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-rwxr-xr-xyellow/main.asm547
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