summaryrefslogtreecommitdiff
path: root/src/engine/menus/play_area.asm
blob: 0a09953cb90d4e7b128f260a7fffde6cebd1b5e5 (plain)
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
; this function is called when the player is shown the "In Play Area" screen.
; it can be called with either the select button (DuelMenuShortcut_BothActivePokemon),
; or via the "In Play Area" item of the Check menu (DuelCheckMenu_InPlayArea)
OpenInPlayAreaScreen:
	ld a, INPLAYAREA_PLAYER_ACTIVE
	ld [wInPlayAreaCurPosition], a
.start
	xor a
	ld [wCheckMenuCursorBlinkCounter], a
	farcall DrawInPlayAreaScreen
	call EnableLCD
	call IsClairvoyanceActive
	jr c, .clairvoyance_on

	ld de, OpenInPlayAreaScreen_TransitionTable1
	jr .clairvoyance_off

.clairvoyance_on
	ld de, OpenInPlayAreaScreen_TransitionTable2
.clairvoyance_off
	ld hl, wMenuInputTablePointer
	ld [hl], e
	inc hl
	ld [hl], d
	ld a, [wInPlayAreaCurPosition]
	call .print_associated_text
.on_frame
	ld a, $01
	ld [wVBlankOAMCopyToggle], a
	call DoFrame

	ldh a, [hDPadHeld]
	and START
	jr nz, .selection

	; if this function's been called from 'select' button,
	; wInPlayAreaFromSelectButton is on.
	ld a, [wInPlayAreaFromSelectButton]
	or a
	jr z, .handle_input ; if it's from the Check menu, jump.

	ldh a, [hDPadHeld]
	and SELECT
	jr nz, .skip_input

.handle_input
	ld a, [wInPlayAreaCurPosition]
	ld [wInPlayAreaTemporaryPosition], a
	call OpenInPlayAreaScreen_HandleInput
	jr c, .pressed

	ld a, [wInPlayAreaCurPosition]
	cp INPLAYAREA_PLAYER_PLAY_AREA
	jp z, .show_turn_holder_play_area
	cp INPLAYAREA_OPP_PLAY_AREA
	jp z, .show_non_turn_holder_play_area

	; check if the cursor moved.
	ld hl, wInPlayAreaTemporaryPosition
	cp [hl]
	call nz, .print_associated_text

	jr .on_frame

.pressed
	cp -1
	jr nz, .selection

	; pressed b button.
	call ZeroObjectPositionsAndToggleOAMCopy_Bank6
	lb de, $38, $9f
	call SetupText
	scf
	ret

.skip_input
	call ZeroObjectPositionsAndToggleOAMCopy_Bank6
	lb de, $38, $9f
	call SetupText
	or a
	ret

.selection ; pressed a button or start button.
	call ZeroObjectPositionsAndToggleOAMCopy_Bank6
	lb de, $38, $9f
	call SetupText
	ld a, [wInPlayAreaCurPosition]
	ld [wInPlayAreaPreservedPosition], a
	ld hl, .jump_table
	call JumpToFunctionInTable
	ld a, [wInPlayAreaPreservedPosition]
	ld [wInPlayAreaCurPosition], a

	jp .start

.print_associated_text
; each position has a text associated to it,
; which is printed at the bottom of the screen
	push af
	lb de, 1, 17
	call InitTextPrinting
	ldtx hl, EmptyLineText
	call ProcessTextFromID

	ld hl, hffb0
	ld [hl], $01
	ldtx hl, HandText_2
	call ProcessTextFromID

	ld hl, hffb0
	ld [hl], $00
	lb de, 1, 17
	call InitTextPrinting
	pop af
	ld hl, OpenInPlayAreaScreen_TextTable
	ld b, 0
	sla a
	ld c, a
	add hl, bc

	; hl = OpenInPlayAreaScreen_TextTable + 2 * (wInPlayAreaCurPosition)
	ld a, [hli]
	ld h, [hl]
	ld l, a
	ld a, h

	; jump ahead if entry does not contain null text (it's not active pokemon)
	or a
	jr nz, .print_hand_or_discard_pile

	ld a, l
	; bench slots have dummy text IDs assigned to them, which are never used.
	; these are secretly not text id's, but rather, 2-byte PLAY_AREA_BENCH_* constants
	; check if the value at register l is one of those, and jump ahead if not
	cp PLAY_AREA_BENCH_5 + $01
	jr nc, .print_hand_or_discard_pile

; if we make it here, we need to print a Pokemon card name.
; wInPlayAreaCurPosition determines which duelist
; and l contains the PLAY_AREA_* location of the card.
	ld a, [wInPlayAreaCurPosition]
	cp INPLAYAREA_PLAYER_HAND
	jr nc, .opponent_side

	ld a, l
	add DUELVARS_ARENA_CARD
	call GetTurnDuelistVariable
	cp -1
	ret z

	call GetCardIDFromDeckIndex
	call LoadCardDataToBuffer1_FromCardID
	jr .display_card_name

.opponent_side
	ld a, l
	add DUELVARS_ARENA_CARD
	call GetNonTurnDuelistVariable
	cp -1
	ret z

	call SwapTurn
	call GetCardIDFromDeckIndex
	call LoadCardDataToBuffer1_FromCardID
	call SwapTurn

.display_card_name
	ld a, 18
	call CopyCardNameAndLevel
	ld hl, wDefaultText
	call ProcessText
	ret

.print_hand_or_discard_pile
; if we make it here, cursor position is to Hand or Discard Pile
; so DuelistHandText_2 or DuelistDiscardPileText will be printed

	ld a, [wInPlayAreaCurPosition]
	cp INPLAYAREA_OPP_ACTIVE
	jr nc, .opp_side_print_hand_or_discard_pile
	call PrintTextNoDelay
	ret

.opp_side_print_hand_or_discard_pile
	call SwapTurn
	call PrintTextNoDelay
	call SwapTurn
	ret

.show_turn_holder_play_area
	lb de, $38, $9f
	call SetupText
	ldh a, [hWhoseTurn]
	push af
	bank1call OpenTurnHolderPlayAreaScreen
	pop af
	ldh [hWhoseTurn], a
	ld a, [wInPlayAreaPreservedPosition]
	ld [wInPlayAreaCurPosition], a
	jp .start

.show_non_turn_holder_play_area
	lb de, $38, $9f
	call SetupText
	ldh a, [hWhoseTurn]
	push af
	bank1call OpenNonTurnHolderPlayAreaScreen
	pop af
	ldh [hWhoseTurn], a
	ld a, [wInPlayAreaPreservedPosition]
	ld [wInPlayAreaCurPosition], a
	jp .start

.jump_table ; (6:4228)
	dw OpenInPlayAreaScreen_TurnHolderPlayArea       ; 0x00: INPLAYAREA_PLAYER_BENCH_1
	dw OpenInPlayAreaScreen_TurnHolderPlayArea       ; 0x01: INPLAYAREA_PLAYER_BENCH_2
	dw OpenInPlayAreaScreen_TurnHolderPlayArea       ; 0x02: INPLAYAREA_PLAYER_BENCH_3
	dw OpenInPlayAreaScreen_TurnHolderPlayArea       ; 0x03: INPLAYAREA_PLAYER_BENCH_4
	dw OpenInPlayAreaScreen_TurnHolderPlayArea       ; 0x04: INPLAYAREA_PLAYER_BENCH_5
	dw OpenInPlayAreaScreen_TurnHolderPlayArea       ; 0x05: INPLAYAREA_PLAYER_ACTIVE
	dw OpenInPlayAreaScreen_TurnHolderHand           ; 0x06: INPLAYAREA_PLAYER_HAND
	dw OpenInPlayAreaScreen_TurnHolderDiscardPile    ; 0x07: INPLAYAREA_PLAYER_DISCARD_PILE
	dw OpenInPlayAreaScreen_NonTurnHolderPlayArea    ; 0x08: INPLAYAREA_OPP_ACTIVE
	dw OpenInPlayAreaScreen_NonTurnHolderHand        ; 0x09: INPLAYAREA_OPP_HAND
	dw OpenInPlayAreaScreen_NonTurnHolderDiscardPile ; 0x0a: INPLAYAREA_OPP_DISCARD_PILE
	dw OpenInPlayAreaScreen_NonTurnHolderPlayArea    ; 0x0b: INPLAYAREA_OPP_BENCH_1
	dw OpenInPlayAreaScreen_NonTurnHolderPlayArea    ; 0x0c: INPLAYAREA_OPP_BENCH_2
	dw OpenInPlayAreaScreen_NonTurnHolderPlayArea    ; 0x0d: INPLAYAREA_OPP_BENCH_3
	dw OpenInPlayAreaScreen_NonTurnHolderPlayArea    ; 0x0e: INPLAYAREA_OPP_BENCH_4
	dw OpenInPlayAreaScreen_NonTurnHolderPlayArea    ; 0x0f: INPLAYAREA_OPP_BENCH_5

OpenInPlayAreaScreen_TurnHolderPlayArea:
	; wInPlayAreaCurPosition constants conveniently map to (PLAY_AREA_* constants - 1)
	; for bench locations. this mapping is taken for granted in the following code.
	ld a, [wInPlayAreaCurPosition]
	inc a
	cp INPLAYAREA_PLAYER_ACTIVE + $01
	jr nz, .on_bench
	xor a ; PLAY_AREA_ARENA
.on_bench
	ld [wCurPlayAreaSlot], a
	add DUELVARS_ARENA_CARD
	call GetTurnDuelistVariable
	cp -1
	ret z
	call GetCardIDFromDeckIndex
	call LoadCardDataToBuffer1_FromCardID
	xor a
	ld [wCurPlayAreaY], a
	bank1call OpenCardPage_FromCheckPlayArea
	ret

OpenInPlayAreaScreen_NonTurnHolderPlayArea:
	ld a, [wInPlayAreaCurPosition]
	sub INPLAYAREA_OPP_ACTIVE
	or a
	jr z, .active
	; convert INPLAYAREA_OPP_BENCH_* constant to PLAY_AREA_BENCH_* constant
	sub INPLAYAREA_OPP_BENCH_1 - INPLAYAREA_OPP_ACTIVE - PLAY_AREA_BENCH_1
.active
	ld [wCurPlayAreaSlot], a
	add DUELVARS_ARENA_CARD
	call GetNonTurnDuelistVariable
	cp -1
	ret z
	call SwapTurn
	call GetCardIDFromDeckIndex
	call LoadCardDataToBuffer1_FromCardID
	xor a
	ld [wCurPlayAreaY], a
	bank1call OpenCardPage_FromCheckPlayArea
	call SwapTurn
	ret

OpenInPlayAreaScreen_TurnHolderHand:
	ldh a, [hWhoseTurn]
	push af
	bank1call OpenTurnHolderHandScreen_Simple
	pop af
	ldh [hWhoseTurn], a
	ret

OpenInPlayAreaScreen_NonTurnHolderHand:
	ldh a, [hWhoseTurn]
	push af
	bank1call OpenNonTurnHolderHandScreen_Simple
	pop af
	ldh [hWhoseTurn], a
	ret

OpenInPlayAreaScreen_TurnHolderDiscardPile:
	ldh a, [hWhoseTurn]
	push af
	bank1call OpenTurnHolderDiscardPileScreen
	pop af
	ldh [hWhoseTurn], a
	ret

OpenInPlayAreaScreen_NonTurnHolderDiscardPile:
	ldh a, [hWhoseTurn]
	push af
	bank1call OpenNonTurnHolderDiscardPileScreen
	pop af
	ldh [hWhoseTurn], a
	ret

OpenInPlayAreaScreen_TextTable:
; note that for bench slots, the entries are
; PLAY_AREA_BENCH_* constants in practice
	tx HandText               ; INPLAYAREA_PLAYER_BENCH_1
	tx CheckText              ; INPLAYAREA_PLAYER_BENCH_2
	tx AttackText             ; INPLAYAREA_PLAYER_BENCH_3
	tx PKMNPowerText          ; INPLAYAREA_PLAYER_BENCH_4
	tx DoneText               ; INPLAYAREA_PLAYER_BENCH_5
	dw NULL                   ; INPLAYAREA_PLAYER_ACTIVE
	tx DuelistHandText_2      ; INPLAYAREA_PLAYER_HAND
	tx DuelistDiscardPileText ; INPLAYAREA_PLAYER_DISCARD_PILE
	dw NULL                   ; INPLAYAREA_OPP_ACTIVE
	tx DuelistHandText_2      ; INPLAYAREA_OPP_HAND
	tx DuelistDiscardPileText ; INPLAYAREA_OPP_DISCARD_PILE
	tx HandText               ; INPLAYAREA_OPP_BENCH_1
	tx CheckText              ; INPLAYAREA_OPP_BENCH_2
	tx AttackText             ; INPLAYAREA_OPP_BENCH_3
	tx PKMNPowerText          ; INPLAYAREA_OPP_BENCH_4
	tx DoneText               ; INPLAYAREA_OPP_BENCH_5

in_play_area_cursor_transition: MACRO
	cursor_transition \1, \2, \3, INPLAYAREA_\4, INPLAYAREA_\5, INPLAYAREA_\6, INPLAYAREA_\7
ENDM

; it's related to wMenuInputTablePointer.
; with this table, the cursor moves into the proper location by the input.
; note that the unit of the position is not a 8x8 tile.
OpenInPlayAreaScreen_TransitionTable1:
	in_play_area_cursor_transition $18, $8c, $00,             PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_2, PLAYER_BENCH_5
	in_play_area_cursor_transition $30, $8c, $00,             PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_3, PLAYER_BENCH_1
	in_play_area_cursor_transition $48, $8c, $00,             PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_4, PLAYER_BENCH_2
	in_play_area_cursor_transition $60, $8c, $00,             PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_5, PLAYER_BENCH_3
	in_play_area_cursor_transition $78, $8c, $00,             PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_1, PLAYER_BENCH_4
	in_play_area_cursor_transition $30, $6c, $00,             OPP_ACTIVE, PLAYER_BENCH_1, PLAYER_DISCARD_PILE, PLAYER_DISCARD_PILE
	in_play_area_cursor_transition $78, $80, $00,             PLAYER_DISCARD_PILE, PLAYER_BENCH_1, PLAYER_ACTIVE, PLAYER_ACTIVE
	in_play_area_cursor_transition $78, $70, $00,             OPP_ACTIVE, PLAYER_HAND, PLAYER_ACTIVE, PLAYER_ACTIVE
	in_play_area_cursor_transition $78, $34, 1 << OAM_X_FLIP, OPP_BENCH_1, PLAYER_ACTIVE, OPP_DISCARD_PILE, OPP_DISCARD_PILE
	in_play_area_cursor_transition $30, $20, 1 << OAM_X_FLIP, OPP_BENCH_1, OPP_DISCARD_PILE, OPP_ACTIVE, OPP_ACTIVE
	in_play_area_cursor_transition $30, $38, 1 << OAM_X_FLIP, OPP_BENCH_1, PLAYER_ACTIVE, OPP_ACTIVE, OPP_ACTIVE
	in_play_area_cursor_transition $90, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_5, OPP_BENCH_2
	in_play_area_cursor_transition $78, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_1, OPP_BENCH_3
	in_play_area_cursor_transition $60, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_2, OPP_BENCH_4
	in_play_area_cursor_transition $48, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_3, OPP_BENCH_5
	in_play_area_cursor_transition $30, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_4, OPP_BENCH_1

OpenInPlayAreaScreen_TransitionTable2:
	in_play_area_cursor_transition $18, $8c, $00,             PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_2, PLAYER_BENCH_5
	in_play_area_cursor_transition $30, $8c, $00,             PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_3, PLAYER_BENCH_1
	in_play_area_cursor_transition $48, $8c, $00,             PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_4, PLAYER_BENCH_2
	in_play_area_cursor_transition $60, $8c, $00,             PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_5, PLAYER_BENCH_3
	in_play_area_cursor_transition $78, $8c, $00,             PLAYER_ACTIVE, PLAYER_PLAY_AREA, PLAYER_BENCH_1, PLAYER_BENCH_4
	in_play_area_cursor_transition $30, $6c, $00,             OPP_ACTIVE, PLAYER_BENCH_1, PLAYER_DISCARD_PILE, PLAYER_DISCARD_PILE
	in_play_area_cursor_transition $78, $80, $00,             PLAYER_DISCARD_PILE, PLAYER_BENCH_1, PLAYER_ACTIVE, PLAYER_ACTIVE
	in_play_area_cursor_transition $78, $70, $00,             OPP_ACTIVE, PLAYER_HAND, PLAYER_ACTIVE, PLAYER_ACTIVE
	in_play_area_cursor_transition $78, $34, 1 << OAM_X_FLIP, OPP_BENCH_1, PLAYER_ACTIVE, OPP_DISCARD_PILE, OPP_DISCARD_PILE
	in_play_area_cursor_transition $30, $20, 1 << OAM_X_FLIP, OPP_BENCH_1, OPP_DISCARD_PILE, OPP_ACTIVE, OPP_ACTIVE
	in_play_area_cursor_transition $30, $38, 1 << OAM_X_FLIP, OPP_HAND, PLAYER_ACTIVE, OPP_ACTIVE, OPP_ACTIVE
	in_play_area_cursor_transition $90, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_5, OPP_BENCH_2
	in_play_area_cursor_transition $78, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_1, OPP_BENCH_3
	in_play_area_cursor_transition $60, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_2, OPP_BENCH_4
	in_play_area_cursor_transition $48, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_3, OPP_BENCH_5
	in_play_area_cursor_transition $30, $14, 1 << OAM_X_FLIP, OPP_PLAY_AREA, OPP_ACTIVE, OPP_BENCH_4, OPP_BENCH_1

OpenInPlayAreaScreen_HandleInput:
	xor a
	ld [wPlaysSfx], a
	ld hl, wMenuInputTablePointer
	ld e, [hl]
	inc hl
	ld d, [hl]
	ld a, [wInPlayAreaCurPosition]
	ld l, a
	ld h, $07
	call HtimesL
	add hl, de

	ldh a, [hDPadHeld]
	or a
	jp z, .check_button

	inc hl
	inc hl
	inc hl

	; check d-pad
	bit D_UP_F, a
	jr z, .else_if_down

	; up
	ld a, [hl]
	jr .process_dpad

.else_if_down
	inc hl
	bit D_DOWN_F, a
	jr z, .else_if_right

	; down
	ld a, [hl]
	jr .process_dpad

.else_if_right
	inc hl
	bit D_RIGHT_F, a
	jr z, .else_if_left

	; right
	ld a, [hl]
	jr .process_dpad

.else_if_left
	inc hl
	bit D_LEFT_F, a
	jr z, .check_button

	; left
	ld a, [hl]
.process_dpad
	push af
	ld a, [wInPlayAreaCurPosition]
	ld [wInPlayAreaPreservedPosition], a
	pop af

	ld [wInPlayAreaCurPosition], a
	cp INPLAYAREA_PLAYER_ACTIVE
	jr c, .player_area
	cp INPLAYAREA_OPP_BENCH_1
	jr c, .next
	cp INPLAYAREA_PLAYER_PLAY_AREA
	jr c, .opponent_area

	jr .next

.player_area
	ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
	call GetTurnDuelistVariable
	dec a
	jr nz, .bench_pokemon_exists

	; no pokemon in player's bench.
	; then move to player's play area.
	ld a, INPLAYAREA_PLAYER_PLAY_AREA
	ld [wInPlayAreaCurPosition], a
	jr .next

.bench_pokemon_exists
	ld b, a
	ld a, [wInPlayAreaCurPosition]
	cp b
	jr c, .next

	; handle index overflow
	ldh a, [hDPadHeld]
	bit D_RIGHT_F, a
	jr z, .on_left

	xor a
	ld [wInPlayAreaCurPosition], a
	jr .next

.on_left
	ld a, b
	dec a
	ld [wInPlayAreaCurPosition], a
	jr .next

.opponent_area
	ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
	call GetNonTurnDuelistVariable
	dec a
	jr nz, .bench_pokemon_exists_2

	ld a, INPLAYAREA_OPP_PLAY_AREA
	ld [wInPlayAreaCurPosition], a
	jr .next

.bench_pokemon_exists_2
	ld b, a
	ld a, [wInPlayAreaCurPosition]
	sub INPLAYAREA_OPP_BENCH_1
	cp b
	jr c, .next

	ldh a, [hDPadHeld]
	bit D_LEFT_F, a
	jr z, .on_right

	ld a, INPLAYAREA_OPP_BENCH_1
	ld [wInPlayAreaCurPosition], a
	jr .next

.on_right
	ld a, b
	add INPLAYAREA_OPP_DISCARD_PILE
	ld [wInPlayAreaCurPosition], a
.next
	ld a, $01
	ld [wPlaysSfx], a
	xor a
	ld [wCheckMenuCursorBlinkCounter], a
.check_button
	ldh a, [hKeysPressed]
	and A_BUTTON | B_BUTTON
	jr z, .return

	and A_BUTTON
	jr nz, .a_button

	; pressed b button
	ld a, -1
	farcall PlaySFXConfirmOrCancel
	scf
	ret

.a_button
	call .draw_cursor
	ld a, $01
	farcall PlaySFXConfirmOrCancel
	ld a, [wInPlayAreaCurPosition]
	scf
	ret

.return
	ld a, [wPlaysSfx]
	or a
	jr z, .skip_sfx
	call PlaySFX
.skip_sfx
	ld hl, wCheckMenuCursorBlinkCounter
	ld a, [hl]
	inc [hl]
	and $10 - 1
	ret nz

	bit 4, [hl] ; = and $10
	jr nz, ZeroObjectPositionsAndToggleOAMCopy_Bank6

.draw_cursor
	call ZeroObjectPositions
	ld hl, wMenuInputTablePointer
	ld e, [hl]
	inc hl
	ld d, [hl]
	ld a, [wInPlayAreaCurPosition]
	ld l, a
	ld h, $07
	call HtimesL
	add hl, de

	ld d, [hl] ; x position.
	inc hl
	ld e, [hl] ; y position.
	inc hl
	ld b, [hl] ; attribute.
	ld c, $00
	call SetOneObjectAttributes
	or a
	ret

ZeroObjectPositionsAndToggleOAMCopy_Bank6:
	call ZeroObjectPositions
	ld a, $01
	ld [wVBlankOAMCopyToggle], a
	ret