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
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
|
WhatIsYourNameData:
textitem 1, 1, WhatIsYourNameText
db $ff
; [Deck1Data ~ Deck4Data]
; These are directed from InputCurDeckName,
; without any bank description.
; That is, the developers hard-coded it. -_-;;
Deck1Data:
textitem 2, 1, Deck1Text
textitem 14, 1, DeckText
db $ff
Deck2Data:
textitem 2, 1, Deck2Text
textitem 14, 1, DeckText
db $ff
Deck3Data:
textitem 2, 1, Deck3Text
textitem 14, 1, DeckText
db $ff
Deck4Data:
textitem 2, 1, Deck4Text
textitem 14, 1, DeckText
db $ff
; set each byte zero from hl for b bytes.
ClearMemory:
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:
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:
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 [wNamingScreenNumColumns], a
ld a, $06
ld [wNamingScreenKeyboardHeight], a
ld a, $0f
ld [wVisibleCursorTile], a
ld a, $00
ld [wInvisibleCursorTile], 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, PlayerNameKeyboardText
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, [wNamingScreenNumColumns]
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, [wVisibleCursorTile]
bit 4, [hl]
jr z, Func_1aa07.asm_6a0a
Func_1aa07:
ld a, [wInvisibleCursorTile]
.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:
ld a, [wVisibleCursorTile]
jr Func_1aa07.asm_6a0a
Func_1aa28:
push af
push bc
push de
push hl
push af
call ZeroObjectPositions
pop af
ld b, a
ld a, [wInvisibleCursorTile]
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, "゜"
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:
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:
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 [wNamingScreenNumColumns], a
ld a, $07
ld [wNamingScreenKeyboardHeight], a
ld a, $0f
ld [wVisibleCursorTile], a
ld a, $00
ld [wInvisibleCursorTile], 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:
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, DeckNameKeyboardText ; "A B C D..."
lb de, 2, 4
call InitTextPrinting
call ProcessTextFromID
call EnableLCD
ret
Func_1aec3:
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:
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, [wNamingScreenNumColumns]
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, [wVisibleCursorTile]
bit 4, [hl]
jr z, Func_1afa1.asm_6fa4
Func_1afa1:
ld a, [wInvisibleCursorTile]
.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:
ld a, [wVisibleCursorTile]
jr Func_1afa1.asm_6fa4
Func_1afc2:
push af
push bc
push de
push hl
push af
call ZeroObjectPositions
pop af
ld b, a
ld a, [wInvisibleCursorTile]
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:
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
ds 4 ; empty
|