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|
; plays the Opening sequence, and handles player selection
; in the Title Screen and Start Menu
HandleTitleScreen:
; 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 PlayIntroSequence
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 FadeScreenToWhite
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 FadeScreenToWhite
.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:
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:
ld a, MUSIC_PC_MAIN_MENU
call PlaySong
call DisableLCD
farcall InitMenuScreen
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 InitAndPrintMenu
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:
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
lb bc, 9, 14
farcall PrintAlbumProgress_SkipGetProgress
lb bc, 10, 16
farcall PrintPlayTime_SkipUpdateTime
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:
; exit if there no save data
ld a, [wHasSaveData]
or a
ret z
call DisableLCD
farcall InitMenuScreen
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:
; return if there's no duel save data
ld a, [wHasDuelSaveData]
or a
ret z
call DisableLCD
farcall InitMenuScreen
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:
; 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:
call DisableLCD
farcall Func_10a9b
farcall InitMenuScreen
call Func_3ca0
ld hl, HandleAllSpriteAnimations
call SetDoFrameFunction
lb bc, 7, 3
farcall $4, DrawPlayerPortrait
farcall FadeScreenFromWhite
call DoFrameIfLCDEnabled
ldtx hl, IsCrazyAboutPokemonAndPokemonCardCollectingText
call PrintScrollableText_NoTextBoxLabel
call ResetDoFrameFunction
call Func_3ca0
ret
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