hl
ld a, l
ld [wd4bc], a
ld a, h
ld [wd4bc + 1], a
pop hl
scf
ret
SmallShakeOffsets: ; 1cd55 (7:4d55)
db 21, 2
db 17, -2
db 13, 2
db 9, -2
db 5, 1
db 1, -1
BigShakeOffsets: ; 1cd61 (7:4d61)
db 29, 4
db 25, -4
db 21, 4
db 17, -4
db 13, 3
db 9, -3
db 5, 2
db 1, -2
DecrementScreenAnimDuration: ; 1cd71 (7:4d71)
ld hl, wScreenAnimDuration
dec [hl]
ret
WhiteFlashScreen: ; 1cd76 (7:4d76)
ld hl, wScreenAnimUpdatePtr
ld [hl], LOW(.update)
inc hl
ld [hl], HIGH(.update)
ld a, [wBGP]
ld [wd4bc], a
; backup the current background pals
ld hl, wBackgroundPalettesCGB
ld de, wTempBackgroundPalettesCGB
ld bc, 8 palettes
call CopyDataHLtoDE_SaveRegisters
ld de, PALRGB_WHITE
ld hl, wBackgroundPalettesCGB
ld bc, (8 palettes) / 2
call FillMemoryWithDE
xor a
call SetBGP
call FlushAllPalettes
.update
call DecrementScreenAnimDuration
ld a, [wScreenAnimDuration]
or a
ret nz
; retreive the previous background pals
ld hl, wTempBackgroundPalettesCGB
ld de, wBackgroundPalettesCGB
ld bc, 8 palettes
call CopyDataHLtoDE_SaveRegisters
ld a, [wd4bc]
call SetBGP
call FlushAllPalettes
jp DefaultScreenAnimationUpdate
DistortScreen: ; 1cdc3 (7:4dc3)
ld hl, wScreenAnimUpdatePtr
ld [hl], LOW(.update)
inc hl
ld [hl], HIGH(.update)
xor a
ld [wApplyBGScroll], a
ld hl, wLCDCFunctionTrampoline + 1
ld [hl], LOW(ApplyBackgroundScroll)
inc hl
ld [hl], HIGH(ApplyBackgroundScroll)
ld a, 1
ld [wBGScrollMod], a
call EnableInt_LYCoincidence
.update
ld a, [wScreenAnimDuration]
srl a
srl a
srl a
and %00000111
ld c, a
ld b, $00
ld hl, .BGScrollModData
add hl, bc
ld a, [hl]
ld [wBGScrollMod], a
call DecrementScreenAnimDuration
jp LoadDefaultScreenAnimationUpdateWhenFinished
; each value is applied for 8 "ticks" of wScreenAnimDuration
; starting from the last and running backwards
.BGScrollModData
db 4, 3, 2, 1, 1, 1, 1, 2
Func_1ce03: ; 1ce03 (7:4e03)
cp DUEL_ANIM_158
jr z, .asm_1ce17
sub $96
add a
ld c, a
ld b, $00
ld hl, .pointer_table
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
jp Func_3bb5
.asm_1ce17
ld a, [wDuelAnimDamage]
ld l, a
ld a, [wDuelAnimDamage + 1]
ld h, a
jp Func_3bb5
.pointer_table
dw Func_190f4 ; DUEL_ANIM_150
dw PrintDamageText ; DUEL_ANIM_PRINT_DAMAGE
dw UpdateMainSceneHUD ; DUEL_ANIM_UPDATE_HUD
dw Func_191a3 ; DUEL_ANIM_153
dw Func_191a3 ; DUEL_ANIM_154
dw Func_191a3 ; DUEL_ANIM_155
dw Func_191a3 ; DUEL_ANIM_156
dw Func_191a3 ; DUEL_ANIM_157
INCLUDE "data/duel_animations.asm"
; plays the Opening sequence, and handles player selection
; in the Title Screen and Start Menu
HandleTitleScreen: ; 1d078 (7:5078)
; if last selected item in Start Menu is 0 (Card Pop!)
; then skip straight to the Start Menu
; this makes it so that returning from Card Pop!
; doesn't play the Opening sequence
ld a, [wLastSelectedStartMenuItem]
or a
jr z, .start_menu
.play_opening
ld a, MUSIC_STOP
call PlaySong
call Func_3ca0
call PlayOpeningSequence
call LoadTitleScreenSprites
xor a
ld [wd635], a
ld a, $3c
ld [wTitleScreenIgnoreInputCounter], a
.loop
call DoFrameIfLCDEnabled
call UpdateRNGSources
call AnimateRandomTitleScreenOrb
ld hl, wd635
inc [hl]
call AssertSongFinished
or a
jr nz, .song_playing
; reset back to the opening sequence
farcall Func_10ab4
jr .play_opening
.song_playing
; should we ignore user input?
ld hl, wTitleScreenIgnoreInputCounter
ld a, [hl]
or a
jr z, .check_keys
; ignore input, decrement the counter
dec [hl]
jr .loop
.check_keys
ldh a, [hKeysPressed]
and A_BUTTON | START
jr z, .loop
ld a, SFX_02
call PlaySFX
farcall Func_10ab4
.start_menu
call CheckIfHasSaveData
call HandleStartMenu
; new game
ld a, [wStartMenuChoice]
cp START_MENU_NEW_GAME
jr nz, .continue_from_diary
call DeleteSaveDataForNewGame
jr c, HandleTitleScreen
jr .card_pop
.continue_from_diary
ld a, [wStartMenuChoice]
cp START_MENU_CONTINUE_FROM_DIARY
jr nz, .card_pop
call AskToContinueFromDiaryWithDuelData
jr c, HandleTitleScreen
.card_pop
ld a, [wStartMenuChoice]
cp START_MENU_CARD_POP
jr nz, .continue_duel
call ShowCardPopCGBDisclaimer
jr c, HandleTitleScreen
.continue_duel
call ResetDoFrameFunction
call Func_3ca0
ret
; updates wHasSaveData and wHasDuelSaveData
; depending on whether the save data is valid or not
CheckIfHasSaveData: ; 1d0fa (7:50fa)
farcall ValidateBackupGeneralSaveData
ld a, TRUE
jr c, .no_error
ld a, FALSE
.no_error
ld [wHasSaveData], a
cp $00 ; or a
jr z, .write_has_duel_data
bank1call ValidateSavedNonLinkDuelData
ld a, TRUE
jr nc, .write_has_duel_data
ld a, FALSE
.write_has_duel_data
ld [wHasDuelSaveData], a
farcall ValidateBackupGeneralSaveData
ret
; handles printing the Start Menu
; and getting player input and choice
HandleStartMenu: ; 1d11c (7:511c)
ld a, MUSIC_PC_MAIN_MENU
call PlaySong
call DisableLCD
farcall Func_10000
lb de, $30, $8f
call SetupText
call Func_3ca0
xor a
ld [wLineSeparation], a
call .DrawPlayerPortrait
call .SetStartMenuParams
ld a, $ff
ld [wTitleScreenIgnoreInputCounter], a
ld a, [wLastSelectedStartMenuItem]
cp $4
jr c, .init_menu
ld a, [wHasSaveData]
or a
jr z, .init_menu
ld a, 1 ; start at second menu option
.init_menu
ld hl, wStartMenuParams
farcall InitAndPrintPauseMenu
farcall FlashWhiteScreen
.wait_input
call DoFrameIfLCDEnabled
call UpdateRNGSources
call HandleMenuInput
push af
call PrintStartMenuDescriptionText
pop af
jr nc, .wait_input
ldh a, [hCurMenuItem]
cp e
jr nz, .wait_input
ld [wLastSelectedStartMenuItem], a
ld a, [wHasSaveData]
or a
jr nz, .no_adjustment
; New Game is 3rd option
; but when there's no save data,
; it's the 1st in menu list, so adjust it
inc e
inc e
.no_adjustment
ld a, e
ld [wStartMenuChoice], a
ret
.SetStartMenuParams
ld hl, .StartMenuParams
ld de, wStartMenuParams
ld bc, .StartMenuParamsEnd - .StartMenuParams
call CopyDataHLtoDE
ld e, 0
ld a, [wHasSaveData]
or a
jr z, .get_text_id ; New Game
inc e
ld a, 2
call .AddItems
ld a, [wHasDuelSaveData]
or a
jr z, .get_text_id ; Continue From Diary
inc e
ld a, 1
call .AddItems
; Continue Duel
.get_text_id
sla e
ld d, $00
ld hl, .StartMenuTextIDs
add hl, de
; set text ID as Start Menu param
ld a, [hli]
ld [wStartMenuParams + 6], a
ld a, [hl]
ld [wStartMenuParams + 7], a
ret
; adds c items to start menu list
; this means adding 2 units per item to the text box height
; and adding to the number of items
.AddItems
push bc
ld c, a
; number of items in menu
ld a, [wStartMenuParams + 12]
add c
ld [wStartMenuParams + 12], a
; height of text box
sla c
ld a, [wStartMenuParams + 3]
add c
ld [wStartMenuParams + 3], a
pop bc
ret
.StartMenuParams
db 0, 0 ; start menu coords
db 14, 4 ; start menu text box dimensions
db 2, 2 ; text alignment for InitTextPrinting
tx NewGameText
db $ff
db 1, 2 ; cursor x, cursor y
db 2 ; y displacement between items
db 1 ; number of items
db SYM_CURSOR_R ; cursor tile number
db SYM_SPACE ; tile behind cursor
dw NULL ; function pointer if non-0
.StartMenuParamsEnd
.StartMenuTextIDs
tx NewGameText
tx CardPopContinueDiaryNewGameText
tx CardPopContinueDiaryNewGameContinueDuelText
.DrawPlayerPortrait
lb bc, 14, 1
farcall $4, DrawPlayerPortrait
ret
; prints the description for the current selected item
; in the Start Menu in the text box
PrintStartMenuDescriptionText: ; 1d1e9 (7:51e9)
push hl
push bc
push de
; don't print if it's already showing
ld a, [wCurMenuItem]
ld e, a
ld a, [wCurHighlightedStartMenuItem]
cp e
jr z, .skip
ld a, [wHasSaveData]
or a
jr nz, .has_data
; New Game option is 3rd element
; in function table, so add 2
inc e
inc e
.has_data
ld a, e
push af
lb de, 0, 10
lb bc, 20, 8
call DrawRegularTextBox
pop af
ld hl, .StartMenuDescriptionFunctionTable
call JumpToFunctionInTable
.skip
ld a, [wCurMenuItem]
ld [wCurHighlightedStartMenuItem], a
pop de
pop bc
pop hl
ret
.StartMenuDescriptionFunctionTable
dw .CardPop
dw .ContinueFromDiary
dw .NewGame
dw .ContinueDuel
.CardPop
lb de, 1, 12
call InitTextPrinting
ldtx hl, WhenYouCardPopWithFriendText
call PrintTextNoDelay
ret
.ContinueDuel
lb de, 1, 12
call InitTextPrinting
ldtx hl, TheGameWillContinueFromThePointInTheDuelText
call PrintTextNoDelay
ret
.NewGame
lb de, 1, 12
call InitTextPrinting
ldtx hl, StartANewGameText
call PrintTextNoDelay
ret
.ContinueFromDiary
; get OW map name
ld a, [wCurOverworldMap]
add a
ld c, a
ld b, $00
ld hl, OverworldMapNames
add hl, bc
ld a, [hli]
ld [wTxRam2 + 0], a
ld a, [hl]
ld [wTxRam2 + 1], a
; get medal count
ld a, [wMedalCount]
ld [wTxRam3 + 0], a
xor a
ld [wTxRam3 + 1], a
; print text
lb de, 1, 10
call InitTextPrinting
ldtx hl, ContinueFromDiarySummaryText
call PrintTextNoDelay
ld a, [wTotalNumCardsCollected]
ld d, a
ld a, [wTotalNumCardsToCollect]
ld e, a
ld bc, $90e
farcall Func_1024f
ld bc, $a10
farcall Func_101df
ret
; asks the player whether it's okay to delete
; the save data in order to create a new one
; if player answers "yes", delete it
DeleteSaveDataForNewGame: ; 1d289 (7:5289)
; exit if there no save data
ld a, [wHasSaveData]
or a
ret z
call DisableLCD
farcall Func_10000
call Func_3ca0
farcall FlashWhiteScreen
call DoFrameIfLCDEnabled
ldtx hl, SavedDataAlreadyExistsText
call PrintScrollableText_NoTextBoxLabel
ldtx hl, OKToDeleteTheDataText
call YesOrNoMenuWithText
ret c ; quit if chose "no"
farcall InvalidateSaveData
ldtx hl, AllDataWasDeletedText
call PrintScrollableText_NoTextBoxLabel
or a
ret
; asks the player if the game should resume
; from diary even though there is Duel save data
; returns carry if "no" was selected
AskToContinueFromDiaryWithDuelData: ; 1d2b8 (7:52b8)
; return if there's no duel save data
ld a, [wHasDuelSaveData]
or a
ret z
call DisableLCD
farcall Func_10000
call Func_3ca0
farcall FlashWhiteScreen
call DoFrameIfLCDEnabled
ldtx hl, DataExistsWhenPowerWasTurnedOFFDuringDuelText
call PrintScrollableText_NoTextBoxLabel
ldtx hl, ContinueFromDiaryText
call YesOrNoMenuWithText
ret c
or a
ret
; shows disclaimer for Card Pop!
; in case player is not playing in CGB
; return carry if disclaimer was shown
ShowCardPopCGBDisclaimer: ; 1d2dd (7:52dd)
; return if playing in CGB
ld a, [wConsole]
cp CONSOLE_CGB
ret z
lb de, 0, 10
lb bc, 20, 8
call DrawRegularTextBox
lb de, 1,12
call InitTextPrinting
ldtx hl, YouCanAccessCardPopOnlyWithGameBoyColorsText
call PrintTextNoDelay
lb bc, SYM_CURSOR_D, SYM_BOX_BOTTOM
lb de, 18, 17
call SetCursorParametersForTextBox
call WaitForButtonAorB
scf
ret
DrawPlayerPortraitAndPrintNewGameText: ; 1d306 (7:5306)
call DisableLCD
farcall Func_10a9b
farcall Func_10000
call Func_3ca0
ld hl, HandleAllSpriteAnimations
call SetDoFrameFunction
lb bc, 7, 3
farcall $4, DrawPlayerPortrait
farcall Func_10af9
call DoFrameIfLCDEnabled
ldtx hl, IsCrazyAboutPokemonAndPokemonCardCollectingText
call PrintScrollableText_NoTextBoxLabel
call ResetDoFrameFunction
call Func_3ca0
ret
PlayOpeningSequence: ; 1d335 (7:5335)
call DisableLCD
farcall Func_10a9b
farcall Func_10000
call Func_3ca0
ld hl, HandleAllSpriteAnimations
call SetDoFrameFunction
call LoadTitleScreenSprites
ld a, LOW(OpeningSequence)
ld [wSequenceCmdPtr + 0], a
ld a, HIGH(OpeningSequence)
ld [wSequenceCmdPtr + 1], a
xor a
ld [wd317], a
ld [wOpeningSequencePalsNeedUpdate], a
ld [wSequenceDelay], a
farcall FlashWhiteScreen
.loop_cmds
call DoFrameIfLCDEnabled
call UpdateRNGSources
ldh a, [hKeysPressed]
and A_BUTTON | START
jr nz, .jump_to_title_screen
ld a, [wOpeningSequencePalsNeedUpdate]
or a
jr z, .no_pal_update
farcall Func_10d74
.no_pal_update
call ExecuteOpeningSequenceCmd
ld a, [wSequenceDelay]
cp $ff
jr nz, .loop_cmds
jr .asm_1d39f
.jump_to_title_screen
call AssertSongFinished
or a
jr nz, .asm_1d39f
call DisableLCD
ld a, MUSIC_TITLESCREEN
call PlaySong
lb bc, 0, 0
ld a, SCENE_TITLE_SCREEN
call LoadScene
call OpeningSequenceEmptyFunc
.asm_1d39f
call Func_3ca0
call .ShowPressStart
call EnableLCD
ret
.ShowPressStart
ld a, SPRITE_PRESS_START
farcall CreateSpriteAndAnimBufferEntry
ld c, SPRITE_ANIM_COORD_X
call GetSpriteAnimBufferProperty
ld a, 48
ld [hli], a ; x
ld a, 112
ld [hl], a ; y
ld c, $be
ld a, [wConsole]
cp CONSOLE_CGB
jr nz, .asm_1d3c5
ld c, $bf
.asm_1d3c5
ld a, c
ld bc, 60
farcall Func_12ac9
ret
LoadTitleScreenSprites: ; 1d3ce (7:53ce)
xor a
ld [wd4ca], a
ld [wd4cb], a
ld a, PALETTE_30
farcall LoadPaletteData
ld bc, 0
ld de, wTitleScreenSprites
.loop_load_sprites
push bc
push de
ld hl, .TitleScreenSpriteList
add hl, bc
ld a, [hl]
farcall CreateSpriteAndAnimBufferEntry
ld a, [wWhichSprite]
ld [de], a
call GetFirstSpriteAnimBufferProperty
inc hl
ld a, [hl] ; SPRITE_ANIM_ATTRIBUTES
or c
ld [hl], a
pop de
pop bc
inc de
inc c
ld a, c
cp $7
jr c, .loop_load_sprites
ret
.TitleScreenSpriteList
db SPRITE_GRASS
db SPRITE_FIRE
db SPRITE_WATER
db SPRITE_COLORLESS
db SPRITE_LIGHTNING
db SPRITE_PSYCHIC
db SPRITE_FIGHTING
; TODO place in main.asm when possible
INCLUDE "engine/sequences/opening_sequence_commands.asm"
INCLUDE "data/sequences/opening_sequence.asm"
; once every 63 frames randomly choose an orb sprite
; to animate, i.e. circle around the screen
AnimateRandomTitleScreenOrb: ; 1d614 (7:5614)
ld a, [wConsole]
cp CONSOLE_CGB
call z, .UpdateSpriteAttributes
ld a, [wd635]
and 63
ret nz ; don't pick an orb now
.pick_orb
ld a, $7
call Random
ld c, a
ld b, $00
ld hl, wTitleScreenSprites
add hl, bc
ld a, [hl]
ld [wWhichSprite], a
farcall GetSpriteAnimCounter
cp $ff
jr nz, .pick_orb
ld c, SPRITE_ANIM_ATTRIBUTES
call GetSpriteAnimBufferProperty
ld a, [wConsole]
cp CONSOLE_CGB
jr nz, .set_coords
set SPRITE_ANIM_FLAG_UNSKIPPABLE, [hl]
.set_coords
inc hl
ld a, 248
ld [hli], a ; SPRITE_ANIM_COORD_X
ld a, 14
ld [hl], a ; SPRITE_ANIM_COORD_Y
ld a, [wConsole]
cp CONSOLE_CGB
ld a, $d7
jr nz, .start_anim
ld a, $d8
.start_anim
farcall StartSpriteAnimation
ret
.UpdateSpriteAttributes
ld c, $7
ld de, wTitleScreenSprites
.loop_orbs
push bc
ld a, [de]
ld [wWhichSprite], a
ld c, SPRITE_ANIM_COORD_X
call GetSpriteAnimBufferProperty
ld a, [hld]
cp 152
jr nz, .skip
res SPRITE_ANIM_FLAG_UNSKIPPABLE, [hl]
.skip
pop bc
inc de
dec c
jr nz, .loop_orbs
ret
; unreferenced
; shows Copyright information for 300 frames
; or until Start button is pressed
Func_1d67b: ; 1d67b (7:567b)
call DisableLCD
farcall Func_10a9b
farcall Func_10000
ld bc, $0
ld a, SCENE_COPYRIGHT
call LoadScene
farcall Func_10af9
ld bc, 300
.loop_frame
push bc
call DoFrameIfLCDEnabled
call UpdateRNGSources
pop bc
ldh a, [hKeysPressed]
and START
jr nz, .exit
dec bc
ld a, b
or c
jr nz, .loop_frame
.exit
farcall Func_10ab4
ret
Credits_1d6ad: ; 1d6ad (7:56ad)
ld a, MUSIC_STOP
call PlaySong
call Func_1d705
call AddAllMastersToMastersBeatenList
xor a
ld [wOWMapEvents + 1], a
ld a, MUSIC_CREDITS
call PlaySong
farcall FlashWhiteScreen
call SetCreditsSequenceCmdPtr
.asm_1d6c8
call DoFrameIfLCDEnabled
call Func_1d765
call ExecuteCreditsSequenceCmd
ld a, [wSequenceDelay]
cp $ff
jr nz, .asm_1d6c8
call WaitForSongToFinish
ld a, $8
farcall Func_12863
ld a, MUSIC_STOP
call PlaySong
farcall Func_10ab4
call Func_3ca4
call Set_WD_off
call Func_1d758
call EnableLCD
call DoFrameIfLCDEnabled
call DisableLCD
ld hl, wLCDC
set 1, [hl]
call ResetDoFrameFunction
ret
Func_1d705: ; 1d705 (7:5705)
call DisableLCD
farcall Func_10a9b
call Func_3ca0
farcall Func_10000
call Func_1d7ee
ld hl, Func_3e31
call SetDoFrameFunction
call .Func_1d720 ; can be fallthrough
ret
.Func_1d720
ld a, $91
ld [wd647], a
ld [wd649], a
ld a, $01
ld [wd648], a
ld [wd64a], a
call Func_1d765
call Set_WD_on
call .Func_1d73a ; can bee fallthrough
ret
.Func_1d73a
push hl
di
xor a
ld [wd657], a
ld hl, wLCDCFunctionTrampoline + 1
ld [hl], LOW(Func_3e44)
inc hl
ld [hl], HIGH(Func_3e44)
ei
ld hl, rSTAT
set STAT_LYC, [hl]
xor a
ldh [rLYC], a
ld hl, rIE
set INT_LCD_STAT, [hl]
pop hl
ret
Func_1d758: ; 1d758 (7:5758)
push hl
ld hl, rSTAT
res STAT_LYC, [hl]
ld hl, rIE
res INT_LCD_STAT, [hl]
pop hl
ret
Func_1d765: ; 1d765 (7:5765)
push hl
push bc
push de
xor a
ldh [hWY], a
ld hl, wd659
ld de, wd65f
ld a, [wd648]
or a
jr nz, .asm_1d785
ld a, $a7
ldh [hWX], a
ld [hli], a
push hl
ld hl, wLCDC
set 1, [hl]
pop hl
jr .asm_1d7e2
.asm_1d785
ld a, [wd647]
or a
jr z, .asm_1d79e
dec a
ld [de], a
inc de
ld a, $a7
ldh [hWX], a
ld [hli], a
push hl
ld hl, wLCDC
set 1, [hl]
pop hl
ld a, $07
jr .asm_1d7a9
.asm_1d79e
ld a, $07
ldh [hWX], a
push hl
ld hl, wLCDC
res 1, [hl]
pop hl
.asm_1d7a9
ld [hli], a
ld a, [wd647]
dec a
ld c, a
ld a, [wd648]
add c
ld c, a
ld a, [wd649]
dec a
cp c
jr c, .asm_1d7d4
jr z, .asm_1d7d4
ld a, c
ld [de], a
inc de
push af
ld a, $a7
ld [hli], a
pop bc
ld a, [wd64a]
or a
jr z, .asm_1d7e2
ld a, [wd649]
dec a
ld [de], a
inc de
ld a, $07
ld [hli], a
.asm_1d7d4
ld a, [wd649]
dec a
ld c, a
ld a, [wd64a]
add c
ld [de], a
inc de
ld a, $a7
ld [hli], a
.asm_1d7e2
ld a, $ff
ld [de], a
ld a, $01
ld [wd665], a
pop de
pop bc
pop hl
ret
Func_1d7ee: ; 1d7ee (7:57ee)
xor a
lb de, 0, 32
lb bc, 20, 18
lb hl, 0, 0
call FillRectangle
ret
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