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
|
; initializes parameters for a card list (e.g. list of hand cards in a duel, or booster pack cards)
; input:
; a = list length
; de = initial page scroll offset, initial item (in the visible page)
; hl: 9 bytes with the rest of the parameters
InitializeCardListParameters:
ld [wNumListItems], a
ld a, d
ld [wListScrollOffset], a
ld a, e
ld [wCurMenuItem], a
add d
ldh [hCurMenuItem], a
ld a, [hli]
ld [wCursorXPosition], a
ld a, [hli]
ld [wCursorYPosition], a
ld a, [hli]
ld [wListItemXPosition], a
ld a, [hli]
ld [wListItemNameMaxLength], a
ld a, [hli]
ld [wNumMenuItems], a
ld a, [hli]
ld [wCursorTile], a
ld a, [hli]
ld [wTileBehindCursor], a
ld a, [hli]
ld [wListFunctionPointer], a
ld a, [hli]
ld [wListFunctionPointer + 1], a
xor a
ld [wCursorBlinkCounter], a
ld a, 1
ld [wYDisplacementBetweenMenuItems], a
ret
; similar to HandleMenuInput, but conveniently returns parameters related to the
; state of the list in a, d, and e if A or B were pressed. also returns carry
; if A or B were pressed, nc otherwise. returns -1 in a if B was pressed.
; used for example in the Hand card list and Discard Pile card list screens.
HandleCardListInput:
call HandleMenuInput
ret nc
ld a, [wListScrollOffset]
ld d, a
ld a, [wCurMenuItem]
ld e, a
ldh a, [hCurMenuItem]
scf
ret
; initializes parameters for a menu, given the 8 bytes starting at hl,
; which are loaded to the following addresses:
; wCursorXPosition, wCursorYPosition, wYDisplacementBetweenMenuItems, wNumMenuItems,
; wCursorTile, wTileBehindCursor, wMenuFunctionPointer.
; also sets the current menu item (wCurMenuItem) to the one specified in register a.
InitializeMenuParameters:
ld [wCurMenuItem], a
ldh [hCurMenuItem], a
ld de, wCursorXPosition
ld b, wMenuFunctionPointer + $2 - wCursorXPosition
.loop
ld a, [hli]
ld [de], a
inc de
dec b
jr nz, .loop
xor a
ld [wCursorBlinkCounter], a
ret
; returns with the carry flag set if A or B were pressed
; returns a = 0 if A was pressed, a = -1 if B was pressed
; note: return values still subject to those of the function at [wMenuFunctionPointer] if any
HandleMenuInput:
xor a
ld [wRefreshMenuCursorSFX], a
ldh a, [hDPadHeld]
or a
jr z, .up_down_done
ld b, a
ld a, [wNumMenuItems]
ld c, a
ld a, [wCurMenuItem]
bit D_UP_F, b
jr z, .not_up
dec a
bit 7, a
jr z, .handle_up_or_down
ld a, [wNumMenuItems]
dec a ; wrapping around, so load the bottommost item
jr .handle_up_or_down
.not_up
bit D_DOWN_F, b
jr z, .up_down_done
inc a
cp c
jr c, .handle_up_or_down
xor a ; wrapping around, so load the topmost item
.handle_up_or_down
push af
ld a, $1
ld [wRefreshMenuCursorSFX], a ; buffer sound for up/down
call EraseCursor
pop af
ld [wCurMenuItem], a
xor a
ld [wCursorBlinkCounter], a
.up_down_done
ld a, [wCurMenuItem]
ldh [hCurMenuItem], a
ld hl, wMenuFunctionPointer ; call the function if non-0 (periodically)
ld a, [hli]
or [hl]
jr z, .check_A_or_B
ld a, [hld]
ld l, [hl]
ld h, a
ldh a, [hCurMenuItem]
call CallHL
jr nc, RefreshMenuCursor_CheckPlaySFX
.A_pressed_draw_cursor
call DrawCursor2
.A_pressed
call PlayOpenOrExitScreenSFX
ld a, [wCurMenuItem]
ld e, a
ldh a, [hCurMenuItem]
scf
ret
.check_A_or_B
ldh a, [hKeysPressed]
and A_BUTTON | B_BUTTON
jr z, RefreshMenuCursor_CheckPlaySFX
and A_BUTTON
jr nz, .A_pressed_draw_cursor
; B button pressed
ld a, [wCurMenuItem]
ld e, a
ld a, $ff
ldh [hCurMenuItem], a
call PlayOpenOrExitScreenSFX
scf
ret
; plays an "open screen" sound (SFX_02) if [hCurMenuItem] != 0xff
; plays an "exit screen" sound (SFX_03) if [hCurMenuItem] == 0xff
PlayOpenOrExitScreenSFX:
push af
ldh a, [hCurMenuItem]
inc a
jr z, .play_exit_sfx
ld a, SFX_02
jr .play_sfx
.play_exit_sfx
ld a, SFX_03
.play_sfx
call PlaySFX
pop af
ret
; called once per frame when a menu is open
; play the sound effect at wRefreshMenuCursorSFX if non-0 and blink the
; cursor when wCursorBlinkCounter hits 16 (i.e. every 16 frames)
RefreshMenuCursor_CheckPlaySFX:
ld a, [wRefreshMenuCursorSFX]
or a
jr z, RefreshMenuCursor
call PlaySFX
; fallthrough
RefreshMenuCursor:
ld hl, wCursorBlinkCounter
ld a, [hl]
inc [hl]
; blink the cursor every 16 frames
and $f
ret nz
ld a, [wCursorTile]
bit 4, [hl]
jr z, DrawCursor
; fallthrough
; set the tile at [wCursorXPosition],[wCursorYPosition] to [wTileBehindCursor]
EraseCursor:
ld a, [wTileBehindCursor]
; fallthrough
; set the tile at [wCursorXPosition],[wCursorYPosition] to a
DrawCursor:
ld c, a
ld a, [wYDisplacementBetweenMenuItems]
ld l, a
ld a, [wCurMenuItem]
ld h, a
call HtimesL
ld a, l
ld hl, wCursorXPosition
ld d, [hl]
inc hl
add [hl]
ld e, a
call AdjustCoordinatesForBGScroll
ld a, c
ld c, e
ld b, d
call WriteByteToBGMap0
or a
ret
; set the tile at [wCursorXPosition],[wCursorYPosition] to [wCursorTile]
DrawCursor2:
ld a, [wCursorTile]
jr DrawCursor
; set wCurMenuItem, and hCurMenuItem to a, and zero wCursorBlinkCounter
SetMenuItem:
ld [wCurMenuItem], a
ldh [hCurMenuItem], a
xor a
ld [wCursorBlinkCounter], a
ret
; handle input for the 2-row 3-column duel menu.
; only handles input not involving the B, START, or SELECT buttons, that is,
; navigating through the menu or selecting an item with the A button.
; other input in handled by PrintDuelMenuAndHandleInput.handle_input
HandleDuelMenuInput:
ldh a, [hDPadHeld]
or a
jr z, .blink_cursor
ld b, a
ld hl, wCurMenuItem
and D_UP | D_DOWN
jr z, .check_left
ld a, [hl]
xor 1 ; move to the other menu item in the same column
jr .dpad_pressed
.check_left
bit D_LEFT_F, b
jr z, .check_right
ld a, [hl]
sub 2
jr nc, .dpad_pressed
; wrap to the rightmost item in the same row
and 1
add 4
jr .dpad_pressed
.check_right
bit D_RIGHT_F, b
jr z, .dpad_not_pressed
ld a, [hl]
add 2
cp 6
jr c, .dpad_pressed
; wrap to the leftmost item in the same row
and 1
.dpad_pressed
push af
ld a, SFX_01
call PlaySFX
call .erase_cursor
pop af
ld [wCurMenuItem], a
ldh [hCurMenuItem], a
xor a
ld [wCursorBlinkCounter], a
jr .blink_cursor
.dpad_not_pressed
ldh a, [hDPadHeld]
and A_BUTTON
jp nz, HandleMenuInput.A_pressed
.blink_cursor
; blink cursor every 16 frames
ld hl, wCursorBlinkCounter
ld a, [hl]
inc [hl]
and $f
ret nz
ld a, SYM_CURSOR_R
bit 4, [hl]
jr z, .draw_cursor
.erase_cursor
ld a, SYM_SPACE
.draw_cursor
ld e, a
ld a, [wCurMenuItem]
add a
ld c, a
ld b, $0
ld hl, DuelMenuCursorCoords
add hl, bc
ld b, [hl]
inc hl
ld c, [hl]
ld a, e
call WriteByteToBGMap0
ld a, [wCurMenuItem]
ld e, a
or a
ret
DuelMenuCursorCoords:
db 2, 14 ; Hand
db 2, 16 ; Attack
db 8, 14 ; Check
db 8, 16 ; Pkmn Power
db 14, 14 ; Retreat
db 14, 16 ; Done
; print the items of a list of cards (hand cards in a duel, cards from a booster pack...)
; and initialize the parameters of the list given:
; wDuelTempList = card list source
; a = list length
; de = initial page scroll offset, initial item (in the visible page)
; hl: 9 bytes with the rest of the parameters
PrintCardListItems:
call InitializeCardListParameters
ld hl, wMenuFunctionPointer
ld a, LOW(CardListMenuFunction)
ld [hli], a
ld a, HIGH(CardListMenuFunction)
ld [hli], a
ld a, 2
ld [wYDisplacementBetweenMenuItems], a
ld a, 1
ld [wCardListIndicatorYPosition], a
; fallthrough
; like PrintCardListItems, except more parameters are already initialized
; called instead of PrintCardListItems to reload the list after moving up or down
ReloadCardListItems:
ld e, SYM_SPACE
ld a, [wListScrollOffset]
or a
jr z, .cant_go_up
ld e, SYM_CURSOR_U
.cant_go_up
ld a, [wCursorYPosition]
dec a
ld c, a
ld b, 18
ld a, e
call WriteByteToBGMap0
ld e, SYM_SPACE
ld a, [wListScrollOffset]
ld hl, wNumMenuItems
add [hl]
ld hl, wNumListItems
cp [hl]
jr nc, .cant_go_down
ld e, SYM_CURSOR_D
.cant_go_down
ld a, [wNumMenuItems]
add a
add c
dec a
ld c, a
ld a, e
call WriteByteToBGMap0
ld a, [wListScrollOffset]
ld e, a
ld d, $00
ld hl, wDuelTempList
add hl, de
ld a, [wNumMenuItems]
ld b, a
ld a, [wListItemXPosition]
ld d, a
ld a, [wCursorYPosition]
ld e, a
ld c, $00
.next_card
ld a, [hl]
cp $ff
jr z, .done
push hl
push bc
push de
call LoadCardDataToBuffer1_FromDeckIndex
call DrawCardSymbol
call InitTextPrinting
ld a, [wListItemNameMaxLength]
call CopyCardNameAndLevel
ld hl, wDefaultText
call ProcessText
pop de
pop bc
pop hl
inc hl
ld a, [wNumListItems]
dec a
inc c
cp c
jr c, .done
inc e
inc e
dec b
jr nz, .next_card
.done
ret
; reload a list of cards, except don't print their names
Func_2827:
ld a, $01
ldh [hffb0], a
call ReloadCardListItems
xor a
ldh [hffb0], a
ret
; convert the number at a to TX_SYMBOL text format and write it to wDefaultText
; if the first digit is a 0, delete it and shift the number one tile to the left
OneByteNumberToTxSymbol_TrimLeadingZerosAndAlign:
call OneByteNumberToTxSymbol
ld a, [hli]
cp SYM_0
jr nz, .not_zero
; shift number one tile to the left
ld a, [hld]
ld [hli], a
ld [hl], SYM_SPACE
.not_zero
ret
; this function is always loaded to wMenuFunctionPointer by PrintCardListItems
; takes care of things like handling page scrolling and calling the function at wListFunctionPointer
CardListMenuFunction:
ldh a, [hDPadHeld]
ld b, a
ld a, [wNumMenuItems]
dec a
ld c, a
ld a, [wCurMenuItem]
bit D_UP_F, b
jr z, .not_up
cp c
jp nz, .continue
; we're at the top of the page
xor a
ld [wCurMenuItem], a ; set to first item
ld hl, wListScrollOffset
ld a, [hl]
or a ; can we scroll up?
jr z, .no_more_items
dec [hl] ; scroll page up
call ReloadCardListItems
jp .continue
.not_up
bit D_DOWN_F, b
jr z, .not_down
or a
jr nz, .not_last_visible_item
; we're at the bottom of the page
ld a, c
ld [wCurMenuItem], a ; set to last item
ld a, [wListScrollOffset]
add c
inc a
ld hl, wNumListItems
cp [hl] ; can we scroll down?
jr z, .no_more_items
ld hl, wListScrollOffset
inc [hl] ; scroll page down
call ReloadCardListItems
jp .continue
.not_last_visible_item
; this appears to be a redundant check
ld hl, wListScrollOffset
add [hl]
ld hl, wNumListItems
cp [hl]
jp c, .continue ; should always jump
ld hl, wCurMenuItem
dec [hl]
.no_more_items
xor a
ld [wRefreshMenuCursorSFX], a
jp .continue
.not_down
bit D_LEFT_F, b
jr z, .not_left
ld a, [wListScrollOffset]
or a
jr z, .continue
ld hl, wNumMenuItems
sub [hl]
jr c, .top_of_page_reached
ld [wListScrollOffset], a
call ReloadCardListItems
jr .continue
.top_of_page_reached
call EraseCursor
ld a, [wListScrollOffset]
ld hl, wCurMenuItem
add [hl]
ld c, a
ld hl, wNumMenuItems
sub [hl]
jr nc, .asm_28c4
add [hl]
.asm_28c4
ld [wCurMenuItem], a
xor a
ld [wListScrollOffset], a
ld [wRefreshMenuCursorSFX], a
call ReloadCardListItems
jr .continue
.not_left
bit D_RIGHT_F, b
jr z, .continue
ld a, [wNumMenuItems]
ld hl, wNumListItems
cp [hl]
jr nc, .continue
ld a, [wListScrollOffset]
ld hl, wNumMenuItems
add [hl]
ld c, a
add [hl]
dec a
ld hl, wNumListItems
cp [hl]
jr nc, .asm_28f9
ld a, c
ld [wListScrollOffset], a
call ReloadCardListItems
jr .continue
.asm_28f9
call EraseCursor
ld a, [wListScrollOffset]
ld hl, wCurMenuItem
add [hl]
ld c, a
ld a, [wNumListItems]
ld hl, wNumMenuItems
sub [hl]
ld [wListScrollOffset], a
ld b, a
ld a, c
sub b
jr nc, .asm_2914
add [hl]
.asm_2914
ld [wCurMenuItem], a
call ReloadCardListItems
.continue
ld a, [wListScrollOffset]
ld hl, wCurMenuItem
add [hl]
ldh [hCurMenuItem], a
ld a, [wCardListIndicatorYPosition]
cp $ff
jr z, .skip_printing_indicator
; print <sel_item>/<num_items>
ld c, a
ldh a, [hCurMenuItem]
inc a
call OneByteNumberToTxSymbol_TrimLeadingZeros
ld b, 13
ld a, 2
call CopyDataToBGMap0
ld b, 15
ld a, SYM_SLASH
call WriteByteToBGMap0
ld a, [wNumListItems]
call OneByteNumberToTxSymbol_TrimLeadingZeros
ld b, 16
ld a, 2
call CopyDataToBGMap0
.skip_printing_indicator
ld hl, wListFunctionPointer
ld a, [hli]
or [hl]
jr z, .no_list_function
ld a, [hld]
ld l, [hl]
ld h, a
ldh a, [hCurMenuItem]
jp hl ; execute the function at wListFunctionPointer
.no_list_function
ldh a, [hKeysPressed]
and A_BUTTON | B_BUTTON
ret z
and B_BUTTON
jr nz, .pressed_b
scf
ret
.pressed_b
ld a, $ff
ldh [hCurMenuItem], a
scf
ret
; convert the number at a to TX_SYMBOL text format and write it to wDefaultText
; replace leading zeros with SYM_SPACE
OneByteNumberToTxSymbol_TrimLeadingZeros:
call OneByteNumberToTxSymbol
ld a, [hl]
cp SYM_0
ret nz
ld [hl], SYM_SPACE
ret
; convert the number at a to TX_SYMBOL text format and write it to wDefaultText
OneByteNumberToTxSymbol:
ld hl, wDefaultText
push hl
ld e, SYM_0 - 1
.first_digit_loop
inc e
sub 10
jr nc, .first_digit_loop
ld [hl], e ; first digit
inc hl
add SYM_0 + 10
ld [hli], a ; second digit
ld [hl], SYM_SPACE
pop hl
ret
; translate the TYPE_* constant in wLoadedCard1Type to an index for CardSymbolTable
CardTypeToSymbolID:
ld a, [wLoadedCard1Type]
cp TYPE_TRAINER
jr nc, .trainer_card
cp TYPE_ENERGY
jr c, .pokemon_card
; energy card
and 7 ; convert energy constant to type constant
ret
.trainer_card
ld a, 11
ret
.pokemon_card
ld a, [wLoadedCard1Stage] ; different symbol for each evolution stage
add 8
ret
; return the entry in CardSymbolTable of the TYPE_* constant in wLoadedCard1Type
; also return the first byte of said entry (starting tile number) in a
GetCardSymbolData:
call CardTypeToSymbolID
add a
ld c, a
ld b, 0
ld hl, CardSymbolTable
add hl, bc
ld a, [hl]
ret
; draw, at de, the 2x2 tile card symbol associated to the TYPE_* constant in wLoadedCard1Type
DrawCardSymbol:
push hl
push de
push bc
call GetCardSymbolData
dec d
dec d
dec e
ld a, [wConsole]
cp CONSOLE_CGB
jr nz, .tiles
; CGB-only attrs (palette)
push hl
inc hl
ld a, [hl]
lb bc, 2, 2
lb hl, 0, 0
call BankswitchVRAM1
call FillRectangle
call BankswitchVRAM0
pop hl
.tiles
ld a, [hl]
lb hl, 1, 2
lb bc, 2, 2
call FillRectangle
pop bc
pop de
pop hl
ret
CardSymbolTable:
; starting tile number, cgb palette (grey, yellow/red, green/blue, pink/orange)
db $e0, $01 ; TYPE_ENERGY_FIRE
db $e4, $02 ; TYPE_ENERGY_GRASS
db $e8, $01 ; TYPE_ENERGY_LIGHTNING
db $ec, $02 ; TYPE_ENERGY_WATER
db $f0, $03 ; TYPE_ENERGY_PSYCHIC
db $f4, $03 ; TYPE_ENERGY_FIGHTING
db $f8, $00 ; TYPE_ENERGY_DOUBLE_COLORLESS
db $fc, $02 ; TYPE_ENERGY_UNUSED
db $d0, $02 ; TYPE_PKMN_*, Basic
db $d4, $02 ; TYPE_PKMN_*, Stage 1
db $d8, $01 ; TYPE_PKMN_*, Stage 2
db $dc, $02 ; TYPE_TRAINER
; copy the name and level of the card at wLoadedCard1 to wDefaultText
; a = length in number of tiles (the resulting string will be padded with spaces to match it)
CopyCardNameAndLevel:
farcall _CopyCardNameAndLevel
ret
; sets cursor parameters for navigating in a text box, but using
; default values for the cursor tile (SYM_CURSOR_R) and the tile behind it (SYM_SPACE).
; d,e: coordinates of the cursor
SetCursorParametersForTextBox_Default:
lb bc, SYM_CURSOR_R, SYM_SPACE ; cursor tile, tile behind cursor
call SetCursorParametersForTextBox
; fallthrough
; wait until A or B is pressed.
; return carry if A is pressed, nc if B is pressed. erase the cursor either way
WaitForButtonAorB:
call DoFrame
call RefreshMenuCursor
ldh a, [hKeysPressed]
bit A_BUTTON_F, a
jr nz, .a_pressed
bit B_BUTTON_F, a
jr z, WaitForButtonAorB
call EraseCursor
scf
ret
.a_pressed
call EraseCursor
or a
ret
; sets cursor parameters for navigating in a text box
; d,e: coordinates of the cursor
; b,c: tile numbers of the cursor and of the tile behind it
SetCursorParametersForTextBox:
xor a
ld hl, wCurMenuItem
ld [hli], a
ld [hl], d ; wCursorXPosition
inc hl
ld [hl], e ; wCursorYPosition
inc hl
ld [hl], 0 ; wYDisplacementBetweenMenuItems
inc hl
ld [hl], 1 ; wNumMenuItems
inc hl
ld [hl], b ; wCursorTile
inc hl
ld [hl], c ; wTileBehindCursor
ld [wCursorBlinkCounter], a
ret
; draw a 20x6 text box aligned to the bottom of the screen,
; print the text at hl without letter delay, and wait for A or B pressed
DrawWideTextBox_PrintTextNoDelay_Wait:
call DrawWideTextBox_PrintTextNoDelay
jp WaitForWideTextBoxInput
; draw a 20x6 text box aligned to the bottom of the screen
; and print the text at hl without letter delay
DrawWideTextBox_PrintTextNoDelay:
push hl
call DrawWideTextBox
ld a, 19
jr DrawTextBox_PrintTextNoDelay
; draw a 12x6 text box aligned to the bottom left of the screen
; and print the text at hl without letter delay
DrawNarrowTextBox_PrintTextNoDelay:
push hl
call DrawNarrowTextBox
ld a, 11
; fallthrough
DrawTextBox_PrintTextNoDelay:
lb de, 1, 14
call AdjustCoordinatesForBGScroll
call InitTextPrintingInTextbox
pop hl
ld a, l
or h
jp nz, PrintTextNoDelay
ld hl, wDefaultText
jp ProcessText
; draw a 20x6 text box aligned to the bottom of the screen
; and print the text at hl with letter delay
DrawWideTextBox_PrintText:
push hl
call DrawWideTextBox
ld a, 19
lb de, 1, 14
call AdjustCoordinatesForBGScroll
call InitTextPrintingInTextbox
call EnableLCD
pop hl
jp PrintText
; draw a 12x6 text box aligned to the bottom left of the screen
DrawNarrowTextBox:
lb de, 0, 12
lb bc, 12, 6
call AdjustCoordinatesForBGScroll
call DrawRegularTextBox
ret
; draw a 12x6 text box aligned to the bottom left of the screen,
; print the text at hl without letter delay, and wait for A or B pressed
DrawNarrowTextBox_WaitForInput:
call DrawNarrowTextBox_PrintTextNoDelay
xor a
ld hl, NarrowTextBoxMenuParameters
call InitializeMenuParameters
call EnableLCD
.wait_A_or_B_loop
call DoFrame
call RefreshMenuCursor
ldh a, [hKeysPressed]
and A_BUTTON | B_BUTTON
jr z, .wait_A_or_B_loop
ret
NarrowTextBoxMenuParameters:
db 10, 17 ; cursor x, cursor y
db 1 ; y displacement between items
db 1 ; number of items
db SYM_CURSOR_D ; cursor tile number
db SYM_BOX_BOTTOM ; tile behind cursor
dw NULL ; function pointer if non-0
; draw a 20x6 text box aligned to the bottom of the screen
DrawWideTextBox:
lb de, 0, 12
lb bc, 20, 6
call AdjustCoordinatesForBGScroll
call DrawRegularTextBox
ret
; draw a 20x6 text box aligned to the bottom of the screen,
; print the text at hl with letter delay, and wait for A or B pressed
DrawWideTextBox_WaitForInput:
call DrawWideTextBox_PrintText
; fallthrough
; wait for A or B to be pressed on a wide (20x6) text box
WaitForWideTextBoxInput:
xor a
ld hl, WideTextBoxMenuParameters
call InitializeMenuParameters
call EnableLCD
.wait_A_or_B_loop
call DoFrame
call RefreshMenuCursor
ldh a, [hKeysPressed]
and A_BUTTON | B_BUTTON
jr z, .wait_A_or_B_loop
call EraseCursor
ret
WideTextBoxMenuParameters:
db 18, 17 ; cursor x, cursor y
db 1 ; y displacement between items
db 1 ; number of items
db SYM_CURSOR_D ; cursor tile number
db SYM_BOX_BOTTOM ; tile behind cursor
dw NULL ; function pointer if non-0
; display a two-item horizontal menu with custom text provided in hl and handle input
TwoItemHorizontalMenu:
call DrawWideTextBox_PrintText
lb de, 6, 16 ; x, y
ld a, d
ld [wLeftmostItemCursorX], a
lb bc, SYM_CURSOR_R, SYM_SPACE ; cursor tile, tile behind cursor
call SetCursorParametersForTextBox
ld a, 1
ld [wCurMenuItem], a
call EnableLCD
jp HandleYesOrNoMenu.refresh_menu
YesOrNoMenuWithText_SetCursorToYes:
ld a, $01
ld [wDefaultYesOrNo], a
; fallthrough
; display a yes / no menu in a 20x8 textbox with custom text provided in hl and handle input
; wDefaultYesOrNo determines whether the cursor initially points to YES or to NO
; returns carry if "no" selected
YesOrNoMenuWithText:
call DrawWideTextBox_PrintText
; fallthrough
; prints the YES / NO menu items at coordinates x,y = 7,16 and handles input
; input: wDefaultYesOrNo. returns carry if "no" selected
YesOrNoMenu:
lb de, 7, 16 ; x, y
call PrintYesOrNoItems
lb de, 6, 16 ; x, y
jr HandleYesOrNoMenu
; prints the YES / NO menu items at coordinates x,y = 3,16 and handles input
; input: wDefaultYesOrNo. returns carry if "no" selected
YesOrNoMenuWithText_LeftAligned:
call DrawNarrowTextBox_PrintTextNoDelay
lb de, 3, 16 ; x, y
call PrintYesOrNoItems
lb de, 2, 16 ; x, y
; fallthrough
HandleYesOrNoMenu:
ld a, d
ld [wLeftmostItemCursorX], a
lb bc, SYM_CURSOR_R, SYM_SPACE ; cursor tile, tile behind cursor
call SetCursorParametersForTextBox
ld a, [wDefaultYesOrNo]
ld [wCurMenuItem], a
call EnableLCD
jr .refresh_menu
.wait_button_loop
call DoFrame
call RefreshMenuCursor
ldh a, [hKeysPressed]
bit A_BUTTON_F, a
jr nz, .a_pressed
ldh a, [hDPadHeld]
and D_RIGHT | D_LEFT
jr z, .wait_button_loop
; left or right pressed, so switch to the other menu item
ld a, SFX_01
call PlaySFX
call EraseCursor
.refresh_menu
ld a, [wLeftmostItemCursorX]
ld c, a
; default to the second option (NO)
ld hl, wCurMenuItem
ld a, [hl]
xor $1
ld [hl], a
; x separation between left and right items is 4 tiles
add a
add a
add c
ld [wCursorXPosition], a
xor a
ld [wCursorBlinkCounter], a
jr .wait_button_loop
.a_pressed
ld a, [wCurMenuItem]
ldh [hCurMenuItem], a
or a
jr nz, .no
;.yes
ld [wDefaultYesOrNo], a ; 0
ret
.no
xor a
ld [wDefaultYesOrNo], a ; 0
ld a, 1
ldh [hCurMenuItem], a
scf
ret
; prints "YES NO" at de
PrintYesOrNoItems:
call AdjustCoordinatesForBGScroll
ldtx hl, YesOrNoText
call InitTextPrinting_ProcessTextFromID
ret
ContinueDuel:
ld a, BANK(_ContinueDuel)
call BankswitchROM
jp _ContinueDuel
|