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-rw-r--r--data/facing.asm188
-rwxr-xr-xdata/item_prices.asm2
-rw-r--r--engine/bank3c/main.asm4
-rw-r--r--engine/battle/common_text.asm2
-rwxr-xr-xengine/hall_of_fame.asm2
-rwxr-xr-xengine/items/items.asm2
-rw-r--r--engine/menu/bills_pc.asm6
-rw-r--r--engine/overworld/oam.asm161
-rwxr-xr-xengine/titlescreen.asm461
-rwxr-xr-xengine/town_map.asm2
-rw-r--r--home.asm32
-rwxr-xr-xmain.asm2
-rwxr-xr-xtext/item_names.asm2
-rwxr-xr-xyellow/main.asm547
14 files changed, 995 insertions, 418 deletions
diff --git a/data/facing.asm b/data/facing.asm
index 6906002e..138a0162 100644
--- a/data/facing.asm
+++ b/data/facing.asm
@@ -1,57 +1,133 @@
SpriteFacingAndAnimationTable: ; 4000 (1:4000)
- dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 0
- dw SpriteFacingDownAndWalking, SpriteOAMParameters ; facing down, walk animation frame 1
- dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 2
- dw SpriteFacingDownAndWalking, SpriteOAMParametersFlipped ; facing down, walk animation frame 3
- dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 0
- dw SpriteFacingUpAndWalking, SpriteOAMParameters ; facing up, walk animation frame 1
- dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 2
- dw SpriteFacingUpAndWalking, SpriteOAMParametersFlipped ; facing up, walk animation frame 3
- dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 0
- dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 1
- dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 2
- dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 3
- dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 0
- dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 1
- dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 2
- dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 3
- dw SpriteFacingDownAndStanding, SpriteOAMParameters ; ---
- dw SpriteFacingDownAndStanding, SpriteOAMParameters ; This table is used for sprites $a and $b.
- dw SpriteFacingDownAndStanding, SpriteOAMParameters ; All orientation and animation parameters
- dw SpriteFacingDownAndStanding, SpriteOAMParameters ; lead to the same result. Used for immobile
- dw SpriteFacingDownAndStanding, SpriteOAMParameters ; sprites like items on the ground
- dw SpriteFacingDownAndStanding, SpriteOAMParameters ; ---
- dw SpriteFacingDownAndStanding, SpriteOAMParameters
- dw SpriteFacingDownAndStanding, SpriteOAMParameters
- dw SpriteFacingDownAndStanding, SpriteOAMParameters
- dw SpriteFacingDownAndStanding, SpriteOAMParameters
- dw SpriteFacingDownAndStanding, SpriteOAMParameters
- dw SpriteFacingDownAndStanding, SpriteOAMParameters
- dw SpriteFacingDownAndStanding, SpriteOAMParameters
- dw SpriteFacingDownAndStanding, SpriteOAMParameters
- dw SpriteFacingDownAndStanding, SpriteOAMParameters
- dw SpriteFacingDownAndStanding, SpriteOAMParameters
-
-SpriteFacingDownAndStanding: ; 4080 (1:4080)
- db $00,$01,$02,$03
-SpriteFacingDownAndWalking: ; 4084 (1:4084)
- db $80,$81,$82,$83
-SpriteFacingUpAndStanding: ; 4088 (1:4088)
- db $04,$05,$06,$07
-SpriteFacingUpAndWalking: ; 408c (1:408c)
- db $84,$85,$86,$87
-SpriteFacingLeftAndStanding: ; 4090 (1:4090)
- db $08,$09,$0a,$0b
-SpriteFacingLeftAndWalking: ; 4094 (1:4094)
- db $88,$89,$8a,$8b
-
-SpriteOAMParameters: ; 4098 (1:4098)
- db $00,$00, $00 ; top left
- db $00,$08, $00 ; top right
- db $08,$00, OAMFLAG_CANBEMASKED ; bottom left
- db $08,$08, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
-SpriteOAMParametersFlipped: ; 40a4 (1:40a4)
- db $00,$08, OAMFLAG_VFLIPPED
- db $00,$00, OAMFLAG_VFLIPPED
- db $08,$08, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED
- db $08,$00, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA
+ dw SpriteFacingDownAndStanding ; facing down, walk animation frame 0
+ dw SpriteFacingDownAndWalking ; facing down, walk animation frame 1
+ dw SpriteFacingDownAndStanding ; facing down, walk animation frame 2
+ dw SpriteFacingDownAndWalking2 ; facing down, walk animation frame 3
+
+ dw SpriteFacingUpAndStanding ; facing up, walk animation frame 0
+ dw SpriteFacingUpAndWalking ; facing up, walk animation frame 1
+ dw SpriteFacingUpAndStanding ; facing up, walk animation frame 2
+ dw SpriteFacingUpAndWalking2 ; facing up, walk animation frame 3
+
+ dw SpriteFacingLeftAndStanding ; facing left, walk animation frame 0
+ dw SpriteFacingLeftAndWalking ; facing left, walk animation frame 1
+ dw SpriteFacingLeftAndStanding ; facing left, walk animation frame 2
+ dw SpriteFacingLeftAndWalking ; facing left, walk animation frame 3
+
+ dw SpriteFacingRightAndStanding ; facing right, walk animation frame 0
+ dw SpriteFacingRightAndWalking ; facing right, walk animation frame 1
+ dw SpriteFacingRightAndStanding ; facing right, walk animation frame 2
+ dw SpriteFacingRightAndWalking ; facing right, walk animation frame 3
+
+ dw SpriteFacingDownAndStanding ; ---
+ dw SpriteFacingDownAndStanding ; This table is used for sprites $a and $b.
+ dw SpriteFacingDownAndStanding ; All orientation and animation parameters
+ dw SpriteFacingDownAndStanding ; lead to the same result. Used for immobile
+ dw SpriteFacingDownAndStanding ; sprites like items on the ground
+ dw SpriteFacingDownAndStanding ; ---
+ dw SpriteFacingDownAndStanding
+ dw SpriteFacingDownAndStanding
+ dw SpriteFacingDownAndStanding
+ dw SpriteFacingDownAndStanding
+ dw SpriteFacingDownAndStanding
+ dw SpriteFacingDownAndStanding
+ dw SpriteFacingDownAndStanding
+ dw SpriteFacingDownAndStanding
+ dw SpriteFacingDownAndStanding
+ dw SpriteFacingDownAndStanding
+; special case
+ dw SpriteSpecialCase ; pikachu maybe?
+
+SpriteFacingDownAndStanding: ; 4042 (1:4042)
+ db $04
+; Sprite OAM Parameters
+ db $00,$00,$00,$00 ; top left
+ db $00,$08,$01,$00 ; top right
+ db $08,$00,$02,OAMFLAG_CANBEMASKED ; bottom left
+ db $08,$08,$03,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+SpriteFacingDownAndWalking: ; 4053 (1:4053)
+ db $04
+; Sprite OAM Parameters
+ db $00,$00,$80,$00 ; top left
+ db $00,$08,$81,$00 ; top right
+ db $08,$00,$82,OAMFLAG_CANBEMASKED ; bottom left
+ db $08,$08,$83,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+SpriteFacingDownAndWalking2: ; 4064 (1:4064)
+ db $04
+; Sprite OAM Parameters
+ db $00,$08,$80,OAMFLAG_VFLIPPED ; top left
+ db $00,$00,$81,OAMFLAG_VFLIPPED ; top right
+ db $08,$08,$82,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left
+ db $08,$00,$83,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+SpriteFacingUpAndStanding: ; 4075 (1:4075)
+ db $04
+; Sprite OAM Parameters
+ db $00,$00,$04,$00 ; top left
+ db $00,$08,$05,$00 ; top right
+ db $08,$00,$06,OAMFLAG_CANBEMASKED ; bottom left
+ db $08,$08,$07,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+SpriteFacingUpAndWalking: ; 4086 (1:4086)
+ db $04
+; Sprite OAM Parameters
+ db $00,$00,$84,$00 ; top left
+ db $00,$08,$85,$00 ; top right
+ db $08,$00,$86,OAMFLAG_CANBEMASKED ; bottom left
+ db $08,$08,$87,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+SpriteFacingUpAndWalking2: ; 4097 (1:4097)
+ db $04
+; Sprite OAM Parameters
+ db $00,$08,$84,OAMFLAG_VFLIPPED ; top left
+ db $00,$00,$85,OAMFLAG_VFLIPPED ; top right
+ db $08,$08,$86,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left
+ db $08,$00,$87,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+SpriteFacingLeftAndStanding: ; 40a8 (1:40a8)
+ db $04
+; Sprite OAM Parameters
+ db $00,$00,$08,$00 ; top left
+ db $00,$08,$09,$00 ; top right
+ db $08,$00,$0a,OAMFLAG_CANBEMASKED ; bottom left
+ db $08,$08,$0b,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+SpriteFacingLeftAndWalking: ; 40b9 (1:40b9)
+ db $04
+; Sprite OAM Parameters
+ db $00,$00,$88,$00 ; top left
+ db $00,$08,$89,$00 ; top right
+ db $08,$00,$8a,OAMFLAG_CANBEMASKED ; bottom left
+ db $08,$08,$8b,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+SpriteFacingRightAndStanding: ; 40ca (1:40ca)
+ db $04
+; Sprite OAM Parameters
+ db $00,$08,$08,OAMFLAG_VFLIPPED ; top left
+ db $00,$00,$09,OAMFLAG_VFLIPPED ; top right
+ db $08,$08,$0a,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left
+ db $08,$00,$0b,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+SpriteFacingRightAndWalking: ; 40db (1:40db)
+ db $04
+; Sprite OAM Parameters
+ db $00,$08,$88,OAMFLAG_VFLIPPED ; top left
+ db $00,$00,$89,OAMFLAG_VFLIPPED ; top right
+ db $08,$08,$8a,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left
+ db $08,$00,$8b,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+SpriteSpecialCase ; 40ec (1:40ec)
+ db $09
+; Sprite OAM Parameters
+ db -$4,-$4,$00,$00
+ db -$4,$04,$01,$00
+ db -$4,$0c,$00,OAMFLAG_VFLIPPED
+ db $04,-$4,$01,$00
+ db $04,$04,$02,$00
+ db $04,$0c,$01,$00
+ db $0c,-$4,$00,OAM_VFLIP | OAMFLAG_CANBEMASKED
+ db $0c,$04,$01,OAMFLAG_CANBEMASKED
+ db $0c,$0c,$00,OAM_VFLIP | OAM_HFLIP | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA
+ \ No newline at end of file
diff --git a/data/item_prices.asm b/data/item_prices.asm
index aa5cb21e..ed60e56b 100755
--- a/data/item_prices.asm
+++ b/data/item_prices.asm
@@ -1,4 +1,4 @@
-ItemPrices: ; 4608 (1:4608)
+ItemPrices: ; 4494 (1:4494)
money 0 ; MASTER_BALL
money 1200 ; ULTRA_BALL
money 600 ; GREAT_BALL
diff --git a/engine/bank3c/main.asm b/engine/bank3c/main.asm
index c967e93c..6253f971 100644
--- a/engine/bank3c/main.asm
+++ b/engine/bank3c/main.asm
@@ -1,4 +1,4 @@
-Func_f0000:: ; f0000 (3c:4000)
+PlayPikachuSoundClip:: ; f0000 (3c:4000)
ld a, e
ld e, a
ld d, $0
@@ -53,7 +53,7 @@ Func_f0000:: ; f0000 (3c:4000)
ld [rNR34], a
pop hl
pop bc
- call Func_150
+ call PlayPikachuPCM
xor a
ld [wc0f3], a
ld [wc0f4], a
diff --git a/engine/battle/common_text.asm b/engine/battle/common_text.asm
index fcc00376..449fc1ab 100644
--- a/engine/battle/common_text.asm
+++ b/engine/battle/common_text.asm
@@ -16,7 +16,7 @@ PrintBeginningBattleText: ; f4000 (3d:4000)
jr c,.asm_f4026
ld e,$a
.asm_f4026
- callab Func_f0000
+ callab PlayPikachuSoundClip
jr .continue
.notnewbattletype
ld a, [wEnemyMonSpecies2]
diff --git a/engine/hall_of_fame.asm b/engine/hall_of_fame.asm
index cf7a3caa..3db51e05 100755
--- a/engine/hall_of_fame.asm
+++ b/engine/hall_of_fame.asm
@@ -159,7 +159,7 @@ HoFDisplayAndRecordMonInfo: ; 7030e (1c:430e)
callab IsThisPartymonOurPikachu ; 3f:4e18
jr nc, .asm_70336
ld e, $22
- callab Func_f0000
+ callab PlayPikachuSoundClip
jr .asm_7033c
.asm_70336
ld a,[wHoFMonSpecies]
diff --git a/engine/items/items.asm b/engine/items/items.asm
index 3afae425..2b3c1840 100755
--- a/engine/items/items.asm
+++ b/engine/items/items.asm
@@ -676,7 +676,7 @@ ItemUseEvoStone: ; d7d0 (3:57d0)
callab IsThisPartymonOurPikachu
jr nc, .notPlayerPikachu
ld e, $1b
- callab Func_f0000
+ callab PlayPikachuSoundClip
ld a, [wWhichPokemon]
ld hl, wPartyMonNicks
call GetPartyMonName
diff --git a/engine/menu/bills_pc.asm b/engine/menu/bills_pc.asm
index 4a274871..3ef1f95a 100644
--- a/engine/menu/bills_pc.asm
+++ b/engine/menu/bills_pc.asm
@@ -241,7 +241,7 @@ BillsPCDeposit: ; 2156d (8:556d)
callab IsThisPartymonOurPikachu
jr nc, .asm_215c9
ld e, $1b
- callab Func_f0000
+ callab PlayPikachuSoundClip
jr .asm_215cf
.asm_215c9
ld a, [wcf91]
@@ -304,7 +304,7 @@ BillsPCWithdraw: ; 21613 (8:5613)
callab Func_fce0d
jr nc, .asm_21660
ld e, $22
- callab Func_f0000
+ callab PlayPikachuSoundClip
jr .asm_21666
.asm_21660
ld a, [wcf91]
@@ -355,7 +355,7 @@ BillsPCRelease: ; 21690 (8:5690)
ld hl, wBoxMonNicks
call GetPartyMonName
ld e, $27
- callab Func_f0000
+ callab PlayPikachuSoundClip
ld hl, PikachuUnhappyText
call PrintText
jp BillsPCMenu
diff --git a/engine/overworld/oam.asm b/engine/overworld/oam.asm
index ff85eb3e..e81375a3 100644
--- a/engine/overworld/oam.asm
+++ b/engine/overworld/oam.asm
@@ -1,12 +1,14 @@
-PrepareOAMData:
+PrepareOAMData: ; 499b (1:499b)
; Determine OAM data for currently visible
; sprites and write it to wOAMBuffer.
+; Yellow code has been changed to use registers more efficiently
+; as well as tweaking the code to show gbc palettes
ld a, [wUpdateSpritesEnabled]
dec a
jr z, .updateEnabled
- cp 0 - 1
+ cp $ff
ret nz
ld [wUpdateSpritesEnabled], a
jp HideSprites
@@ -17,10 +19,10 @@ PrepareOAMData:
.spriteLoop
ld [hSpriteOffset2], a
-
- ld d, wSpriteStateData1 / $100
- ld a, [hSpriteOffset2]
+
ld e, a
+ ld d, wSpriteStateData1 / $100
+
ld a, [de] ; c1x0
and a
jp z, .nextSprite
@@ -40,16 +42,22 @@ PrepareOAMData:
jr c, .usefacing
; unchanging
- and $f
- add $10 ; skip to the second half of the table which doesn't account for facing direction
+ ld a, $0
jr .next
.usefacing
and $f
.next
+; read the entry from the table
+ ld c, a
+ ld b, 0
+ ld hl, SpriteFacingAndAnimationTable
+ add hl, bc
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
ld l, a
-
; get sprite priority
push de
inc d
@@ -61,65 +69,46 @@ PrepareOAMData:
ld [hSpritePriority], a ; temp store sprite priority
pop de
-; read the entry from the table
- ld h, 0
- ld bc, SpriteFacingAndAnimationTable
- add hl, hl
- add hl, hl
- add hl, bc
- ld a, [hli]
- ld c, a
- ld a, [hli]
- ld b, a
- ld a, [hli]
- ld h, [hl]
- ld l, a
call GetSpriteScreenXY
ld a, [hOAMBufferOffset]
+ add [hl]
+ cp $a0
+ jr z, .hidden
+ jr nc, .asm_4a41
+.hidden
+ call Func_4a7b
+ ld [wd5cd], a
+ ld a, [hOAMBufferOffset]
+
ld e, a
ld d, wOAMBuffer / $100
.tileLoop
+ ld a, [hli]
+ ld c, a
+.loop
ld a, [hSpriteScreenY] ; temp for sprite Y position
add $10 ; Y=16 is top of screen (Y=0 is invisible)
add [hl] ; add Y offset from table
ld [de], a ; write new sprite OAM Y position
inc hl
+ inc e
ld a, [hSpriteScreenX] ; temp for sprite X position
add $8 ; X=8 is left of screen (X=0 is invisible)
add [hl] ; add X offset from table
+ ld [de], a
+ inc hl
inc e
- ld [de], a ; write new sprite OAM X position
- inc e
- ld a, [bc] ; read pattern number offset (accommodates orientation (offset 0,4 or 8) and animation (offset 0 or $80))
- inc bc
- push bc
+ ld a, [wd5cd]
+ add [hl]
+ cp $80
+ jr c, .asm_4a1c
ld b, a
-
- ld a, [wd5cd] ; temp copy of c1x2
- swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs)
- and $f
-
- ; Sprites $a and $b have one face (and therefore 4 tiles instead of 12).
- ; As a result, sprite $b's tile offset is less than normal.
- cp $b
- jr nz, .notFourTileSprite
- ld a, $a * 12 + 4
- jr .next2
-
-.notFourTileSprite
- ; a *= 12
- sla a
- sla a
- ld c, a
- sla a
- add c
-
-.next2
- add b ; add the tile offset from the table (based on frame and facing direction)
- pop bc
+ ld a, [$fffc]
+ add b
+.asm_4a1c
ld [de], a ; tile id
inc hl
inc e
@@ -129,15 +118,19 @@ PrepareOAMData:
ld a, [hSpritePriority]
or [hl]
.skipPriority
- inc hl
+ and $f0
+ bit 4, a ; OBP0 or OBP1
+ jr z, .spriteusesOBP0
+ or %100 ; palettes 4-7 are OBP1
+.spriteusesOBP0
ld [de], a
+ inc hl
inc e
- bit 0, a ; OAMFLAG_ENDOFDATA
- jr z, .tileLoop
+ dec c
+ jr nz, .loop
ld a, e
ld [hOAMBufferOffset], a
-
.nextSprite
ld a, [hSpriteOffset2]
add $10
@@ -145,28 +138,33 @@ PrepareOAMData:
jp nz, .spriteLoop
; Clear unused OAM.
- ld a, [hOAMBufferOffset]
- ld l, a
- ld h, wOAMBuffer / $100
- ld de, $4
- ld b, $a0
+.asm_4a41
ld a, [wd736]
bit 6, a ; jumping down ledge or fishing animation?
- ld a, $a0
+ ld c, $a0
jr z, .clear
; Don't clear the last 4 entries because they are used for the shadow in the
; jumping down ledge animation and the rod in the fishing animation.
- ld a, $90
+ ld c, $90
.clear
- cp l
- ret z
+ ld a, [hOAMBufferOffset]
+ cp c
+ ret nc
+ ld l, a
+ ld h, wOAMBuffer / $100
+ ld a, c
+ ld de, $4 ; entry size
+ ld b, $a0
+.clearLoop
ld [hl], b
add hl, de
- jr .clear
+ cp l
+ jr nz, .clearLoop
+ ret
-GetSpriteScreenXY: ; 4bd1 (1:4bd1)
+GetSpriteScreenXY: ; 4a5f (1:4a5f)
inc e
inc e
ld a, [de] ; c1x4
@@ -188,6 +186,32 @@ GetSpriteScreenXY: ; 4bd1 (1:4bd1)
ld [de], a ; c1xb (x)
ret
+Func_4a7b: ; 4a7b (1:4a7b)
+ push bc
+ ld a, [wd5cd] ; temp copy of c1x2
+ swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs)
+ and $f
+
+ ; Sprites $a and $b have one face (and therefore 4 tiles instead of 12).
+ ; As a result, sprite $b's tile offset is less than normal.
+ cp $b
+ jr nz, .notFourTileSprite
+ ld a, $a * 12 + 4 ; $7c
+ jr .done
+
+.notFourTileSprite
+ ; a *= 12
+ add a
+ add a
+ ld c, a
+ add a
+ add c
+.done
+ pop bc
+ ret
+
+INCLUDE "engine/oam_dma.asm"
+
_IsTilePassable:: ; 4aaa (1:4aaa)
ld hl,W_TILESETCOLLISIONPTR ; pointer to list of passable tiles
ld a,[hli]
@@ -198,8 +222,11 @@ _IsTilePassable:: ; 4aaa (1:4aaa)
cp a,$ff
jr z,.tileNotPassable
cp c
- ret z
- jr .loop
+ jr nz,.loop
+ xor a
+ ret
.tileNotPassable
scf
- ret \ No newline at end of file
+ ret
+
+INCLUDE "data/collision.asm" ; probably \ No newline at end of file
diff --git a/engine/titlescreen.asm b/engine/titlescreen.asm
index 8d605c49..244d9ff7 100755
--- a/engine/titlescreen.asm
+++ b/engine/titlescreen.asm
@@ -1,9 +1,4 @@
-; copy text of fixed length NAME_LENGTH (like player name, rival name, mon names, ...)
-CopyFixedLengthText: ; 42b1 (1:42b1)
- ld bc, NAME_LENGTH
- jp CopyData
-
-SetDefaultNamesBeforeTitlescreen: ; 42b7 (1:42b7)
+SetDefaultNamesBeforeTitlescreen: ; 414b (1:414b)
ld hl, NintenText
ld de, wPlayerName
call CopyFixedLengthText
@@ -21,7 +16,7 @@ SetDefaultNamesBeforeTitlescreen: ; 42b7 (1:42b7)
ld [wAudioROMBank], a
ld [wAudioSavedROMBank], a
-DisplayTitleScreen: ; 42dd (1:42dd)
+DisplayTitleScreen: ; 4171 (1:4171)
call GBPalWhiteOut
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
@@ -35,93 +30,35 @@ DisplayTitleScreen: ; 42dd (1:42dd)
call ClearScreen
call DisableLCD
call LoadFontTilePatterns
- ld hl, NintendoCopyrightLogoGraphics
- ld de, vTitleLogo2 + $100
+; todo: fix hl pointers
+ ld hl, NintendoCopyrightLogoGraphics ; 4:4c48
+ ld de, vTitleLogo + $600
ld bc, $50
ld a, BANK(NintendoCopyrightLogoGraphics)
- call FarCopyData2
- ld hl, GamefreakLogoGraphics
- ld de, vTitleLogo2 + $100 + $50
+ call FarCopyData
+ ld hl, NineTile ; 4:4e08
+ ld de, vTitleLogo + $6e0
+ ld bc, $10
+ ld a, BANK(NineTile)
+ call FarCopyData
+ ld hl, GamefreakLogoGraphics ; 4:4d78
+ ld de, vTitleLogo + $650
ld bc, $90
ld a, BANK(GamefreakLogoGraphics)
- call FarCopyData2
- ld hl, PokemonLogoGraphics
- ld de, vTitleLogo
- ld bc, $600
- ld a, BANK(PokemonLogoGraphics)
- call FarCopyData2 ; first chunk
- ld hl, PokemonLogoGraphics+$600
- ld de, vTitleLogo2
- ld bc, $100
- ld a, BANK(PokemonLogoGraphics)
- call FarCopyData2 ; second chunk
- ld hl, Version_GFX ; $402f
- ld de,vChars2 + $600
- ld bc, Version_GFXEnd - Version_GFX
- ld a, BANK(Version_GFX)
- call FarCopyDataDouble
- call ClearBothBGMaps
-
-; place tiles for pokemon logo (except for the last row)
- coord hl, 2, 1
- ld a, $80
- ld de, SCREEN_WIDTH
- ld c, 6
-.pokemonLogoTileLoop
- ld b, $10
- push hl
-.pokemonLogoTileRowLoop ; place tiles for one row
- ld [hli], a
- inc a
- dec b
- jr nz, .pokemonLogoTileRowLoop
- pop hl
- add hl, de
- dec c
- jr nz, .pokemonLogoTileLoop
-
-; place tiles for the last row of the pokemon logo
- coord hl, 2, 7
- ld a, $31
- ld b, $10
-.pokemonLogoLastTileRowLoop
- ld [hli], a
- inc a
- dec b
- jr nz, .pokemonLogoLastTileRowLoop
-
- call DrawPlayerCharacter
-
-; put a pokeball in the player's hand
- ld hl, wOAMBuffer + $28
- ld a, $74
- ld [hl], a
-
-; place tiles for title screen copyright
- coord hl, 2, 17
- ld de, .tileScreenCopyrightTiles
- ld b, $10
-.tileScreenCopyrightTilesLoop
- ld a, [de]
- ld [hli], a
- inc de
- dec b
- jr nz, .tileScreenCopyrightTilesLoop
-
- jr .next
-
-.tileScreenCopyrightTiles ; 437f (1:437f)
- db $41,$42,$43,$42,$44,$42,$45,$46,$47,$48,$49,$4A,$4B,$4C,$4D,$4E ; ©'95.'96.'98 GAME FREAK inc.
-
-.next
+ call FarCopyData
+ callab Func_f453f
+ ld hl, vBGMap0
+ ld bc, (vBGMap1 + $400) - vBGMap0
+ ld a, " "
+ call FillMemory
+ callab Func_f4578
+ call Func_4418
+ call .WriteCopyrightTiles
call SaveScreenTilesToBuffer2
call LoadScreenTilesFromBuffer2
call EnableLCD
- ld a,CHARMANDER ; which Pokemon to show first on the title screen
-
- ld [wTitleMonSpecies], a
- call LoadTitleMonSprite
- ld a, (vBGMap0 + $300) / $100
+ callab Func_f459a
+ ld a, $9b
call TitleScreenCopyTileMapToVRAM
call SaveScreenTilesToBuffer1
ld a, $40
@@ -132,8 +69,9 @@ DisplayTitleScreen: ; 42dd (1:42dd)
ld b, SET_PAL_TITLE_SCREEN
call RunPaletteCommand
call GBPalNormal
- ld a, %11100100
+ ld a, %11100000
ld [rOBP0], a
+ call UpdateGBCPal_OBP0
; make pokemon logo bounce up and down
ld bc, hSCY ; background scroll Y
@@ -153,7 +91,7 @@ DisplayTitleScreen: ; 42dd (1:42dd)
call .ScrollTitleScreenPokemonLogo
jr .bouncePokemonLogoLoop
-.TitleScreenPokemonLogoYScrolls: ; 43db (1:43db)
+.TitleScreenPokemonLogoYScrolls ; 4228 (1:4228)
; Controls the bouncing effect of the Pokemon logo on the title screen
db -4,16 ; y scroll amount, number of times to scroll
db 3,4
@@ -164,7 +102,7 @@ DisplayTitleScreen: ; 42dd (1:42dd)
db -1,2
db 0 ; terminate list with 0
-.ScrollTitleScreenPokemonLogo
+.ScrollTitleScreenPokemonLogo ; 4237 (1:4237)
; Scrolls the Pokemon logo on the title screen to create the bouncing effect
; Scrolls d pixels e times
call DelayFrame
@@ -175,7 +113,22 @@ DisplayTitleScreen: ; 42dd (1:42dd)
jr nz, .ScrollTitleScreenPokemonLogo
ret
-.finishedBouncingPokemonLogo
+; place tiles for title screen copyright
+.WriteCopyrightTiles ; 4241 (1:4241)
+ coord hl, 2, 17
+ ld de, .tileScreenCopyrightTiles
+.titleScreenCopyrightTilesLoop
+ ld a, [de]
+ inc de
+ cp $ff
+ ret z
+ ld [hli], a
+ jr .titleScreenCopyrightTilesLoop
+
+.tileScreenCopyrightTiles ; 424f (1:424f)
+ db $e0,$e1,$e2,$e3,$e1,$e2,$ee,$e5,$e6,$e7,$e8,$e9,$ea,$eb,$ec,$ed,$ff ; ©1995-1999 GAME FREAK inc.
+
+.finishedBouncingPokemonLogo ; 4260 (1:4260)
call LoadScreenTilesFromBuffer1
ld c, 36
call DelayFrames
@@ -183,52 +136,41 @@ DisplayTitleScreen: ; 42dd (1:42dd)
call PlaySound
; scroll game version in from the right
- call PrintGameVersionOnTitleScreen
+ callab Func_f4585
ld a, SCREEN_HEIGHT_PIXELS
ld [hWY], a
- ld d, 144
-.scrollTitleScreenGameVersionLoop
- ld h, d
- ld l, 64
- call ScrollTitleScreenGameVersion
- ld h, 0
- ld l, 80
- call ScrollTitleScreenGameVersion
- ld a, d
- add 4
- ld d, a
- and a
- jr nz, .scrollTitleScreenGameVersionLoop
-
- ld a, vBGMap1 / $100
- call TitleScreenCopyTileMapToVRAM
- call LoadScreenTilesFromBuffer2
- call PrintGameVersionOnTitleScreen
call Delay3
+ ld e, 0
+ call TitleScreen_PlayPikachuPCM
call WaitForSoundToFinish
+ call StopAllMusic
ld a, MUSIC_TITLE_SCREEN
ld [wNewSoundID], a
call PlaySound
+.asm_428f
xor a
ld [wUnusedCC5B], a
-
-; Keep scrolling in new mons indefinitely until the user performs input.
-.awaitUserInterruptionLoop
- ld c, 200
- call CheckForUserInterruption
- jr c, .finishedWaiting
- call TitleScreenScrollInMon
- ld c, 1
- call CheckForUserInterruption
- jr c, .finishedWaiting
- callba TitleScreenAnimateBallIfStarterOut
- call TitleScreenPickNewMon
- jr .awaitUserInterruptionLoop
-
-.finishedWaiting
- ld a, [wTitleMonSpecies]
- call PlayCry
- call WaitForSoundToFinish
+ ld [wTitleMonSpecies], a
+ ld [wTitleMonSpecies+1], a
+ ld [wTitleMonSpecies+2], a
+ ld [wTitleMonSpecies+3], a
+ ld a, $f
+ ld [wTitleMonSpecies+4], a
+.titleScreenLoop
+ call IncrementResetCounter
+ jp c, .doTitlescreenReset
+ call DelayFrame
+ call JoypadLowSensitivity
+ ld a, [hJoyHeld]
+ cp D_UP | SELECT | B_BUTTON
+ jr z, .asm_42bf
+ and A_BUTTON | START
+ jr nz, .asm_42bf
+ call Func_4390
+ jr .titleScreenLoop
+.asm_42bf
+ ld e, $a
+ call TitleScreen_PlayPikachuPCM
call GBPalWhiteOutWithDelay3
call ClearSprites
xor a
@@ -248,143 +190,172 @@ DisplayTitleScreen: ; 42dd (1:42dd)
cp D_UP | SELECT | B_BUTTON
jp z, .doClearSaveDialogue
jp MainMenu
+.asm_42f0 ; 42f0 (1:42f0)
+ callab Func_e8e79
+ jp .asm_428f
-.doClearSaveDialogue
- jpba DoClearSaveDialogue
-
-TitleScreenPickNewMon: ; 4496 (1:4496)
- ld a, vBGMap0 / $100
- call TitleScreenCopyTileMapToVRAM
-
-.loop
-; Keep looping until a mon different from the current one is picked.
- call Random
- and $f
- ld c, a
- ld b, 0
- ld hl, TitleMons
- add hl, bc
- ld a, [hl]
- ld hl, wTitleMonSpecies
-
-; Can't be the same as before.
- cp [hl]
- jr z, .loop
-
- ld [hl], a
- call LoadTitleMonSprite
-
- ld a, $90
- ld [hWY], a
- ld d, 1 ; scroll out
- callba TitleScroll
- ret
-
-TitleScreenScrollInMon: ; 44c1 (1:44c1)
- ld d, 0 ; scroll in
- callba TitleScroll
- xor a
- ld [hWY], a
- ret
-
-ScrollTitleScreenGameVersion: ; 44cf (1:44cf)
-.wait
- ld a, [rLY]
- cp l
- jr nz, .wait
-
- ld a, h
- ld [rSCX], a
-
-.wait2
- ld a, [rLY]
- cp h
- jr z, .wait2
- ret
-
-DrawPlayerCharacter: ; 44dd (1:44dd)
- ld hl, PlayerCharacterTitleGraphics
- ld de, vSprites
- ld bc, PlayerCharacterTitleGraphicsEnd - PlayerCharacterTitleGraphics
- ld a, BANK(PlayerCharacterTitleGraphics)
- call FarCopyData2
- call ClearSprites
- xor a
- ld [wPlayerCharacterOAMTile], a
- ld hl, wOAMBuffer
- ld de, $605a
- ld b, 7
-.loop
- push de
- ld c, 5
-.innerLoop
- ld a, d
- ld [hli], a ; Y
- ld a, e
- ld [hli], a ; X
- add 8
- ld e, a
- ld a, [wPlayerCharacterOAMTile]
- ld [hli], a ; tile
+.asm_42fb ; 42fb (1:42fb)
+ ld a, [wTitleMonSpecies+4]
inc a
- ld [wPlayerCharacterOAMTile], a
- inc hl
- dec c
- jr nz, .innerLoop
- pop de
- ld a, 8
- add d
- ld d, a
- dec b
- jr nz, .loop
- ret
-
-ClearBothBGMaps: ; 4519 (1:4519)
- ld hl, vBGMap0
- ld bc, $400 * 2
- ld a, " "
- jp FillMemory
+ cp $2a
+ jr c, .asm_4305
+ ld a, $f
+.asm_4305
+ ld [wTitleMonSpecies+4], a
+ ld e, a
+ callab PlayPikachuSoundClip
+ xor a
+ ld [wTitleMonSpecies+2], a
+ ld [wTitleMonSpecies+3], a
+ jp .titleScreenLoop
+.doTitlescreenReset ; 431b (1:431b)
+ ld [wAudioFadeOutControl], a
+ call StopAllMusic
+.audioFadeLoop
+ ld a, [wAudioFadeOutControl]
+ and a
+ jr nz, .audioFadeLoop
+ jp Init
+
+.doClearSaveDialogue ; 432a (1:432a)
+ jpba DoClearSaveDialogue
-LoadTitleMonSprite: ; 4524 (1:4524)
- ld [wcf91], a
- ld [wd0b5], a
- coord hl, 5, 10
- call GetMonHeader
- jp LoadFrontSpriteByMonIndex
-TitleScreenCopyTileMapToVRAM: ; 4533 (1:4533)
+TitleScreenCopyTileMapToVRAM: ; 4332 (1:4332)
ld [H_AUTOBGTRANSFERDEST + 1], a
jp Delay3
-LoadCopyrightAndTextBoxTiles: ; 4538 (1:4538)
+LoadCopyrightAndTextBoxTiles: ; 4337 (1:4337)
xor a
ld [hWY], a
call ClearScreen
call LoadTextBoxTilePatterns
-LoadCopyrightTiles: ; 4541 (1:4541)
+LoadCopyrightTiles: ; 4340 (1:4340)
ld de, NintendoCopyrightLogoGraphics
ld hl, vChars2 + $600
- lb bc, BANK(NintendoCopyrightLogoGraphics), (GamefreakLogoGraphicsEnd - NintendoCopyrightLogoGraphics) / $10
+ lb bc, BANK(NintendoCopyrightLogoGraphics), (TextBoxGraphics + $10 - NintendoCopyrightLogoGraphics) / $10 ; bug: overflows into text box graphics and copies the "A" tile
call CopyVideoData
coord hl, 2, 7
ld de, CopyrightTextString
jp PlaceString
-CopyrightTextString: ; 4556 (1:4556)
- db $60,$61,$62,$61,$63,$61,$64,$7F,$65,$66,$67,$68,$69,$6A ; ©'95.'96.'98 Nintendo
- next $60,$61,$62,$61,$63,$61,$64,$7F,$6B,$6C,$6D,$6E,$6F,$70,$71,$72 ; ©'95.'96.'98 Creatures inc.
- next $60,$61,$62,$61,$63,$61,$64,$7F,$73,$74,$75,$76,$77,$78,$79,$7A,$7B ; ©'95.'96.'98 GAME FREAK inc.
+CopyrightTextString: ; 4355 (1:4355)
+ db $60,$61,$62,$63,$61,$62,$7c,$7f,$65,$66,$67,$68,$69,$6a ; ©1995-1999 Nintendo
+ next $60,$61,$62,$63,$61,$62,$7c,$7f,$6b,$6c,$6d,$6e,$6f,$70,$71,$72 ; ©1995-1999 Creatures inc.
+ next $60,$61,$62,$63,$61,$62,$7c,$7f,$73,$74,$75,$76,$77,$78,$79,$7a,$7b ; ©1995-1999 GAME FREAK inc.
db "@"
-INCLUDE "data/title_mons.asm"
+TitleScreen_PlayPikachuPCM: ; 4387 (1:4387)
+ callab PlayPikachuSoundClip
+ ret
+
+Func_4390: ; 4390 (1:4390)
+ call Func_43de
+ ld a, [wTitleMonSpecies]
+ ld e, a
+ ld d, 0
+ ld hl, PointerTable_43a2
+ add hl, de
+ add hl, de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ jp hl
+
+PointerTable_43a2: ; 43a2 (1:43a2)
+ dw Func_43be
+ dw Func_43c3
+ dw Func_43d9
+ dw Func_43d9
+ dw Func_43c7
+ dw Func_43d9
+ dw Func_43d9
+ dw Func_43c3
+ dw Func_43d9
+ dw Func_43d9
+ dw Func_43bf
+ dw Func_43ba
+
+Func_43ba: ; 43ba (1:43ba)
+ xor a
+ ld [wTitleMonSpecies], a
+Func_43be
+ ret
+
+Func_43bf: ; 43bf (1:43bf)
+ ld e, 0
+ jr asm_43c9
+Func_43c3: ; 43c3 (1:43c3)
+ ld e, 4
+ jr asm_43c9
+Func_43c7: ; 43c7 (1:43c7)
+ ld e, 8
+asm_43c9: ; 43c9 (1:43c9)
+ ld hl, wOAMBuffer + 2
+ ld c, 8
+.loop
+ ld a, [hl]
+ and $f3
+ or e
+ ld [hli], a
+ inc hl
+ inc hl
+ inc hl
+ dec c
+ jr nz, .loop
+Func_43d9: ; 43d9 (1:43d9)
+ ld hl, wTitleMonSpecies
+ inc [hl]
+ ret
+
+Func_43de: ; 43de (1:43de)
+ ld hl, wTitleMonSpecies + 1
+ ld a, [hl]
+ inc [hl]
+ and a
+ jr z, .asm_43ed
+ cp $80
+ jr z, .asm_43ed
+ cp $90
+ ret nz
+.asm_43ed
+ ld a, $1
+ ld [wTitleMonSpecies], a
+ ret
-; prints version text (red, blue)
-PrintGameVersionOnTitleScreen: ; 4598 (1:4598)
- coord hl, 7, 8
- ld de, VersionOnTitleScreenText
- jp PlaceString
+; copy text of fixed length NAME_LENGTH (like player name, rival name, mon names, ...)
+CopyFixedLengthText: ; 43f3 (1:43f3)
+ ld bc, NAME_LENGTH
+ jp CopyData
+
+NintenText: db "NINTEN@"
+SonyText: db "SONY@"
-; these point to special tiles specifically loaded for that purpose and are not usual text
-VersionOnTitleScreenText: ; 45a1 (1:45a1)
- db $60,$61,$7F,$65,$66,$67,$68,$69,"@" ; "Red Version"
+IncrementResetCounter: ; 4405 (1:4405)
+ ld hl, wTitleMonSpecies + 2
+ ld e, [hl]
+ inc hl
+ ld d, [hl]
+ inc de
+ ld a, d
+ cp $c
+ jr z, .doReset
+ ld [hl], d
+ dec hl
+ ld [hl], e
+ and a
+ ret
+.doReset
+ scf
+ ret
+
+Func_4418: ; 4418 (1:4418)
+ xor a
+ call SwitchSRAMBankAndLatchClockData
+ ld hl, $a000
+ ld bc, $20
+ ld a, $aa
+ call FillMemory
+ call PrepareRTCDataAndDisableSRAM
+ ret \ No newline at end of file
diff --git a/engine/town_map.asm b/engine/town_map.asm
index 31eefcfd..ea60e5a4 100755
--- a/engine/town_map.asm
+++ b/engine/town_map.asm
@@ -108,7 +108,7 @@ DisplayTownMap: ; 70eb7 (1c:4eb7)
ld a,[hJoy5]
and D_DOWN | D_UP
ret z
- callab Func_f0000
+ callab PlayPikachuSoundClip
ret
INCLUDE "data/town_map_order.asm"
diff --git a/home.asm b/home.asm
index 2ac9795b..ebe3dde7 100644
--- a/home.asm
+++ b/home.asm
@@ -32,7 +32,7 @@ SECTION "joypad", ROM0 [$60]
SECTION "Home", ROM0
-DisableLCD::
+DisableLCD:: ; 0061 (0:0061)
xor a
ld [rIF], a
ld a, [rIE]
@@ -52,13 +52,13 @@ DisableLCD::
ld [rIE], a
ret
-EnableLCD::
+EnableLCD:: ; 007b (0:007b)
ld a, [rLCDC]
set rLCDC_ENABLE, a
ld [rLCDC], a
ret
-ClearSprites::
+ClearSprites:: ; 0082 (0:0082)
xor a
ld hl, wOAMBuffer
ld b, 40 * 4
@@ -68,7 +68,7 @@ ClearSprites::
jr nz, .loop
ret
-HideSprites::
+HideSprites:: ; 008d (0:008d)
ld a, 160
ld hl, wOAMBuffer
ld de, 4
@@ -101,7 +101,7 @@ SECTION "Header", ROM0 [$104]
SECTION "Main", ROM0
-Func_150:: ; 0150 (0:0150)
+PlayPikachuPCM:: ; 0150 (0:0150)
ld a,[H_LOADEDROMBANK]
push af
ld a,b
@@ -114,16 +114,16 @@ Func_150:: ; 0150 (0:0150)
ld a,[hli]
ld d,a
ld a,$3
-.unknownloop
+.playSingleSample
dec a
- jr nz,.unknownloop
+ jr nz,.playSingleSample
rept 7
- call Func_199
- call Func_1a5
+ call LoadNextSoundClipSample
+ call PlaySoundClipSample
endr
- call Func_199
+ call LoadNextSoundClipSample
dec bc
ld a,c
or b
@@ -132,7 +132,7 @@ Func_150:: ; 0150 (0:0150)
call BankswitchCommon
ret
-Func_199:: ; 0199 (0:0199)
+LoadNextSoundClipSample:: ; 0199 (0:0199)
ld a,d
and $80
srl a
@@ -141,14 +141,14 @@ Func_199:: ; 0199 (0:0199)
sla d
ret
-Func_1a5:: ; 01a5 (0:01a5)
+PlaySoundClipSample:: ; 01a5 (0:01a5)
ld a,$3
-.unknownloop2
+.loop
dec a
- jr nz,.unknownloop2
+ jr nz,.loop
ret
-Start::
+Start:: ; 01ab (0:01ab)
cp GBC
jr z, .gbc
xor a
@@ -159,7 +159,7 @@ Start::
ld [hGBC], a
jp Init
-Joypad:: ; 01b9
+Joypad:: ; 01b9 (0:01b9)
homecall_jump _Joypad
ReadJoypad:: ; 01c8 (0:01c8)
diff --git a/main.asm b/main.asm
index 1b29f91c..37bc0fd8 100755
--- a/main.asm
+++ b/main.asm
@@ -2540,7 +2540,7 @@ ApplyOutOfBattlePoisonDamage: ; c3de (3:43de)
callab IsThisPartymonOurPikachu
jr nc, .curMonNotPlayerPikachu
ld e, $3
- callab Func_f0000
+ callab PlayPikachuSoundClip
callab_ModifyPikachuHappiness_ld_d PIKAHAPPY_PSNFNT
.curMonNotPlayerPikachu
pop de
diff --git a/text/item_names.asm b/text/item_names.asm
index 3c0f4c49..6a401597 100755
--- a/text/item_names.asm
+++ b/text/item_names.asm
@@ -1,4 +1,4 @@
-ItemNames: ; 472b (1:472b)
+ItemNames: ; 45b7 (1:45b7)
db "MASTER BALL@"
db "ULTRA BALL@"
db "GREAT BALL@"
diff --git a/yellow/main.asm b/yellow/main.asm
index 46b882f2..61a1cfe4 100755
--- a/yellow/main.asm
+++ b/yellow/main.asm
@@ -18,31 +18,529 @@ SECTION "home",ROM0
INCLUDE "home.asm"
SECTION "bank01",ROMX,BANK[$01]
-;INCLUDE "data/facing.asm"
- dr $4000,$4111
+INCLUDE "data/facing.asm"
INCLUDE "engine/battle/safari_zone.asm"
-SetDefaultNamesBeforeTitlescreen: ; 414b (1:414b)
- dr $414b,$442b
+INCLUDE "engine/titlescreen.asm"
+
LoadMonData_: ; 442b (1:442b)
- dr $442b,$4494
-ItemPrices: ; 4494 (1:4494)
- dr $4494,$45b7
-ItemNames: ; 45b7 (1:45b7)
- dr $45b7,$491e
+; Load monster [wWhichPokemon] from list [wMonDataLocation]:
+; 0: partymon
+; 1: enemymon
+; 2: boxmon
+; 3: daycaremon
+; Return monster id at wcf91 and its data at wLoadedMon.
+; Also load base stats at W_MONHEADER for convenience.
+
+ ld a, [wDayCareMonSpecies]
+ ld [wcf91], a
+ ld a, [wMonDataLocation]
+ cp DAYCARE_DATA
+ jr z, .GetMonHeader
+
+ ld a, [wWhichPokemon]
+ ld e, a
+ call GetMonSpecies
+
+.GetMonHeader
+ ld a, [wcf91]
+ ld [wd0b5], a ; input for GetMonHeader
+ call GetMonHeader
+
+ ld hl, wPartyMons
+ ld bc, wPartyMon2 - wPartyMon1
+ ld a, [wMonDataLocation]
+ cp ENEMY_PARTY_DATA
+ jr c, .getMonEntry
+
+ ld hl, wEnemyMons
+ jr z, .getMonEntry
+
+ cp 2
+ ld hl, wBoxMons
+ ld bc, wBoxMon2 - wBoxMon1
+ jr z, .getMonEntry
+
+ ld hl, wDayCareMon
+ jr .copyMonData
+
+.getMonEntry
+ ld a, [wWhichPokemon]
+ call AddNTimes
+
+.copyMonData
+ ld de, wLoadedMon
+ ld bc, wPartyMon2 - wPartyMon1
+ jp CopyData
+
+; get species of mon e in list [wMonDataLocation] for LoadMonData
+GetMonSpecies: ; 4478 (1:4478)
+ ld hl, wPartySpecies
+ ld a, [wMonDataLocation]
+ and a
+ jr z, .getSpecies
+ dec a
+ jr z, .enemyParty
+ ld hl, wBoxSpecies
+ jr .getSpecies
+.enemyParty
+ ld hl, wEnemyPartyMons
+.getSpecies
+ ld d, 0
+ add hl, de
+ ld a, [hl]
+ ld [wcf91], a
+ ret
+
+INCLUDE "data/item_prices.asm"
+INCLUDE "text/item_names.asm"
+
UnusedNames: ; 491e (1:491e)
- dr $491e,$499b
-PrepareOAMData: ; 499b (1:499b)
- dr $499b,$4a92
-WriteDMACodeToHRAM: ; 4a92 (1:4a92)
- dr $4a92,$4aaa
-_IsTilePassable: ; 4aaa (1:4aaa)
- dr $4aaa,$4b89
+ db "かみなりバッヂ@"
+ db "かいがらバッヂ@"
+ db "おじぞうバッヂ@"
+ db "はやぶさバッヂ@"
+ db "ひんやりバッヂ@"
+ db "なかよしバッヂ@"
+ db "バラバッヂ@"
+ db "ひのたまバッヂ@"
+ db "ゴールドバッヂ@"
+ db "たまご@"
+ db "ひよこ@"
+ db "ブロンズ@"
+ db "シルバー@"
+ db "ゴールド@"
+ db "プチキャプテン@"
+ db "キャプテン@"
+ db "プチマスター@"
+ db "マスター@"
+ db "エクセレント"
+
+INCLUDE "engine/overworld/oam.asm"
+
PrintWaitingText: ; 4b89 (1:4b89)
- dr $4b89,$4bb7
+ coord hl, 3, 10
+ lb bc, 1, 11
+ ld a, [W_ISINBATTLE]
+ and a
+ jr z, .asm_4b9a
+ call TextBoxBorder
+ jr .asm_4b9d
+.asm_4b9a
+ call CableClub_TextBoxBorder
+.asm_4b9d
+ coord hl, 4, 11
+ ld de, WaitingText
+ call PlaceString
+ ld c, 50
+ jp DelayFrames
+
+WaitingText: ; 4bab (1:4bab)
+ db "Waiting...!@"
+
_UpdateSprites: ; 4bb7 (1:4bb7)
- dr $4bb7,$5012
+ ld h, wSpriteStateData1 / $100
+ inc h
+ ld a, $e ; (wSpriteStateData2 + $0e) & $ff
+.spriteLoop
+ ld l, a
+ sub $e
+ ld c, a
+ ld [H_CURRENTSPRITEOFFSET], a
+ ld a, [hl]
+ and a
+ jr z, .skipSprite ; tests $c2Xe
+ push hl
+ push de
+ push bc
+ call .updateCurrentSprite
+ pop bc
+ pop de
+ pop hl
+.skipSprite
+ ld a, l
+ add $10 ; move to next sprite
+ cp $e ; test for overflow (back at $0e)
+ jr nz, .spriteLoop
+ ret
+.updateCurrentSprite ; 4bd7 (1:4bd7)
+ ld a, [H_CURRENTSPRITEOFFSET]
+ and a
+ jp z, UpdatePlayerSprite
+ cp $f0 ; pikachu
+ jp z, Func_1552
+ ld a, [hl]
+
+UpdateNonPlayerSprite: ; 4be3 (1:4be3)
+ dec a
+ swap a
+ ld [$ff93], a ; $10 * sprite#
+ ld a, [wNPCMovementScriptSpriteOffset] ; some sprite offset?
+ ld b, a
+ ld a, [H_CURRENTSPRITEOFFSET]
+ cp b
+ jr nz, .unequal
+ jp DoScriptedNPCMovement
+.unequal
+ jp UpdateNPCSprite
+
+; This detects if the current sprite (whose offset is at H_CURRENTSPRITEOFFSET)
+; is going to collide with another sprite by looping over the other sprites.
+; The current sprite's offset will be labelled with i (e.g. $c1i0).
+; The loop sprite's offset will labelled with j (e.g. $c1j0).
+;
+; Note that the Y coordinate of the sprite (in [$c1k4]) is one of the following
+; 9 values when the sprite is aligned with the grid: $fc, $0c, $1c, $2c, ..., $7c.
+; The reason that 4 is added below to the coordinate is to make it align with a
+; multiple of $10 to make comparisons easier.
+DetectCollisionBetweenSprites: ; 4bf7 (1:4bf7)
+ ; nop
+
+ ld h, wSpriteStateData1 / $100
+ ld a, [H_CURRENTSPRITEOFFSET]
+ ld l, a
+
+ ld a, [hl] ; a = [$c1i0] (picture) (0 if slot is unused)
+ and a ; is this sprite slot slot used?
+ ret z ; return if not used
+
+ ld a, l
+ add 3
+ ld l, a
+
+ ld a, [hli] ; a = [$c1i3] (delta Y) (-1, 0, or 1)
+ call SetSpriteCollisionValues
+
+ ld a, [hli] ; a = [$C1i4] (Y screen coordinate)
+ add 4 ; align with multiple of $10
+
+; The effect of the following 3 lines is to
+; add 7 to a if moving south or
+; subtract 7 from a if moving north.
+ add b
+ and $f0
+ or c
+
+ ld [$ff90], a ; store Y coordinate adjusted for direction of movement
+
+ ld a, [hli] ; a = [$c1i5] (delta X) (-1, 0, or 1)
+ call SetSpriteCollisionValues
+ ld a, [hl] ; a = [$C1i6] (X screen coordinate)
+
+; The effect of the following 3 lines is to
+; add 7 to a if moving east or
+; subtract 7 from a if moving west.
+ add b
+ and $f0
+ or c
+
+ ld [$ff91], a ; store X coordinate adjusted for direction of movement
+
+ ld a, l
+ add 7
+ ld l, a
+
+ xor a
+ ld [hld], a ; zero [$c1id] XXX what's [$c1id] for?
+ ld [hld], a ; zero [$c1ic] (directions in which collisions occurred)
+
+ ld a, [$ff91]
+ ld [hld], a ; [$c1ib] = adjusted X coordinate
+ ld a, [$ff90]
+ ld [hl], a ; [$c1ia] = adjusted Y coordinate
+
+ xor a ; zero the loop counter
+
+.loop
+ ld [$ff8f], a ; store loop counter
+ swap a
+ ld e, a
+ ld a, [H_CURRENTSPRITEOFFSET]
+ cp e ; does the loop sprite match the current sprite?
+ jp z, .next ; go to the next sprite if they match
+
+ ld d, h
+ ld a, [de] ; a = [$c1j0] (picture) (0 if slot is unused)
+ and a ; is this sprite slot slot used?
+ jp z, .next ; go the next sprite if not used
+
+ inc e
+ inc e
+ ld a, [de] ; a = [$c1j2] ($ff means the sprite is offscreen)
+ inc a
+ jp z, .next ; go the next sprite if offscreen
+
+ ld a, [H_CURRENTSPRITEOFFSET]
+ add 10
+ ld l, a
+
+ inc e
+ ld a, [de] ; a = [$c1j3] (delta Y)
+ call SetSpriteCollisionValues
+
+ inc e
+ ld a, [de] ; a = [$C1j4] (Y screen coordinate)
+ add 4 ; align with multiple of $10
+
+; The effect of the following 3 lines is to
+; add 7 to a if moving south or
+; subtract 7 from a if moving north.
+ add b
+ and $f0
+ or c
+
+ sub [hl] ; subtract the adjusted Y coordinate of sprite i ([$c1ia]) from that of sprite j
+
+; calculate the absolute value of the difference to get the distance
+ jr nc, .noCarry1
+ cpl
+ inc a
+.noCarry1
+ ld [$ff90], a ; store the distance between the two sprites' adjusted Y values
+
+; Use the carry flag set by the above subtraction to determine which sprite's
+; Y coordinate is larger. This information is used later to set [$c1ic],
+; which stores which direction the collision occurred in.
+; The following 5 lines set the lowest 2 bits of c, which are later shifted left by 2.
+; If sprite i's Y is larger, set lowest 2 bits of c to 10.
+; If sprite j's Y is larger or both are equal, set lowest 2 bits of c to 01.
+ push af
+ rl c
+ pop af
+ ccf
+ rl c
+
+; If sprite i's delta Y is 0, then b = 7, else b = 9.
+ ld b, 7
+ ld a, [hl] ; a = [$c1ia] (adjusted Y coordinate)
+ and $f
+ jr z, .next1
+ ld b, 9
+
+.next1
+ ld a, [$ff90] ; a = distance between adjusted Y coordinates
+ sub b
+ ld [$ff92], a ; store distance adjusted using sprite i's direction
+ ld a, b
+ ld [$ff90], a ; store 7 or 9 depending on sprite i's delta Y
+ jr c, .checkXDistance
+
+; If sprite j's delta Y is 0, then b = 7, else b = 9.
+ ld b, 7
+ dec e
+ ld a, [de] ; a = [$c1j3] (delta Y)
+ inc e
+ and a
+ jr z, .next2
+ ld b, 9
+
+.next2
+ ld a, [$ff92] ; a = distance adjusted using sprite i's direction
+ sub b ; adjust distance using sprite j's direction
+ jr z, .checkXDistance
+ jr nc, .next ; go to next sprite if distance is still positive after both adjustments
+
+.checkXDistance
+ inc e
+ inc l
+ ld a, [de] ; a = [$c1j5] (delta X)
+
+ push bc
+
+ call SetSpriteCollisionValues
+ inc e
+ ld a, [de] ; a = [$c1j6] (X screen coordinate)
+
+; The effect of the following 3 lines is to
+; add 7 to a if moving east or
+; subtract 7 from a if moving west.
+ add b
+ and $f0
+ or c
+
+ pop bc
+
+ sub [hl] ; subtract the adjusted X coordinate of sprite i ([$c1ib]) from that of sprite j
+
+; calculate the absolute value of the difference to get the distance
+ jr nc, .noCarry2
+ cpl
+ inc a
+.noCarry2
+ ld [$ff91], a ; store the distance between the two sprites' adjusted X values
+
+; Use the carry flag set by the above subtraction to determine which sprite's
+; X coordinate is larger. This information is used later to set [$c1ic],
+; which stores which direction the collision occurred in.
+; The following 5 lines set the lowest 2 bits of c.
+; If sprite i's X is larger, set lowest 2 bits of c to 10.
+; If sprite j's X is larger or both are equal, set lowest 2 bits of c to 01.
+ push af
+ rl c
+ pop af
+ ccf
+ rl c
+
+; If sprite i's delta X is 0, then b = 7, else b = 9.
+ ld b, 7
+ ld a, [hl] ; a = [$c1ib] (adjusted X coordinate)
+ and $f
+ jr z, .next3
+ ld b, 9
+
+.next3
+ ld a, [$ff91] ; a = distance between adjusted X coordinates
+ sub b
+ ld [$ff92], a ; store distance adjusted using sprite i's direction
+ ld a, b
+ ld [$ff91], a ; store 7 or 9 depending on sprite i's delta X
+ jr c, .collision
+
+; If sprite j's delta X is 0, then b = 7, else b = 9.
+ ld b, 7
+ dec e
+ ld a, [de] ; a = [$c1j5] (delta X)
+ inc e
+ and a
+ jr z, .next4
+ ld b, 9
+
+.next4
+ ld a, [$ff92] ; a = distance adjusted using sprite i's direction
+ sub b ; adjust distance using sprite j's direction
+ jr z, .collision
+ jr nc, .next ; go to next sprite if distance is still positive after both adjustments
+
+.collision
+ ld a, l
+ and $f0 ; collision with pikachu?
+ jr nz, .asm_4cd9
+ xor a
+ ld [wd434], a
+ ld a, [$ff8f]
+ cp $f
+ jr nz, .asm_4cd9
+ call Func_4d0a
+ jr .asm_4cef
+.asm_4cd9
+ ld a, [$ff91] ; a = 7 or 9 depending on sprite i's delta X
+ ld b, a
+ ld a, [$ff90] ; a = 7 or 9 depending on sprite i's delta Y
+ inc l
+
+; If delta X isn't 0 and delta Y is 0, then b = %0011, else b = %1100.
+; (note that normally if delta X isn't 0, then delta Y must be 0 and vice versa)
+ cp b
+ jr c, .next5
+ ld b, %1100
+ jr .next6
+.next5
+ ld b, %0011
+
+.next6
+ ld a, c ; c has 2 bits set (one of bits 0-1 is set for the X axis and one of bits 2-3 for the Y axis)
+ and b ; we select either the bit in bits 0-1 or bits 2-3 based on the calculation immediately above
+ or [hl] ; or with existing collision direction bits in [$c1ic]
+ ld [hl], a ; store new value
+ ld a, c ; useless code because a is overwritten before being used again
+
+; set bit in [$c1ie] or [$c1if] to indicate which sprite the collision occurred with
+ inc l
+ inc l
+.asm_4cef
+ ld a, [$ff8f] ; a = loop counter
+ ld de, SpriteCollisionBitTable
+ add a
+ add e
+ ld e, a
+ jr nc, .noCarry3
+ inc d
+.noCarry3
+ ld a, [de]
+ or [hl]
+ ld [hli], a
+ inc de
+ ld a, [de]
+ or [hl]
+ ld [hl], a
+
+.next
+ ld a, [$ff8f] ; a = loop counter
+ inc a
+ cp $10
+ jp nz, .loop
+ ret
+
+; takes delta X or delta Y in a
+; b = delta X/Y
+; c = 0 if delta X/Y is 0
+; c = 7 if delta X/Y is 1
+; c = 9 if delta X/Y is -1
+Func_4d0a: ; 4d0a (1:4d0a)
+ ld a, [$ff91]
+ ld b, a
+ ld a, [$ff90]
+ inc l
+ cp b
+ jr c, .asm_4d17
+ ld b, %1100
+ jr .asm_4d19
+.asm_4d17
+ ld b, %11
+.asm_4d19
+ ld a, c
+ and b
+ ld [wd434], a
+ ld a, c
+ inc l
+ inc l
+ ret
+
+SetSpriteCollisionValues: ; 4d22 (1:4d22)
+ and a
+ ld b, 0
+ ld c, 0
+ jr z, .done
+ ld c, 9
+ cp -1
+ jr z, .ok
+ ld c, 7
+ ld a, 0
+.ok
+ ld b, a
+.done
+ ret
+
+SpriteCollisionBitTable: ; 4d35 (1:4d35)
+ db %00000000,%00000001
+ db %00000000,%00000010
+ db %00000000,%00000100
+ db %00000000,%00001000
+ db %00000000,%00010000
+ db %00000000,%00100000
+ db %00000000,%01000000
+ db %00000000,%10000000
+ db %00000001,%00000000
+ db %00000010,%00000000
+ db %00000100,%00000000
+ db %00001000,%00000000
+ db %00010000,%00000000
+ db %00100000,%00000000
+ db %01000000,%00000000
+ db %10000000,%00000000
+
+ dr $4d55,$4da5
+UpdatePlayerSprite: ; 4da5 (1:4da5)
+ dr $4da5,$4e3e
+UpdateNPCSprite: ; 4e3e (1:4e3e)
+ dr $4e3e,$5012
Func_5012: ; 5012 (1:5012)
- dr $5012,$5ce4
+ dr $5012,$5199
+DoScriptedNPCMovement: ; 5199 (1:5199)
+ dr $5199,$5b67
+CableClub_TextBoxBorder: ; 5b67 (1:5b67)
+ dr $5b67,$5ba6
+MainMenu: ; 5ba6 (1:5ba6)
+ dr $5ba6,$5ce4
Func_5ce4: ; 5ce4 (1:5ce4)
dr $5ce4,$5d58
PrintSaveScreenText: ; 5d58 (1:5d58)
@@ -622,7 +1120,7 @@ ApplyOutOfBattlePoisonDamage: ; c3de (3:43de)
callab IsThisPartymonOurPikachu
jr nc, .curMonNotPlayerPikachu
ld e, $3
- callab Func_f0000
+ callab PlayPikachuSoundClip
calladb_ModifyPikachuHappiness PIKAHAPPY_PSNFNT
.curMonNotPlayerPikachu
pop de
@@ -2381,6 +2879,7 @@ BattleHudTiles2: INCBIN "gfx/battle_hud2.1bpp"
BattleHudTiles3: INCBIN "gfx/battle_hud3.1bpp"
NintendoCopyrightLogoGraphics: INCBIN "gfx/copyright.2bpp"
GamefreakLogoGraphics: INCBIN "gfx/gamefreak.2bpp"
+GamefreakLogoGraphicsEnd:
NineTile: INCBIN "gfx/9_tile.2bpp"
TextBoxGraphics: INCBIN "gfx/text_box.2bpp"
TextBoxGraphicsEnd:
@@ -2527,7 +3026,9 @@ HandleLedges: ; 1a7f4 (6:67f4)
SECTION "bank07",ROMX,BANK[$07]
- dr $1c000,$1e321
+ dr $1c000,$1c21e
+DoClearSaveDialogue: ; 1c21e (7:421e)
+ dr $1c21e,$1e321
SafariZoneCheck: ; 1e321 (7:6e21)
dr $1e321,$1e330
SafariZoneCheckSteps: ; 1e330 (7:6330)
@@ -3492,7 +3993,9 @@ MonsterNames: ; e8000 (3a:4000)
Func_e8a5e: ; e8a5e (3a:4a5e)
dr $e8a5e,$e8d35
Func_e8d35:: ; e8d35 (3a:4d35)
- dr $e8d35,$e928a
+ dr $e8d35,$e8e79
+Func_e8e79: ; e8e79 (3a:4e79)
+ dr $e8e79,$e928a
SurfingPikachu2Graphics: INCBIN "gfx/surfing_pikachu_2.2bpp"
dr $e988a,$e9bfa