diff options
Diffstat (limited to 'yellow/main.asm')
-rwxr-xr-x | yellow/main.asm | 547 |
1 files changed, 525 insertions, 22 deletions
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 |