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OpenDuelCheckMenu:
ldh a, [hBankROM]
push af
ld a, BANK(_OpenDuelCheckMenu)
call BankswitchROM
call _OpenDuelCheckMenu
pop af
call BankswitchROM
ret
OpenInPlayAreaScreen_FromSelectButton:
ldh a, [hBankROM]
push af
ld a, BANK(OpenInPlayAreaScreen)
call BankswitchROM
ld a, $1
ld [wInPlayAreaFromSelectButton], a
call OpenInPlayAreaScreen
pop bc
ld a, b
call BankswitchROM
ret
; 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]
; similar to DrawYourOrOppPlayArea (bank 2) except it also draws a wide text box.
; this is because bank 2's DrawYourOrOppPlayArea is supposed to come from the Check Menu,
; so the text box is always already there.
DrawYourOrOppPlayAreaScreen_Bank0:
ld a, h
ld [wCheckMenuPlayAreaWhichDuelist], a
ld a, l
ld [wCheckMenuPlayAreaWhichLayout], a
ldh a, [hBankROM]
push af
ld a, BANK(_DrawYourOrOppPlayAreaScreen)
call BankswitchROM
call _DrawYourOrOppPlayAreaScreen
call DrawWideTextBox
pop af
call BankswitchROM
ret
DrawPlayersPrizeAndBenchCards:
ldh a, [hBankROM]
push af
ld a, BANK(_DrawPlayersPrizeAndBenchCards)
call BankswitchROM
call _DrawPlayersPrizeAndBenchCards
pop af
call BankswitchROM
ret
HandlePeekSelection:
ldh a, [hBankROM]
push af
ld a, BANK(_HandlePeekSelection)
call BankswitchROM
call _HandlePeekSelection
ld b, a
pop af
call BankswitchROM
ld a, b
ret
DrawAIPeekScreen:
ld b, a
ldh a, [hBankROM]
push af
ld a, BANK(_DrawAIPeekScreen)
call BankswitchROM
call _DrawAIPeekScreen
pop af
call BankswitchROM
ret
; a = number of prize cards for player to select to take
SelectPrizeCards:
ld [wNumberOfPrizeCardsToSelect], a
ldh a, [hBankROM]
push af
ld a, BANK(_SelectPrizeCards)
call BankswitchROM
call _SelectPrizeCards
pop af
call BankswitchROM
ret
DrawPlayAreaToPlacePrizeCards:
ldh a, [hBankROM]
push af
ld a, BANK(_DrawPlayAreaToPlacePrizeCards)
call BankswitchROM
call _DrawPlayAreaToPlacePrizeCards
pop af
call BankswitchROM
ret
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