1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
|
; continuation of Bank0 Start
; meant as the main loop, but the game never returns from _GameLoop anyway
GameLoop:
di
ld sp, $e000
call ResetSerial
call EnableInt_VBlank
call EnableInt_Timer
call EnableSRAM
ld a, [sTextSpeed]
ld [wTextSpeed], a
ld a, [sSkipDelayAllowed]
ld [wSkipDelayAllowed], a
call DisableSRAM
ld a, 1
ld [wUppercaseHalfWidthLetters], a
ei
farcall StubbedUnusedSaveDataValidation
ldh a, [hKeysHeld]
cp A_BUTTON | B_BUTTON
jr z, .ask_erase_backup_ram
farcall _GameLoop
jr GameLoop
.ask_erase_backup_ram
call SetupResetBackUpRamScreen
call EmptyScreen
ldtx hl, ResetBackUpRamText
call YesOrNoMenuWithText
jr c, .reset_game
; erase sram
call EnableSRAM
xor a
ld [s0a000], a
call DisableSRAM
.reset_game
jp Reset
InitSaveDataAndSetUppercase:
farcall InitSaveData
ld a, 1
ld [wUppercaseHalfWidthLetters], a
ret
; basic setup to be able to print the ResetBackUpRamText in an empty screen
SetupResetBackUpRamScreen:
xor a ; SYM_SPACE
ld [wTileMapFill], a
call DisableLCD
call LoadSymbolsFont
call SetDefaultConsolePalettes
lb de, $38, $7f
call SetupText
ret
ret ; stray ret
|