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|
_OpenDuelCheckMenu:
call ResetCheckMenuCursorPositionAndBlink
xor a
ld [wce5e], a
call DrawWideTextBox
; reset cursor blink
xor a
ld [wCheckMenuCursorBlinkCounter], a
ld hl, CheckMenuData
call PlaceTextItems
.loop
call DoFrame
call HandleCheckMenuInput
jr nc, .loop
cp $ff
ret z ; B pressed
; A was pressed
ld a, [wCheckMenuCursorYPosition]
sla a
ld b, a
ld a, [wCheckMenuCursorXPosition]
add b
ld hl, .jump_table
call JumpToFunctionInTable
jr _OpenDuelCheckMenu
.jump_table
dw DuelCheckMenu_InPlayArea
dw DuelCheckMenu_Glossary
dw DuelCheckMenu_YourPlayArea
dw DuelCheckMenu_OppPlayArea
; opens the In Play Area submenu
DuelCheckMenu_InPlayArea:
xor a
ld [wInPlayAreaFromSelectButton], a
farcall OpenInPlayAreaScreen
ret
; opens the Glossary submenu
DuelCheckMenu_Glossary:
farcall OpenGlossaryScreen
ret
; opens the Your Play Area submenu
DuelCheckMenu_YourPlayArea:
call ResetCheckMenuCursorPositionAndBlink
xor a
ld [wce5e], a
ldh a, [hWhoseTurn]
.draw
ld h, a
ld l, a
call DrawYourOrOppPlayAreaScreen
ld a, [wCheckMenuCursorYPosition]
sla a
ld b, a
ld a, [wCheckMenuCursorXPosition]
add b
ld [wYourOrOppPlayAreaLastCursorPosition], a
ld b, $f8 ; black arrow tile
call DrawYourOrOppPlayArea_DrawArrows
call DrawWideTextBox
; reset cursor blink
xor a
ld [wCheckMenuCursorBlinkCounter], a
ld hl, YourPlayAreaMenuData
call PlaceTextItems
.loop
call DoFrame
xor a
call DrawYourOrOppPlayArea_RefreshArrows
call HandleCheckMenuInput_YourOrOppPlayArea
jr nc, .loop
call DrawYourOrOppPlayArea_EraseArrows
cp $ff
ret z
ld a, [wCheckMenuCursorYPosition]
sla a
ld b, a
ld a, [wCheckMenuCursorXPosition]
add b
ld hl, .jump_table
call JumpToFunctionInTable
jr .draw
.jump_table
dw OpenYourOrOppPlayAreaScreen_TurnHolderPlayArea
dw OpenYourOrOppPlayAreaScreen_TurnHolderHand
dw OpenYourOrOppPlayAreaScreen_TurnHolderDiscardPile
OpenYourOrOppPlayAreaScreen_TurnHolderPlayArea:
ldh a, [hWhoseTurn]
push af
bank1call OpenTurnHolderPlayAreaScreen
pop af
ldh [hWhoseTurn], a
ret
OpenYourOrOppPlayAreaScreen_NonTurnHolderPlayArea:
ldh a, [hWhoseTurn]
push af
bank1call OpenNonTurnHolderPlayAreaScreen
pop af
ldh [hWhoseTurn], a
ret
OpenYourOrOppPlayAreaScreen_TurnHolderHand:
ldh a, [hWhoseTurn]
push af
bank1call OpenTurnHolderHandScreen_Simple
pop af
ldh [hWhoseTurn], a
ret
OpenYourOrOppPlayAreaScreen_NonTurnHolderHand:
ldh a, [hWhoseTurn]
push af
bank1call OpenNonTurnHolderHandScreen_Simple
pop af
ldh [hWhoseTurn], a
ret
OpenYourOrOppPlayAreaScreen_TurnHolderDiscardPile:
ldh a, [hWhoseTurn]
push af
bank1call OpenTurnHolderDiscardPileScreen
pop af
ldh [hWhoseTurn], a
ret
OpenYourOrOppPlayAreaScreen_NonTurnHolderDiscardPile:
ldh a, [hWhoseTurn]
push af
bank1call OpenNonTurnHolderDiscardPileScreen
pop af
ldh [hWhoseTurn], a
ret
; opens the Opp. Play Area submenu
; if clairvoyance is active, add the option to check
; opponent's hand
DuelCheckMenu_OppPlayArea:
call ResetCheckMenuCursorPositionAndBlink
call IsClairvoyanceActive
jr c, .clairvoyance1
ld a, %10000000
ld [wce5e], a
jr .begin
.clairvoyance1
xor a
ld [wce5e], a
.begin
ldh a, [hWhoseTurn]
.turns
ld l, a
cp PLAYER_TURN
jr nz, .opponent
ld a, OPPONENT_TURN
ld h, a
jr .cursor
.opponent
ld a, PLAYER_TURN
ld h, a
.cursor
call DrawYourOrOppPlayAreaScreen
; convert cursor position and
; store it in wYourOrOppPlayAreaLastCursorPosition
ld a, [wCheckMenuCursorYPosition]
sla a
ld b, a
ld a, [wCheckMenuCursorXPosition]
add b
add 3
ld [wYourOrOppPlayAreaLastCursorPosition], a
; draw black arrows in the Play Area
ld b, $f8 ; black arrow tile
call DrawYourOrOppPlayArea_DrawArrows
call DrawWideTextBox
; reset cursor blink
xor a
ld [wCheckMenuCursorBlinkCounter], a
; place text items depending on clairvoyance
; when active, allows to look at opp. hand
call IsClairvoyanceActive
jr c, .clairvoyance2
ld hl, OppPlayAreaMenuData
call PlaceTextItems
jr .loop
.clairvoyance2
ld hl, OppPlayAreaMenuData_WithClairvoyance
call PlaceTextItems
; handle input
.loop
call DoFrame
ld a, 1
call DrawYourOrOppPlayArea_RefreshArrows
call HandleCheckMenuInput_YourOrOppPlayArea
jr nc, .loop
call DrawYourOrOppPlayArea_EraseArrows
cp $ff
ret z ; B was pressed
; A was pressed
; jump to function corresponding to cursor position
ld a, [wCheckMenuCursorYPosition]
sla a
ld b, a
ld a, [wCheckMenuCursorXPosition]
add b
ld hl, .jump_table
call JumpToFunctionInTable
jr .turns
.jump_table
dw OpenYourOrOppPlayAreaScreen_NonTurnHolderPlayArea
dw OpenYourOrOppPlayAreaScreen_NonTurnHolderHand
dw OpenYourOrOppPlayAreaScreen_NonTurnHolderDiscardPile
CheckMenuData:
textitem 2, 14, InPlayAreaText
textitem 2, 16, YourPlayAreaText
textitem 12, 14, GlossaryText
textitem 12, 16, OppPlayAreaText
db $ff
YourPlayAreaMenuData:
textitem 2, 14, YourPokemonText
textitem 12, 14, YourHandText
textitem 2, 16, YourDiscardPileText2
db $ff
OppPlayAreaMenuData:
textitem 2, 14, OpponentsPokemonText
textitem 2, 16, OpponentsDiscardPileText2
db $ff
OppPlayAreaMenuData_WithClairvoyance:
textitem 2, 14, OpponentsPokemonText
textitem 12, 14, OpponentsHandText
textitem 2, 16, OpponentsDiscardPileText2
db $ff
; checks if arrows need to be erased in Your Play Area or Opp. Play Area
; and draws new arrows upon cursor position change
; input:
; a = an initial offset applied to the cursor position (used to adjust
; for the different layouts of the Your Play Area and Opp. Play Area screens)
DrawYourOrOppPlayArea_RefreshArrows:
push af
ld b, a
add b
add b
ld c, a
ld a, [wCheckMenuCursorYPosition]
sla a
ld b, a
ld a, [wCheckMenuCursorXPosition]
add b
add c
; a = 2 * cursor ycoord + cursor xcoord + 3*a
; if cursor position is different than
; last position, then update arrows
ld hl, wYourOrOppPlayAreaLastCursorPosition
cp [hl]
jr z, .unchanged
; erase and draw arrows
call DrawYourOrOppPlayArea_EraseArrows
ld [wYourOrOppPlayAreaLastCursorPosition], a
ld b, $f8 ; black arrow tile byte
call DrawYourOrOppPlayArea_DrawArrows
.unchanged
pop af
ret
; write SYM_SPACE to positions tabulated in
; YourOrOppPlayAreaArrowPositions, with offset calculated from the
; cursor x and y positions in [wYourOrOppPlayAreaLastCursorPosition]
; input:
; [wYourOrOppPlayAreaLastCursorPosition]: cursor position (2*y + x)
DrawYourOrOppPlayArea_EraseArrows:
push af
ld a, [wYourOrOppPlayAreaLastCursorPosition]
ld b, SYM_SPACE ; white tile
call DrawYourOrOppPlayArea_DrawArrows
pop af
ret
; writes tile in b to positions tabulated in
; YourOrOppPlayAreaArrowPositions, with offset calculated from the
; cursor x and y positions in a
; input:
; a = cursor position (2*y + x)
; b = byte to draw
DrawYourOrOppPlayArea_DrawArrows:
push bc
ld hl, YourOrOppPlayAreaArrowPositions
sla a
ld c, a
ld b, $00
add hl, bc
; hl points to YourOrOppPlayAreaArrowPositions
; plus offset corresponding to a
; load hl with draw position pointer
ld a, [hli]
ld h, [hl]
ld l, a
pop de
.loop
ld a, [hli]
cp $ff
jr z, .done
ld b, a
ld a, [hli]
ld c, a
ld a, d
call WriteByteToBGMap0
jr .loop
.done
ret
YourOrOppPlayAreaArrowPositions:
dw YourOrOppPlayAreaArrowPositions_PlayerPokemon
dw YourOrOppPlayAreaArrowPositions_PlayerHand
dw YourOrOppPlayAreaArrowPositions_PlayerDiscardPile
dw YourOrOppPlayAreaArrowPositions_OpponentPokemon
dw YourOrOppPlayAreaArrowPositions_OpponentHand
dw YourOrOppPlayAreaArrowPositions_OpponentDiscardPile
YourOrOppPlayAreaArrowPositions_PlayerPokemon:
; x and y coordinates to draw byte
db 5, 5
db 0, 10
db 4, 10
db 8, 10
db 12, 10
db 16, 10
db $ff
YourOrOppPlayAreaArrowPositions_PlayerHand:
db 14, 7
db $ff
YourOrOppPlayAreaArrowPositions_PlayerDiscardPile:
db 14, 5
db $ff
YourOrOppPlayAreaArrowPositions_OpponentPokemon:
db 5, 7
db 0, 3
db 4, 3
db 8, 3
db 12, 3
db 16, 3
db $ff
YourOrOppPlayAreaArrowPositions_OpponentHand:
db 0, 5
db $ff
YourOrOppPlayAreaArrowPositions_OpponentDiscardPile:
db 0, 8
db $ff
; loads tiles and icons to display Your Play Area / Opp. Play Area screen,
; and draws the screen according to the turn player
; input: h -> [wCheckMenuPlayAreaWhichDuelist] and l -> [wCheckMenuPlayAreaWhichLayout]
DrawYourOrOppPlayAreaScreen:
; loads the turn holders
ld a, h
ld [wCheckMenuPlayAreaWhichDuelist], a
ld a, l
ld [wCheckMenuPlayAreaWhichLayout], a
; fallthrough
; loads tiles and icons to display Your Play Area / Opp. Play Area screen,
; and draws the screen according to the turn player
; input: [wCheckMenuPlayAreaWhichDuelist] and [wCheckMenuPlayAreaWhichLayout]
_DrawYourOrOppPlayAreaScreen:
xor a
ld [wTileMapFill], a
call ZeroObjectPositions
ld a, $01
ld [wVBlankOAMCopyToggle], a
call DoFrame
call EmptyScreen
call Set_OBJ_8x8
call LoadCursorTile
call LoadSymbolsFont
call LoadDeckAndDiscardPileIcons
ld a, [wCheckMenuPlayAreaWhichDuelist]
cp PLAYER_TURN
jr nz, .opp_turn1
; print <RAMNAME>'s Play Area
ld de, wDefaultText
call CopyPlayerName
jr .get_text_length
.opp_turn1
ld de, wDefaultText
call CopyOpponentName
.get_text_length
ld hl, wDefaultText
call GetTextLengthInTiles
ld a, 6 ; max name size in tiles
sub b
srl a
add 4
; a = (6 - name text in tiles) / 2 + 4
ld d, a ; text horizontal alignment
ld e, 0
call InitTextPrinting
ldtx hl, DuelistsPlayAreaText
ldh a, [hWhoseTurn]
cp PLAYER_TURN
jr nz, .opp_turn2
ld a, [wCheckMenuPlayAreaWhichDuelist]
cp PLAYER_TURN
jr nz, .swap
.opp_turn2
call PrintTextNoDelay
jr .draw
.swap
call SwapTurn
call PrintTextNoDelay
call SwapTurn
.draw
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld b, a
ld a, [wCheckMenuPlayAreaWhichLayout]
cp b
jr nz, .not_equal
ld hl, PrizeCardsCoordinateData_YourOrOppPlayArea.player
call DrawPlayArea_PrizeCards
lb de, 6, 2 ; coordinates of player's active card
call DrawYourOrOppPlayArea_ActiveCardGfx
lb de, 1, 9 ; coordinates of player's bench cards
ld c, 4 ; spacing
call DrawPlayArea_BenchCards
xor a
call DrawYourOrOppPlayArea_Icons
jr .done
.not_equal
ld hl, PrizeCardsCoordinateData_YourOrOppPlayArea.opponent
call DrawPlayArea_PrizeCards
lb de, 6, 5 ; coordinates of opponent's active card
call DrawYourOrOppPlayArea_ActiveCardGfx
lb de, 1, 2 ; coordinates of opponent's bench cards
ld c, 4 ; spacing
call DrawPlayArea_BenchCards
ld a, $01
call DrawYourOrOppPlayArea_Icons
.done
call EnableLCD
ret
Func_82b6:
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld b, a
ld a, [wCheckMenuPlayAreaWhichLayout]
cp b
jr nz, .not_equal
ld hl, PrizeCardsCoordinateData_YourOrOppPlayArea.player
call DrawPlayArea_PrizeCards
ret
.not_equal
ld hl, PrizeCardsCoordinateData_YourOrOppPlayArea.opponent
call DrawPlayArea_PrizeCards
ret
; loads tiles and icons to display the In Play Area screen,
; and draws the screen
DrawInPlayAreaScreen:
xor a
ld [wTileMapFill], a
call ZeroObjectPositions
ld a, $01
ld [wVBlankOAMCopyToggle], a
call DoFrame
call EmptyScreen
ld a, CHECK_PLAY_AREA
ld [wDuelDisplayedScreen], a
call Set_OBJ_8x8
call LoadCursorTile
call LoadSymbolsFont
call LoadDeckAndDiscardPileIcons
lb de, $80, $9f
call SetupText
; reset turn holders
ldh a, [hWhoseTurn]
ld [wCheckMenuPlayAreaWhichDuelist], a
ld [wCheckMenuPlayAreaWhichLayout], a
; player prize cards
ld hl, PrizeCardsCoordinateData_InPlayArea.player
call DrawPlayArea_PrizeCards
; player bench cards
lb de, 3, 15
ld c, 3
call DrawPlayArea_BenchCards
ld hl, PlayAreaIconCoordinates.player2
call DrawInPlayArea_Icons
call SwapTurn
ldh a, [hWhoseTurn]
ld [wCheckMenuPlayAreaWhichDuelist], a
call SwapTurn
; opponent prize cards
ld hl, PrizeCardsCoordinateData_InPlayArea.opponent
call DrawPlayArea_PrizeCards
; opponent bench cards
lb de, 3, 0
ld c, 3
call DrawPlayArea_BenchCards
call SwapTurn
ld hl, PlayAreaIconCoordinates.opponent2
call DrawInPlayArea_Icons
call SwapTurn
call DrawInPlayArea_ActiveCardGfx
ret
; draws players prize cards and bench cards
_DrawPlayersPrizeAndBenchCards:
xor a
ld [wTileMapFill], a
call ZeroObjectPositions
ld a, $01
ld [wVBlankOAMCopyToggle], a
call DoFrame
call EmptyScreen
call LoadSymbolsFont
call LoadDeckAndDiscardPileIcons
; player cards
ld a, PLAYER_TURN
ld [wCheckMenuPlayAreaWhichDuelist], a
ld [wCheckMenuPlayAreaWhichLayout], a
ld hl, PrizeCardsCoordinateData_2.player
call DrawPlayArea_PrizeCards
lb de, 5, 10 ; coordinates
ld c, 3 ; spacing
call DrawPlayArea_BenchCards
; opponent cards
ld a, OPPONENT_TURN
ld [wCheckMenuPlayAreaWhichDuelist], a
ld hl, PrizeCardsCoordinateData_2.opponent
call DrawPlayArea_PrizeCards
lb de, 1, 0 ; coordinates
ld c, 3 ; spacing
call DrawPlayArea_BenchCards
ret
; draws the active card gfx at coordinates de
; of the player (or opponent) depending on wCheckMenuPlayAreaWhichDuelist
; input:
; de = coordinates
DrawYourOrOppPlayArea_ActiveCardGfx:
push de
ld a, DUELVARS_ARENA_CARD
ld l, a
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld h, a
ld a, [hl]
cp -1
jr z, .no_pokemon
ld d, a
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld b, a
ldh a, [hWhoseTurn]
cp b
jr nz, .swap
ld a, d
call LoadCardDataToBuffer1_FromDeckIndex
jr .draw
.swap
call SwapTurn
ld a, d
call LoadCardDataToBuffer1_FromDeckIndex
call SwapTurn
.draw
ld de, v0Tiles1 + $20 tiles ; destination offset of loaded gfx
ld hl, wLoadedCard1Gfx
ld a, [hli]
ld h, [hl]
ld l, a
lb bc, $30, TILE_SIZE
call LoadCardGfx
bank1call SetBGP6OrSGB3ToCardPalette
bank1call FlushAllPalettesOrSendPal23Packet
pop de
; draw card gfx
ld a, $a0
lb hl, 6, 1
lb bc, 8, 6
call FillRectangle
bank1call ApplyBGP6OrSGB3ToCardImage
ret
.no_pokemon
pop de
ret
; draws player and opponent arena card graphics
; in the "In Play Area" screen
DrawInPlayArea_ActiveCardGfx:
xor a
ld [wArenaCardsInPlayArea], a
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
cp -1 ; no pokemon
jr z, .opponent1
push af
ld a, [wArenaCardsInPlayArea]
or %00000001 ; set the player arena Pokemon bit
ld [wArenaCardsInPlayArea], a
pop af
; load card gfx
call LoadCardDataToBuffer1_FromDeckIndex
lb de, $8a, $00
ld hl, wLoadedCard1Gfx
ld a, [hli]
ld h, [hl]
ld l, a
lb bc, $30, TILE_SIZE
call LoadCardGfx
bank1call SetBGP6OrSGB3ToCardPalette
.opponent1
ld a, DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
cp -1 ; no pokemon
jr z, .draw
push af
ld a, [wArenaCardsInPlayArea]
or %00000010 ; set the opponent arena Pokemon bit
ld [wArenaCardsInPlayArea], a
pop af
; load card gfx
call SwapTurn
call LoadCardDataToBuffer1_FromDeckIndex
lb de, $95, $00
ld hl, wLoadedCard1Gfx
ld a, [hli]
ld h, [hl]
ld l, a
lb bc, $30, TILE_SIZE
call LoadCardGfx
bank1call SetBGP7OrSGB2ToCardPalette
call SwapTurn
.draw
ld a, [wArenaCardsInPlayArea]
or a
ret z ; no arena cards in play
bank1call FlushAllPalettesOrSendPal23Packet
ld a, [wArenaCardsInPlayArea]
and %00000001 ; test player arena card bit
jr z, .opponent2
; draw player arena card
ld a, $a0
lb de, 6, 9
lb hl, 6, 1
lb bc, 8, 6
call FillRectangle
bank1call ApplyBGP6OrSGB3ToCardImage
.opponent2
ld a, [wArenaCardsInPlayArea]
and %00000010 ; test opponent arena card bit
ret z
; draw opponent arena card
call SwapTurn
ld a, $50
lb de, 6, 2
lb hl, 6, 1
lb bc, 8, 6
call FillRectangle
bank1call ApplyBGP7OrSGB2ToCardImage
call SwapTurn
ret
; draws prize cards depending on the turn
; loaded in wCheckMenuPlayAreaWhichDuelist
; input:
; hl = pointer to coordinates
DrawPlayArea_PrizeCards:
push hl
call GetDuelInitialPrizesUpperBitsSet
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld h, a
ld l, DUELVARS_PRIZES
ld a, [hl]
pop hl
ld b, 0
push af
; loop each prize card
.loop
inc b
ld a, [wDuelInitialPrizes]
inc a
cp b
jr z, .done
pop af
srl a ; right shift prize cards left
push af
jr c, .not_taken
ld a, $e0 ; tile byte for empty slot
jr .draw
.not_taken
ld a, $dc ; tile byte for card
.draw
ld e, [hl]
inc hl
ld d, [hl]
inc hl
push hl
push bc
lb hl, $01, $02 ; card tile gfx
lb bc, 2, 2 ; rectangle size
call FillRectangle
ld a, [wConsole]
cp CONSOLE_CGB
jr nz, .not_cgb
ld a, $02 ; blue colour
lb bc, 2, 2
lb hl, 0, 0
call BankswitchVRAM1
call FillRectangle
call BankswitchVRAM0
.not_cgb
pop bc
pop hl
jr .loop
.done
pop af
ret
PrizeCardsCoordinateData_YourOrOppPlayArea:
; x and y coordinates for player prize cards
.player
db 2, 1
db 2, 3
db 4, 1
db 4, 3
db 6, 1
db 6, 3
; x and y coordinates for opponent prize cards
.opponent
db 9, 17
db 9, 15
db 7, 17
db 7, 15
db 5, 17
db 5, 15
; used by Func_833c
PrizeCardsCoordinateData_2:
; x and y coordinates for player prize cards
.player
db 6, 0
db 6, 2
db 8, 0
db 8, 2
db 10, 0
db 10, 2
; x and y coordinates for opponent prize cards
.opponent
db 4, 18
db 4, 16
db 2, 18
db 2, 16
db 0, 18
db 0, 16
PrizeCardsCoordinateData_InPlayArea:
; x and y coordinates for player prize cards
.player
db 9, 1
db 9, 3
db 11, 1
db 11, 3
db 13, 1
db 13, 3
; x and y coordinates for opponent prize cards
.opponent
db 6, 17
db 6, 15
db 4, 17
db 4, 15
db 2, 17
db 2, 15
; calculates bits set up to the number of initial prizes, with upper 2 bits set, i.e:
; 6 prizes: a = %11111111
; 4 prizes: a = %11001111
; 3 prizes: a = %11000111
; 2 prizes: a = %11000011
GetDuelInitialPrizesUpperBitsSet:
ld a, [wDuelInitialPrizes]
ld b, $01
.loop
or a
jr z, .done
sla b
dec a
jr .loop
.done
dec b
ld a, b
or %11000000
ld [wDuelInitialPrizesUpperBitsSet], a
ret
; draws filled and empty bench slots depending on the turn loaded in wCheckMenuPlayAreaWhichDuelist
; if wCheckMenuPlayAreaWhichDuelist is different from wCheckMenuPlayAreaWhichLayout adjusts coordinates of the bench slots
; input:
; de = coordinates to draw bench
; c = spacing between slots
DrawPlayArea_BenchCards:
ld a, [wCheckMenuPlayAreaWhichLayout]
ld b, a
ld a, [wCheckMenuPlayAreaWhichDuelist]
cp b
jr z, .skip
; adjust the starting bench position for opponent
ld a, d
add c
add c
add c
add c
ld d, a
; d = d + 4 * c
; have the spacing go to the left instead of right
xor a
sub c
ld c, a
; c = $ff - c + 1
ld a, [wCheckMenuPlayAreaWhichDuelist]
.skip
ld h, a
ld l, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
ld b, [hl]
ld l, DUELVARS_BENCH1_CARD_STAGE
.loop_1
dec b ; num of Bench Pokemon left
jr z, .done
ld a, [hli]
push hl
push bc
sla a
sla a
add $e4
; a holds the correct stage gfx tile
ld b, a
push bc
lb hl, 1, 2
lb bc, 2, 2
call FillRectangle
ld a, [wConsole]
cp CONSOLE_CGB
pop bc
jr nz, .next
ld a, b
cp $ec ; tile offset of 2 stage
jr z, .two_stage
cp $f0 ; tile offset of 2 stage with no 1 stage
jr z, .two_stage
ld a, $02 ; blue colour
jr .palette
.two_stage
ld a, $01 ; red colour
.palette
lb bc, 2, 2
lb hl, 0, 0
call BankswitchVRAM1
call FillRectangle
call BankswitchVRAM0
.next ; adjust coordinates for next card
pop bc
pop hl
ld a, d
add c
ld d, a
; d = d + c
jr .loop_1
.done
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld h, a
ld l, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
ld b, [hl]
ld a, MAX_PLAY_AREA_POKEMON
sub b
ret z ; return if already full
ld b, a
inc b
.loop_2
dec b
ret z
push bc
ld a, $f4 ; empty bench slot tile
lb hl, 1, 2
lb bc, 2, 2
call FillRectangle
ld a, [wConsole]
cp CONSOLE_CGB
jr nz, .not_cgb
ld a, $02 ; colour
lb bc, 2, 2
lb hl, 0, 0
call BankswitchVRAM1
call FillRectangle
call BankswitchVRAM0
.not_cgb
pop bc
ld a, d
add c
ld d, a
jr .loop_2
; draws Your/Opp Play Area icons depending on value in a
; the icons correspond to Deck, Discard Pile, and Hand
; the corresponding number of cards is printed alongside each icon
; for "Hand", text is displayed rather than an icon
; input:
; a = $00: draws player icons
; a = $01: draws opponent icons
DrawYourOrOppPlayArea_Icons:
or a
jr nz, .opponent
ld hl, PlayAreaIconCoordinates.player1
jr .draw
.opponent
ld hl, PlayAreaIconCoordinates.opponent1
.draw
; hand icon and value
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld d, a
ld e, DUELVARS_NUMBER_OF_CARDS_IN_HAND
ld a, [de]
ld b, a
ld a, $d0 ; hand icon, unused?
call DrawPlayArea_HandText
; deck icon and value
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld d, a
ld e, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
ld a, [de]
ld b, a
ld a, DECK_SIZE
sub b
ld b, a
ld a, $d4 ; deck icon
call DrawPlayArea_IconWithValue
; discard pile icon and value
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld d, a
ld e, DUELVARS_NUMBER_OF_CARDS_IN_DISCARD_PILE
ld a, [de]
ld b, a
ld a, $d8 ; discard pile icon
call DrawPlayArea_IconWithValue
ret
; draws the interface icon corresponding to the gfx tile in a
; also prints the number in decimal corresponding to the value in b
; the coordinates in screen are given by [hl]
; input:
; a = tile for the icon
; b = value to print alongside icon
; hl = pointer to coordinates
DrawPlayArea_IconWithValue:
; drawing the icon
ld d, [hl]
inc hl
ld e, [hl]
inc hl
push hl
push bc
lb hl, 1, 2
lb bc, 2, 2
call FillRectangle
ld a, [wConsole]
cp CONSOLE_CGB
jr nz, .skip
ld a, $02
lb bc, 2, 2
lb hl, 0, 0
call BankswitchVRAM1
call FillRectangle
call BankswitchVRAM0
.skip
; adjust coordinate to the lower right
inc d
inc d
inc e
call InitTextPrinting
pop bc
ld a, b
call CalculateOnesAndTensDigits
ld hl, wOnesAndTensPlace
ld a, [hli]
ld b, a
ld a, [hl]
; loading numerical and cross symbols
ld hl, wDefaultText
ld [hl], TX_SYMBOL
inc hl
ld [hl], SYM_CROSS
inc hl
ld [hl], TX_SYMBOL
inc hl
ld [hli], a ; tens place
ld [hl], TX_SYMBOL
inc hl
ld a, b
ld [hli], a ; ones place
ld [hl], TX_END
; printing the decimal value
ld hl, wDefaultText
call ProcessText
pop hl
ret
PlayAreaIconCoordinates:
; used for "Your/Opp. Play Area" screen
.player1
db 15, 7 ; hand
db 15, 2 ; deck
db 15, 4 ; discard pile
.opponent1
db 1, 5 ; hand
db 1, 9 ; deck
db 1, 7 ; discard pile
; used for "In Play Area" screen
.player2
db 15, 14
db 15, 9
db 15, 11
.opponent2
db 0, 2
db 0, 6
db 0, 4
; draws In Play Area icons depending on value in a
; the icons correspond to Deck, Discard Pile, and Hand
; the corresponding number of cards is printed alongside each icon
; for "Hand", text is displayed rather than an icon
; input:
; a = $00: draws player icons
; a = $01: draws opponent icons
DrawInPlayArea_Icons:
ldh a, [hWhoseTurn]
ld d, a
ld e, DUELVARS_NUMBER_OF_CARDS_IN_HAND
ld a, [de]
ld b, a
ld a, $d0 ; hand icon, unused?
call DrawPlayArea_HandText
; deck
ldh a, [hWhoseTurn]
ld d, a
ld e, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
ld a, [de]
ld b, a
ld a, DECK_SIZE
sub b
ld b, a
ld a, $d4 ; deck tile
call DrawPlayArea_IconWithValue
; discard pile
ldh a, [hWhoseTurn]
ld d, a
ld e, $ed
ld a, [de]
ld b, a
ld a, $d8 ; discard pile tile
call DrawPlayArea_IconWithValue
ret
; prints text HandText_2 and a cross with decimal value of b
; input
; b = value to print alongside text
DrawPlayArea_HandText:
ld d, [hl]
inc hl
ld e, [hl]
inc hl
; text
push hl
push bc
call InitTextPrinting
ldtx hl, HandText_2
call ProcessTextFromID
pop bc
; decimal value
ld a, b
call CalculateOnesAndTensDigits
ld hl, wOnesAndTensPlace
ld a, [hli]
ld b, a
ld a, [hl]
ld hl, wDefaultText
ld [hl], TX_SYMBOL
inc hl
ld [hl], SYM_CROSS
inc hl
ld [hl], TX_SYMBOL
inc hl
ld [hli], a
ld [hl], TX_SYMBOL
inc hl
; draw to screen
ld a, b
ld [hli], a
ld [hl], TX_END
ld hl, wDefaultText
call ProcessText
pop hl
ret
; handle player input in menu in Your or Opp. Play Area
; works out which cursor coordinate to go to
; and sets carry flag if A or B are pressed
; returns a = $1 if A pressed
; returns a = $ff if B pressed
HandleCheckMenuInput_YourOrOppPlayArea:
xor a
ld [wPlaysSfx], a
ld a, [wCheckMenuCursorXPosition]
ld d, a
ld a, [wCheckMenuCursorYPosition]
ld e, a
; d = cursor x position
; e = cursor y position
ldh a, [hDPadHeld]
or a
jr z, .skip
; pad is pressed
ld a, [wce5e]
and %10000000
ldh a, [hDPadHeld]
jr nz, .check_vertical
bit D_LEFT_F, a ; test left button
jr nz, .horizontal
bit D_RIGHT_F, a ; test right button
jr z, .check_vertical
; handle horizontal input
.horizontal
ld a, [wce5e]
and %01111111
or a
jr nz, .asm_86dd ; jump if wce5e's lower 7 bits aren't set
ld a, e
or a
jr z, .flip_x ; jump if y is 0
; wce5e = %10000000
; e = 1
dec e ; change y position
jr .flip_x
.asm_86dd
ld a, e
or a
jr nz, .flip_x ; jump if y is not 0
inc e ; change y position
.flip_x
ld a, d
xor $01 ; flip x position
ld d, a
jr .erase
.check_vertical
bit D_UP_F, a
jr nz, .vertical
bit D_DOWN_F, a
jr z, .skip
; handle vertical input
.vertical
ld a, d
or a
jr z, .flip_y ; jump if x is 0
dec d
.flip_y
ld a, e
xor $01 ; flip y position
ld e, a
.erase
ld a, TRUE
ld [wPlaysSfx], a
push de
call EraseCheckMenuCursor_YourOrOppPlayArea
pop de
; update x and y cursor positions
ld a, d
ld [wCheckMenuCursorXPosition], a
ld a, e
ld [wCheckMenuCursorYPosition], a
; reset cursor blink
xor a
ld [wCheckMenuCursorBlinkCounter], a
.skip
ldh a, [hKeysPressed]
and A_BUTTON | B_BUTTON
jr z, .sfx
and A_BUTTON
jr nz, .a_pressed
; B pressed
ld a, $ff ; cancel
call PlaySFXConfirmOrCancel
scf
ret
.a_pressed
call DisplayCheckMenuCursor_YourOrOppPlayArea
ld a, $01
call PlaySFXConfirmOrCancel
scf
ret
.sfx
ld a, [wPlaysSfx]
or a
jr z, .draw_cursor
call PlaySFX
.draw_cursor
ld hl, wCheckMenuCursorBlinkCounter
ld a, [hl]
inc [hl]
and %00001111
ret nz ; only update cursor if blink's lower nibble is 0
ld a, SYM_CURSOR_R ; cursor byte
bit 4, [hl] ; only draw cursor if blink counter's fourth bit is not set
jr z, DrawCheckMenuCursor_YourOrOppPlayArea
; fallthrough
; transforms cursor position into coordinates
; in order to draw byte on menu cursor
EraseCheckMenuCursor_YourOrOppPlayArea:
ld a, SYM_SPACE ; white tile
; fallthrough
; draws in the cursor position
; input:
; a = tile byte to draw
DrawCheckMenuCursor_YourOrOppPlayArea:
ld e, a
ld a, 10
ld l, a
ld a, [wCheckMenuCursorXPosition]
ld h, a
call HtimesL
; h = 10 * cursor x pos
ld a, l
add 1
ld b, a
ld a, [wCheckMenuCursorYPosition]
sla a
add 14
ld c, a
; c = 11 + 2 * cursor y pos + 14
; draw tile loaded in e
ld a, e
call WriteByteToBGMap0
or a
ret
DisplayCheckMenuCursor_YourOrOppPlayArea:
ld a, SYM_CURSOR_R ; load cursor byte
jr DrawCheckMenuCursor_YourOrOppPlayArea
; handles Peek Pkmn Power selection menus
_HandlePeekSelection:
call Set_OBJ_8x8
call LoadCursorTile
; reset wce5c and wIsSwapTurnPending
xor a
ld [wce5c], a
ld [wIsSwapTurnPending], a
; draw play area screen for the turn player
ldh a, [hWhoseTurn]
ld h, a
ld l, a
call DrawYourOrOppPlayAreaScreen
.check_swap
ld a, [wIsSwapTurnPending]
or a
jr z, .draw_menu_1
; if wIsSwapTurnPending is TRUE, swap turn
call SwapTurn
xor a
ld [wIsSwapTurnPending], a
; prompt player to choose either own Play Area or opponent's
.draw_menu_1
xor a
ld hl, .PlayAreaMenuParameters
call InitializeMenuParameters
call DrawWideTextBox
ld hl, .YourOrOppPlayAreaData
call PlaceTextItems
.loop_input_1
call DoFrame
call HandleMenuInput
jr nc, .loop_input_1
cp -1
jr z, .loop_input_1 ; can't use B btn
call EraseCursor
ldh a, [hCurMenuItem]
or a
jp nz, .PrepareYourPlayAreaSelection ; jump if not Opp Play Area
; own Play Area was chosen
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld b, a
ldh a, [hWhoseTurn]
cp b
jr z, .text_1
; switch the play area to draw
ld h, a
ld l, a
call DrawYourOrOppPlayAreaScreen
xor a
ld [wIsSwapTurnPending], a
.text_1
call DrawWideTextBox
lb de, 1, 14
call InitTextPrinting
ldtx hl, WhichCardWouldYouLikeToSeeText
call ProcessTextFromID
xor a
ld [wYourOrOppPlayAreaCurPosition], a
ld de, PeekYourPlayAreaTransitionTable
ld hl, wTransitionTablePtr
ld [hl], e
inc hl
ld [hl], d
.loop_input_2
ld a, $01
ld [wVBlankOAMCopyToggle], a
call DoFrame
call YourOrOppPlayAreaScreen_HandleInput
jr c, .selection_cancelled
jr .loop_input_2
.selection_cancelled
cp -1
jr nz, .selection_made
call ZeroObjectPositionsWithCopyToggleOn
jr .check_swap
.selection_made
ld hl, .SelectionFunctionTable
call JumpToFunctionInTable
jr .loop_input_2
.SelectionFunctionTable
rept 6
dw .SelectedPrize
endr
dw .SelectedOppsHand
dw .SelectedDeck
.YourOrOppPlayAreaData
textitem 2, 14, YourPlayAreaText
textitem 2, 16, OppPlayAreaText
db $ff
.PlayAreaMenuParameters
db 1, 14 ; cursor x, cursor y
db 2 ; y displacement between items
db 2 ; number of items
db SYM_CURSOR_R ; cursor tile number
db SYM_SPACE ; tile behind cursor
dw NULL ; function pointer if non-0
.SelectedPrize
ld a, [wYourOrOppPlayAreaCurPosition]
ld c, a
ld b, $1
; left-shift b a number of times
; corresponding to this prize card
.loop_prize_bitmask
or a
jr z, .got_prize_bitmask
sla b
dec a
jr .loop_prize_bitmask
.got_prize_bitmask
ld a, DUELVARS_PRIZES
call GetTurnDuelistVariable
and b
ret z ; return if prize card taken
ld a, c
add $40
ld [wce5c], a
ld a, c
add DUELVARS_PRIZE_CARDS
call GetTurnDuelistVariable
jr .ShowSelectedCard
.SelectedOppsHand
call CreateHandCardList
ret c
ld hl, wDuelTempList
call ShuffleCards
ld a, [hl]
jr .ShowSelectedCard
.SelectedDeck
call CreateDeckCardList
ret c
ld a, %01111111
ld [wce5c], a
ld a, [wDuelTempList]
; fallthrough
; input:
; a = deck index of card to be loaded
; output:
; a = wce5c
; with upper bit set if turn was swapped
.ShowSelectedCard
ld b, a
ld a, [wce5c]
or a
jr nz, .display
; if wce5c is not set, set it as input deck index
ld a, b
ld [wce5c], a
.display
ld a, b
call LoadCardDataToBuffer1_FromDeckIndex
call Set_OBJ_8x16
bank1call OpenCardPage_FromHand
ld a, $01
ld [wVBlankOAMCopyToggle], a
pop af
; if wIsSwapTurnPending is TRUE, swap turn
ld a, [wIsSwapTurnPending]
or a
jr z, .dont_swap
call SwapTurn
ld a, [wce5c]
or %10000000
ret
.dont_swap
ld a, [wce5c]
ret
; prepare menu parameters to handle selection
; of player's own Play Area
.PrepareYourPlayAreaSelection:
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld b, a
ldh a, [hWhoseTurn]
cp b
jr nz, .text_2
ld l, a
cp PLAYER_TURN
jr nz, .opponent
ld a, OPPONENT_TURN
jr .draw_menu_2
.opponent
ld a, PLAYER_TURN
.draw_menu_2
ld h, a
call DrawYourOrOppPlayAreaScreen
.text_2
call DrawWideTextBox
lb de, 1, 14
call InitTextPrinting
ldtx hl, WhichCardWouldYouLikeToSeeText
call ProcessTextFromID
xor a
ld [wYourOrOppPlayAreaCurPosition], a
ld de, PeekOppPlayAreaTransitionTable
ld hl, wTransitionTablePtr
ld [hl], e
inc hl
ld [hl], d
call SwapTurn
ld a, TRUE
ld [wIsSwapTurnPending], a ; mark pending to swap turn
jp .loop_input_2
PeekYourPlayAreaTransitionTable:
cursor_transition $08, $28, $00, $04, $02, $01, $07
cursor_transition $30, $28, $20, $05, $03, $07, $00
cursor_transition $08, $38, $00, $00, $04, $03, $07
cursor_transition $30, $38, $20, $01, $05, $07, $02
cursor_transition $08, $48, $00, $02, $00, $05, $07
cursor_transition $30, $48, $20, $03, $01, $07, $04
cursor_transition $78, $50, $00, $07, $07, $00, $01
cursor_transition $78, $28, $00, $07, $07, $00, $01
PeekOppPlayAreaTransitionTable:
cursor_transition $a0, $60, $20, $02, $04, $07, $01
cursor_transition $78, $60, $00, $03, $05, $00, $07
cursor_transition $a0, $50, $20, $04, $00, $06, $03
cursor_transition $78, $50, $00, $05, $01, $02, $06
cursor_transition $a0, $40, $20, $00, $02, $06, $05
cursor_transition $78, $40, $00, $01, $03, $04, $06
cursor_transition $08, $38, $00, $07, $07, $05, $04
cursor_transition $08, $60, $00, $06, $06, $01, $00
_DrawAIPeekScreen:
push bc
call Set_OBJ_8x8
call LoadCursorTile
xor a
ld [wIsSwapTurnPending], a
ldh a, [hWhoseTurn]
ld l, a
ld de, PeekYourPlayAreaTransitionTable
pop bc
bit AI_PEEK_TARGET_HAND_F, b
jr z, .draw_play_area
; AI chose the hand
call SwapTurn
ld a, TRUE
ld [wIsSwapTurnPending], a ; mark pending to swap turn
ldh a, [hWhoseTurn]
ld de, PeekOppPlayAreaTransitionTable
.draw_play_area
ld h, a
push bc
push de
call DrawYourOrOppPlayAreaScreen
pop de
pop bc
; get the right cursor position
; depending on what action the AI chose
; (prize card, hand, deck)
ld hl, wMenuInputTablePointer
ld [hl], e
inc hl
ld [hl], d
ld a, b
and $7f
cp $7f
jr nz, .prize_card
; cursor on the deck
ld a, $7
ld [wYourOrOppPlayAreaCurPosition], a
jr .got_cursor_position
.prize_card
bit AI_PEEK_TARGET_PRIZE_F, a
jr z, .hand
and $3f
ld [wYourOrOppPlayAreaCurPosition], a
jr .got_cursor_position
.hand
ld a, $6
ld [wYourOrOppPlayAreaCurPosition], a
.got_cursor_position
call YourOrOppPlayAreaScreen_HandleInput.draw_cursor
ld a, $1
ld [wVBlankOAMCopyToggle], a
ld a, [wIsSwapTurnPending]
or a
ret z
call SwapTurn
ret
LoadCursorTile:
ld de, v0Tiles0
ld hl, .tile_data
ld b, 16
call SafeCopyDataHLtoDE
ret
.tile_data:
db $e0, $c0, $98, $b0, $84, $8c, $83, $82
db $86, $8f, $9d, $be, $f4, $f8, $50, $60
; handles input inside the "Your Play Area" or "Opp Play Area" screens
; returns carry if either A or B button were pressed
; returns -1 in a if B button was pressed
YourOrOppPlayAreaScreen_HandleInput:
xor a
ld [wPlaysSfx], a
; get the transition data for the prize card with cursor
ld hl, wTransitionTablePtr
ld e, [hl]
inc hl
ld d, [hl]
ld a, [wYourOrOppPlayAreaCurPosition]
ld [wPrizeCardCursorTemporaryPosition], a
ld l, a
ld h, 7 ; length of each transition table item
call HtimesL
add hl, de
; get the transition index related to the directional input
ldh a, [hDPadHeld]
or a
jp z, .check_button
inc hl
inc hl
inc hl
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
ld [wYourOrOppPlayAreaCurPosition], a
cp $8 ; if a >= 0x8
jr nc, .next
ld b, $1
; this loop equals to
; b = (1 << a)
.make_bitmask_loop
or a
jr z, .make_bitmask_done
sla b
dec a
jr .make_bitmask_loop
.make_bitmask_done
; check if the moved cursor refers to an existing item.
; it's always true when this function was called from the glossary procedure.
ld a, [wDuelInitialPrizesUpperBitsSet]
and b
jr nz, .next
; when no cards exist at the cursor,
ld a, [wPrizeCardCursorTemporaryPosition]
cp $06
jr nz, YourOrOppPlayAreaScreen_HandleInput
; move once more in the direction (recursively) until it reaches an existing item.
; check if one of the dpad, left or right, is pressed.
; if not, just go back to the start.
ldh a, [hDPadHeld]
bit D_RIGHT_F, a
jr nz, .left_or_right
bit D_LEFT_F, a
jr z, YourOrOppPlayAreaScreen_HandleInput
.left_or_right
; if started with 5 or 6 prize cards
; can switch sides normally,
ld a, [wDuelInitialPrizes]
cp PRIZES_5
jr nc, .next
; else if it's last card,
ld a, [wYourOrOppPlayAreaCurPosition]
cp 5
jr nz, .not_last_card
; place it at pos 3
ld a, 3
ld [wYourOrOppPlayAreaCurPosition], a
jr .ok
.not_last_card
; otherwise place at pos 2
ld a, 2
ld [wYourOrOppPlayAreaCurPosition], a
.ok
ld a, [wDuelInitialPrizes]
cp PRIZES_3
jr nc, .handled_cursor_pos
; in this case can just sub 2 from pos
ld a, [wYourOrOppPlayAreaCurPosition]
sub 2
ld [wYourOrOppPlayAreaCurPosition], a
.handled_cursor_pos
ld a, [wYourOrOppPlayAreaCurPosition]
ld [wPrizeCardCursorTemporaryPosition], a
ld b, $1
jr .make_bitmask_loop
.next
ld a, TRUE
ld [wPlaysSfx], a
; reset cursor blink
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
ld a, -1 ; cancel
call PlaySFXConfirmOrCancel
scf
ret
.a_button
call .draw_cursor
ld a, $01
call PlaySFXConfirmOrCancel
ld a, [wYourOrOppPlayAreaCurPosition]
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 (1 << 4) - 1
ret nz
bit 4, [hl]
jr nz, ZeroObjectPositionsWithCopyToggleOn
.draw_cursor
call ZeroObjectPositions
ld hl, wTransitionTablePtr
ld e, [hl]
inc hl
ld d, [hl]
ld a, [wYourOrOppPlayAreaCurPosition]
ld l, a
ld h, 7
call HtimesL
add hl, de
; hl = [wTransitionTablePtr] + 7 * wce52
ld d, [hl]
inc hl
ld e, [hl]
inc hl
ld b, [hl]
ld c, $00
call SetOneObjectAttributes
or a
ret
ZeroObjectPositionsWithCopyToggleOn:
call ZeroObjectPositions
ld a, $01
ld [wVBlankOAMCopyToggle], a
ret
; handles the screen for Player to select prize card(s)
_SelectPrizeCards:
xor a
call GetFirstSetPrizeCard
ld [wYourOrOppPlayAreaCurPosition], a
ld de, hTempPlayAreaLocation_ffa1
ld hl, wSelectedPrizeCardListPtr
ld [hl], e
inc hl
ld [hl], d
.check_prize_cards_to_select
ld a, [wNumberOfPrizeCardsToSelect]
or a
jr z, .done_selection
ld a, DUELVARS_PRIZES
call GetTurnDuelistVariable
or a
jr nz, .got_prizes
.done_selection
ld a, DUELVARS_PRIZES
call GetTurnDuelistVariable
ldh [hTemp_ffa0], a
ld a, [wSelectedPrizeCardListPtr + 0]
ld l, a
ld a, [wSelectedPrizeCardListPtr + 1]
ld h, a
ld [hl], $ff
ret
.got_prizes
ldh a, [hWhoseTurn]
ld h, a
ld l, a
call DrawYourOrOppPlayAreaScreen
call DrawWideTextBox
lb de, 1, 14
call InitTextPrinting
ldtx hl, PleaseChooseAPrizeText
call ProcessTextFromID
ld de, .cursor_transition_table
ld hl, wMenuInputTablePointer
ld [hl], e
inc hl
ld [hl], d
.loop_handle_input
ld a, $1
ld [wVBlankOAMCopyToggle], a
call DoFrame
call YourOrOppPlayAreaScreen_HandleInput
jr nc, .loop_handle_input
cp $ff
jr z, .loop_handle_input
call ZeroObjectPositionsWithCopyToggleOn
; get prize bit mask that corresponds
; to the one pointed by the cursor
ld a, [wYourOrOppPlayAreaCurPosition]
ld c, a
ld b, $1
.loop
or a
jr z, .got_prize_mask
sla b
dec a
jr .loop
.got_prize_mask
; if cursor prize is not set,
; then return to input loop
ld a, DUELVARS_PRIZES
call GetTurnDuelistVariable
and b
jp z, .loop_handle_input ; can be jr
; remove prize
ld a, DUELVARS_PRIZES
call GetTurnDuelistVariable
sub b
ld [hl], a
; get its deck index
ld a, c
add DUELVARS_PRIZE_CARDS
call GetTurnDuelistVariable
ld hl, wSelectedPrizeCardListPtr
ld e, [hl]
inc hl
ld d, [hl]
ld [de], a ; store deck index
inc de
ld [hl], d
dec hl
ld [hl], e
; add prize card to hand
call AddCardToHand
call LoadCardDataToBuffer1_FromDeckIndex
call Set_OBJ_8x16
bank1call OpenCardPage_FromHand
ld a, [wNumberOfPrizeCardsToSelect]
dec a
ld [wNumberOfPrizeCardsToSelect], a
ld a, [wYourOrOppPlayAreaCurPosition]
call GetFirstSetPrizeCard
ld [wYourOrOppPlayAreaCurPosition], a
jp .check_prize_cards_to_select
.cursor_transition_table
cursor_transition $08, $28, $00, $04, $02, $01, $01
cursor_transition $30, $28, $20, $05, $03, $00, $00
cursor_transition $08, $38, $00, $00, $04, $03, $03
cursor_transition $30, $38, $20, $01, $05, $02, $02
cursor_transition $08, $48, $00, $02, $00, $05, $05
cursor_transition $30, $48, $20, $03, $01, $04, $04
_DrawPlayAreaToPlacePrizeCards:
xor a
ld [wTileMapFill], a
call ZeroObjectPositions
call EmptyScreen
call LoadSymbolsFont
call LoadPlacingThePrizesScreenTiles
ldh a, [hWhoseTurn]
ld [wCheckMenuPlayAreaWhichLayout], a
ld [wCheckMenuPlayAreaWhichDuelist], a
lb de, 0, 10
ld c, 3
call DrawPlayArea_BenchCards
ld hl, .player_icon_coordinates
call DrawYourOrOppPlayArea_Icons.draw
lb de, 8, 6
ld a, $a0
lb hl, 1, 4
lb bc, 4, 3
call FillRectangle
call SwapTurn
ld a, TRUE
ld [wIsSwapTurnPending], a ; mark pending to swap turn
ldh a, [hWhoseTurn]
ld [wCheckMenuPlayAreaWhichDuelist], a
lb de, 6, 0
ld c, 3
call DrawPlayArea_BenchCards
ld hl, .opp_icon_coordinates
call DrawYourOrOppPlayArea_Icons.draw
lb de, 8, 3
ld a, $a0
lb hl, 1, 4
lb bc, 4, 3
call FillRectangle
call SwapTurn
ret
.player_icon_coordinates
db 15, 11
db 15, 6
db 15, 8
.opp_icon_coordinates
db 0, 0
db 0, 4
db 0, 2
; seems like a function to draw prize cards
; given a list of coordinates in hl
; hl = pointer to coords
Func_8bf2: ; unreferenced
push hl
ld a, [wCheckMenuPlayAreaWhichDuelist]
ld h, a
ld l, DUELVARS_PRIZES
ld a, [hl]
pop hl
ld b, 0
push af
.loop_prize_cards
inc b
ld a, [wDuelInitialPrizes]
inc a
cp b
jr z, .done
pop af
srl a
push af
jr c, .not_taken
; same tile whether the prize card is taken or not
ld a, $ac
jr .got_tile
.not_taken
ld a, $ac
.got_tile
ld e, [hl]
inc hl
ld d, [hl]
inc hl
push hl
push bc
lb hl, 0, 0
lb bc, 1, 1
call FillRectangle
ld a, [wConsole]
cp CONSOLE_CGB
jr nz, .skip_pal
ld a, $02
lb bc, 1, 1
lb hl, 0, 0
call BankswitchVRAM1
call FillRectangle
call BankswitchVRAM0
.skip_pal
pop bc
pop hl
jr .loop_prize_cards
.done
pop af
ret
; unknown data
Data_8c3f: ; unreferenced
db $06, $05, $06, $06, $07, $05, $07, $06
db $08, $05, $08, $06, $05, $0e, $05, $0d
db $04, $0e, $04, $0d, $03, $0e, $03, $0d
; gets the first prize card index that is set
; beginning from index in register a
; a = prize card index
GetFirstSetPrizeCard:
push bc
push de
push hl
ld e, PRIZES_6
ld c, a
ldh a, [hWhoseTurn]
ld h, a
ld l, DUELVARS_PRIZES
ld d, [hl]
.loop_prizes
call .GetPrizeMask
and d
jr nz, .done ; prize is set
dec e
jr nz, .next_prize
ld c, 0
jr .done
.next_prize
inc c
ld a, PRIZES_6
cp c
jr nz, .loop_prizes
ld c, 0
jr .loop_prizes
.done
ld a, c ; first prize index that is set
pop hl
pop de
pop bc
ret
; returns 1 shifted left by c bits
.GetPrizeMask
push bc
ld a, c
ld b, $1
.loop
or a
jr z, .got_mask
sla b
dec a
jr .loop
.got_mask
ld a, b
pop bc
ret
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