summaryrefslogtreecommitdiff
path: root/engine/bank3d.asm
blob: fbf816b6dda192c8adb2cef8854aa393181281b9 (plain)
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
INCLUDE "engine/battle/common_text.asm"
INCLUDE "engine/battle/link_battle_versus_text.asm"
INCLUDE "engine/battle/unused_stats_functions.asm"
INCLUDE "engine/battle/scroll_draw_trainer_pic.asm"

StarterPikachuBattleEntranceAnimation: ; f429f (3d:429f)
	coord hl, 0, 5
	ld c, 0
.loop1
	inc c
	ld a, c
	cp 9
	ret z
	ld d, 7 * 13
	push bc
	push hl
.loop2
	call .PlaceColumn
	dec hl
	ld a, d
	sub 7
	ld d, a
	dec c
	jr nz, .loop2
	ld c, 2
	call DelayFrames
	pop hl
	pop bc
	inc hl
	jr .loop1

.PlaceColumn: ; f42c2 (3d:f42c2)
	push hl
	push de
	push bc
	ld e, 7
.loop3
	ld a, d
	cp 7 * 7
	jr nc, .okay
	ld a, $7f
.okay
	ld [hl], a
	ld bc, SCREEN_WIDTH
	add hl, bc
	inc d
	dec e
	jr nz, .loop3
	pop bc
	pop de
	pop hl
	ret

INCLUDE "engine/battle/decrement_pp.asm"

ModifyPikachuHappiness:: ; f430a (3d:430a)
	ld a, d
	cp PIKAHAPPY_GYMLEADER
	jr z, .checkanywhereinparty
	cp PIKAHAPPY_WALKING
	jr z, .checkanywhereinparty
	push de
	callab IsThisPartymonStarterPikachu_Party
	pop de
	ret nc
	jr .proceed

.checkanywhereinparty
	push de
	callab IsStarterPikachuInOurParty
	pop de
	ret nc

.proceed
	push de
	; Divide [wPikachuHappiness] by 100.  Hold the integer part in e.
	ld e, $0
	ld a, [wPikachuHappiness]
	cp 100
	jr c, .wPikachuHappiness_div_100
	inc e
	cp 200
	jr c, .wPikachuHappiness_div_100
	inc e
.wPikachuHappiness_div_100
	; Get the (d, e) entry from HappinessChangeTable.
	ld c, d
	dec c
	ld b, $0
	ld hl, HappinessChangeTable
	add hl, bc
	add hl, bc
	add hl, bc
	ld d, $0
	add hl, de
	ld a, [hl]
	; If [hl] is positive, take min(0xff, [hl] + [wPikachuHappiness]).
	; If [hl] is negative, take max(0x00, [hl] + [wPikachuHappiness]).
	; Inexplicably, we're using 100 as the threshold for comparison.
	cp 100
	ld a, [wPikachuHappiness]
	jr nc, .negative
	add [hl]
	jr nc, .okay
	ld a, -1
	jr .okay

.negative
	add [hl]
	jr c, .okay
	xor a
.okay
	ld [wPikachuHappiness], a

	; Restore d and get the d'th entry in PikachuMoods.
	pop de
	dec d
	ld hl, PikachuMoods
	ld e, d
	ld d, $0
	add hl, de
	ld a, [hl]
	ld b, a
	; Modify Pikachu's mood
	cp $80
	jr z, .done
	ld a, [wPikachuMood]
	jr c, .decreased
	cp b
	jr nc, .done
	ld a, [wd49c]
	and a
	jr nz, .done
	jr .update_mood

.decreased
	cp b
	jr c, .done
.update_mood
	ld a, b
	ld [wPikachuMood], a
.done
	ret

HappinessChangeTable: ; f4385 (3d:4385)
	; Increase
	db   5, 3, 2 ; Gained a level
	db   5, 3, 2 ; HP restore
	db   1, 1, 0 ; Used X item
	db   3, 2, 1 ; Challenged Gym Leader
	db   1, 1, 0 ; Teach TM/HM
	db   2, 1, 1 ; Walking around
	; Decrease
	db  -3, -3, -5 ; Deposited
	db  -1, -1, -1 ; Fainted in battle
	db  -5, -5, -10 ; Fainted due to Poison outside of battle
	db  -5, -5, -10 ; Unknown (d = 10)
	db -10, -10, -20 ; Unknown (d = 11)

PikachuMoods: ; f43a6 (3d:43a6)
	; Increase
	db $8a           ; Gained a level
	db $83           ; HP restore
	db $80           ; Teach TM/HM
	db $80           ; Challenged Gym Leader
	db $94           ; Unknown (d = 5)
	db $80           ; Unknown (d = 6)
	; Decrease
	db $62           ; Deposited
	db $6c           ; Fainted
	db $62           ; Unknown (d = 9)
	db $6c           ; Unknown (d = 10)
	db $00           ; Unknown (d = 11)

RedPicBack:       INCBIN "pic/trainer/redb.pic"
OldManPic:	       INCBIN "pic/trainer/oldman.pic"
ProfOakPicBack:   INCBIN "pic/ytrainer/prof.oakb.pic"

LoadYellowTitleScreenGFX: ; f453f (3d:453f)
	ld hl, PokemonLogoGraphics
	ld de, vChars2
	ld bc, 115 * $10
	ld a, BANK(PokemonLogoGraphics) ; redundant because this function is in bank3d
	call FarCopyData
	ld hl, YellowLogoGraphics + 35 * $10
	ld de, vChars0 + 253 * $10
	ld bc, 3 * $10
	ld a, BANK(YellowLogoGraphics)
	call FarCopyData
	ld hl, YellowLogoGraphics + 38 * $10
	ld de, vChars1
	ld bc, 64 * $10
	ld a, BANK(YellowLogoGraphics)
	call FarCopyData
	ld hl, YellowLogoGraphics + 102 * $10
	ld de, vChars0 + 240 * $10
	ld bc, 12 * $10
	ld a, BANK(YellowLogoGraphics)
	call FarCopyData
	ret

TitleScreen_PlacePokemonLogo: ; f4578 (3d:4578)
	coord hl, 2, 1
	ld de, TitleScreenPokemonLogoTilemap
	lb bc, 7, 16
	call Bank3D_CopyBox
	ret

TitleScreen_PlacePikaSpeechBubble: ; f4585 (3d:4585)
	coord hl, 6, 4
	ld de, TitleScreenPikaBubbleTilemap
	lb bc, 4, 7
	call Bank3D_CopyBox
	coord hl, 9, 8
	ld [hl], $64
	inc hl
	ld [hl], $65
	ret

TitleScreen_PlacePikachu: ; f459a (3d:459a)
	coord hl, 4, 8
	ld de, TitleScreenPikachuTilemap
	lb bc, 9, 12
	call Bank3D_CopyBox
	coord hl, 16, 10
	ld [hl], $96
	coord hl, 16, 11
	ld [hl], $9d
	coord hl, 16, 12
	ld [hl], $a7
	coord hl, 16, 13
	ld [hl], $b1
	ld hl, TitleScreenPikachuEyesOAMData
	ld de, wOAMBuffer
	ld bc, $20
	call CopyData
	ret

TitleScreenPikachuEyesOAMData: ; f45c7 (3d:45c7)
	db $60, $40, $f1, $22
	db $60, $48, $f0, $22
	db $68, $40, $f3, $22
	db $68, $48, $f2, $22
	db $60, $60, $f0, $02
	db $60, $68, $f1, $02
	db $68, $60, $f2, $02
	db $68, $68, $f3, $02

Bank3D_CopyBox: ; f45e7 (3d:45e7)
; copy cxb (xy) screen area from de to hl
.row
	push bc
	push hl
.col
	ld a, [de]
	inc de
	ld [hli], a
	dec c
	jr nz, .col
	pop hl
	ld bc, SCREEN_WIDTH
	add hl, bc
	pop bc
	dec b
	jr nz, .row
	ret

TitleScreenPokemonLogoTilemap: ; f45f9 (3d:45f9)
; 16x7 (xy)
	db $f4, $f4, $f4, $f4, $f4, $f4, $49, $f4, $72, $30, $f4, $f4, $f4, $f4, $f4, $f4
	db $fd, $01, $02, $03, $04, $05, $06, $07, $08, $09, $0a, $0b, $f4, $0d, $0e, $0f
	db $10, $11, $12, $13, $14, $15, $16, $17, $18, $19, $1a, $1b, $1c, $1d, $1e, $1f
	db $20, $21, $22, $23, $24, $25, $26, $27, $28, $29, $2a, $2b, $2c, $2d, $2e, $2f
	db $f4, $31, $32, $33, $34, $35, $36, $37, $38, $39, $3a, $3b, $3c, $3d, $3e, $3f
	db $f4, $41, $42, $43, $44, $45, $46, $47, $48, $f4, $4a, $4b, $4c, $4d, $4e, $4f
	db $f4, $6a, $6b, $6c, $6d, $f4, $f4, $f4, $f4, $f4, $f4, $6e, $6f, $70, $71, $f4

Pointer_f4669: ; f4669 (3d:4669)
; Unreferenced
	db $47, $48, $49, $4a, $4b, $4c, $4d, $4e, $4f, $5f

TitleScreenPikaBubbleTilemap: ; f4673 (3d:4673)
; 7x4 (xy)
	db $24, $25, $66, $67, $68, $69, $2a
	db $50, $51, $52, $53, $54, $55, $56
	db $57, $58, $59, $5a, $5b, $5c, $5d
	db $6d, $5e, $5f, $60, $61, $62, $63

TitleScreenPikachuTilemap: ; f468f (3d:468f)
; 12x9 (xy)
	db $80, $81, $82, $83, $00, $00, $00, $00, $84, $85, $86, $87
	db $88, $89, $8a, $8b, $8c, $8d, $8d, $8e, $8f, $8a, $90, $91
	db $00, $92, $93, $8a, $8a, $8a, $8a, $8a, $8a, $94, $95, $00
	db $00, $00, $97, $8a, $8a, $98, $99, $8a, $8a, $9a, $9b, $9c
	db $00, $00, $9e, $9f, $a0, $a1, $a2, $a3, $a4, $a5, $a6, $8a
	db $00, $a8, $a9, $aa, $8a, $ab, $ac, $8a, $ad, $ae, $af, $b0
	db $00, $b2, $b3, $b4, $8a, $8a, $8a, $8a, $b5, $b6, $b7, $b8
	db $00, $b9, $ba, $8a, $8a, $8a, $8a, $8a, $8a, $bb, $bc, $00
	db $00, $00, $bd, $8a, $8a, $8a, $8a, $8a, $8a, $be, $bf, $00

; f46f9 (3d:46f9)
PokemonLogoGraphics:	     INCBIN "gfx/pokemon_logo.2bpp"
PokemonLogoGraphicsEnd:
YellowLogoGraphics:	      INCBIN "gfx/yellow_titlescreen.2bpp"
YellowLogoGraphicsEnd:

INCLUDE "engine/menu/link_menu.asm"

HandleMenuInputDouble: ; f5a40 (3d:5a40)
	xor a
	ld [wPartyMenuAnimMonEnabled], a

HandleMenuInputPokemonSelectionDouble: ; f5a44 (3d:5a44)
	ld a, [H_DOWNARROWBLINKCNT1]
	push af
	ld a, [H_DOWNARROWBLINKCNT2]
	push af ; save existing values on stack
	xor a
	ld [H_DOWNARROWBLINKCNT1], a ; blinking down arrow timing value 1
	ld a, $06
	ld [H_DOWNARROWBLINKCNT2], a ; blinking down arrow timing value 2
.loop1
	xor a
	ld [wAnimCounter], a ; counter for pokemon shaking animation
	call .UpdateCursorTile
	call JoypadLowSensitivity
	ld a, [hJoy5]
	and a ; was a key pressed?
	jr nz, .keyPressed
	pop af
	ld [H_DOWNARROWBLINKCNT2], a
	pop af
	ld [H_DOWNARROWBLINKCNT1], a ; restore previous values
	xor a
	ld [wMenuWrappingEnabled], a ; disable menu wrapping
	ret
.keyPressed
	xor a
	ld [wCheckFor180DegreeTurn], a
	ld a, [hJoy5]
	ld b, a
	bit 6, a ; pressed Up key?
	jr z, .checkIfDownPressed
.upPressed
	ld a, [wCurrentMenuItem] ; selected menu item
	and a ; already at the top of the menu?
	jr z, .checkOtherKeys
.notAtTop
	dec a
	ld [wCurrentMenuItem], a ; move selected menu item up one space
	jr .checkOtherKeys
.checkIfDownPressed
	bit 7, a
	jr z, .checkOtherKeys
.downPressed
	ld a, [wCurrentMenuItem]
	inc a
	ld c, a
	ld a, [wMaxMenuItem]
	cp c
	jr c, .checkOtherKeys
	ld a, c
	ld [wCurrentMenuItem], a
.checkOtherKeys
	ld a, [wMenuWatchedKeys]
	and b ; does the menu care about any of the pressed keys?
	jp z, .loop1
.checkIfAButtonOrBButtonPressed
	ld a, [hJoy5]
	and A_BUTTON | B_BUTTON
	jr z, .skipPlayingSound
.AButtonOrBButtonPressed
	ld a, SFX_PRESS_AB
	call PlaySound ; play sound
.skipPlayingSound
	pop af
	ld [H_DOWNARROWBLINKCNT2], a
	pop af
	ld [H_DOWNARROWBLINKCNT1], a ; restore previous values
	ld a, [hJoy5]
	ret

.UpdateCursorTile: ; f5ab0 (3d:5ab0)
	ld a, [wTopMenuItemY]
	and a
	jr z, .asm_f5ac0
	coord hl, 0, 0
	ld bc, SCREEN_WIDTH
.loop
	add hl, bc
	dec a
	jr nz, .loop
.asm_f5ac0
	ld a, [wTopMenuItemX]
	ld b, $0
	ld c, a
	add hl, bc
	push hl
	ld a, [wLastMenuItem]
	and a
	jr z, .asm_f5ad5
	ld bc, $28
.loop2
	add hl, bc
	dec a
	jr nz, .loop2
.asm_f5ad5
	ld a, [hl]
	cp "▶"
	jr nz, .asm_f5ade
	ld a, [wTileBehindCursor]
	ld [hl], a
.asm_f5ade
	pop hl
	ld a, [wCurrentMenuItem]
	and a
	jr z, .asm_f5aec
	ld bc, $28
.loop3
	add hl, bc
	dec a
	jr nz, .loop3
.asm_f5aec
	ld a, [hl]
	cp "▶"
	jr z, .asm_f5af4
	ld [wTileBehindCursor], a
.asm_f5af4
	ld a, "▶"
	ld [hl], a
	ld a, l
	ld [wMenuCursorLocation], a
	ld a, h
	ld [wMenuCursorLocation + 1], a
	ld a, [wCurrentMenuItem]
	ld [wLastMenuItem], a
	ret

PrintStrengthTxt: ; f5b06 (3d:5b06)
	ld hl, wd728
	set 0, [hl]
	ld hl, Text_f5b17
	call PrintText
	ld hl, Text_f5b28
	jp PrintText

Text_f5b17: ; f5b17 (3d:5b17)
	TX_FAR _UsedStrengthText ; 2d:417e
	TX_ASM
	ld a, [wcf91]
	call PlayCry
	call Delay3
	jp TextScriptEnd

Text_f5b28: ; f5b28 (3d:5b28)
	TX_FAR _CanMoveBouldersText ; 2d:4193
	db "@"

IsSurfingAllowed: ; f5b2d (3d:5b2d)
; Returns whether surfing is allowed in bit 1 of wd728.
; Surfing isn't allowed on the Cycling Road or in the lowest level of the
; Seafoam Islands before the current has been slowed with boulders.
	ld hl, wd728
	set 1, [hl]
	ld a, [wd732]
	bit 5, a
	jr nz, .forcedToRideBike
	ld a, [wCurMap]
	cp SEAFOAM_ISLANDS_5
	ret nz
	CheckBothEventsSet EVENT_SEAFOAM4_BOULDER1_DOWN_HOLE, EVENT_SEAFOAM4_BOULDER2_DOWN_HOLE
	ret z
	ld hl, CoordsData_f5b64
	call ArePlayerCoordsInArray
	ret nc
	ld hl, wd728
	res 1, [hl]
	ld hl, CurrentTooFastText
	jp PrintText
.forcedToRideBike
	ld hl, wd728
	res 1, [hl]
	ld hl, CyclingIsFunText
	jp PrintText

CoordsData_f5b64: ; f5b64 (3d:5b64)
	db 11, 07
	db $ff

CurrentTooFastText: ; f5b67 (3d:5b67)
	TX_FAR _CurrentTooFastText ; 2d:41ab
	db "@"

CyclingIsFunText: ; f5b6c (3d:5b6c)
	TX_FAR _CyclingIsFunText ; 2d:41ca
	db "@"

AddItemToInventory_: ; f5b70 (3d:5b70)
	ld a, [wItemQuantity] ; a = item quantity
	push af
	push bc
	push de
	push hl
	push hl
	ld d, PC_ITEM_CAPACITY ; how many items the PC can hold
	ld a, wNumBagItems & $FF
	cp l
	jr nz, .checkIfInventoryFull
	ld a, wNumBagItems >> 8
	cp h
	jr nz, .checkIfInventoryFull
; if the destination is the bag
	ld d, BAG_ITEM_CAPACITY ; how many items the bag can hold
.checkIfInventoryFull
	ld a, [hl]
	sub d
	ld d, a
	ld a, [hli]
	and a
	jr z, .addNewItem
.notAtEndOfInventory
	ld a, [hli]
	ld b, a ; b = ID of current item in table
	ld a, [wcf91] ; a = ID of item being added
	cp b ; does the current item in the table match the item being added?
	jp z, .increaseItemQuantity ; if so, increase the item's quantity
	inc hl
.loop
	ld a, [hl]
	cp a, $ff ; is it the end of the table?
	jr nz, .notAtEndOfInventory
.addNewItem ; add an item not yet in the inventory
	pop hl
	ld a, d
	and a ; is there room for a new item slot?
	jr z, .done
; if there is room
	inc [hl] ; increment the number of items in the inventory
	ld a, [hl] ; the number of items will be the index of the new item
	add a
	dec a
	ld c, a
	ld b, 0
	add hl, bc ; hl = address to store the item
	ld a, [wcf91]
	ld [hli], a ; store item ID
	ld a, [wItemQuantity]
	ld [hli], a ; store item quantity
	ld [hl], $ff ; store terminator
	jp .success
.increaseItemQuantity ; increase the quantity of an item already in the inventory
	ld a, [wItemQuantity]
	ld b, a ; b = quantity to add
	ld a, [hl] ; a = existing item quantity
	add b ; a = new item quantity
	cp a, 100
	jp c, .storeNewQuantity ; if the new quantity is less than 100, store it
; if the new quantity is greater than or equal to 100,
; try to max out the current slot and add the rest in a new slot
	sub a, 99
	ld [wItemQuantity], a ; a = amount left over (to put in the new slot)
	ld a, d
	and a ; is there room for a new item slot?
	jr z, .increaseItemQuantityFailed
; if so, store 99 in the current slot and store the rest in a new slot
	ld a, 99
	ld [hli], a
	jp .loop
.increaseItemQuantityFailed
	pop hl
	and a
	jr .done
.storeNewQuantity
	ld [hl], a
	pop hl
.success
	scf
.done
	pop hl
	pop de
	pop bc
	pop bc
	ld a, b
	ld [wItemQuantity], a ; restore the initial value from when the function was called
	ret

; function to remove an item (in varying quantities) from the player's bag or PC box
; INPUT:
; hl = address of inventory (either wNumBagItems or wNumBoxItems)
; [wWhichPokemon] = index (within the inventory) of the item to remove
; [wItemQuantity] = quantity to remove
RemoveItemFromInventory_: ; f5be1 (3d:5be1)
	push hl
	inc hl
	ld a, [wWhichPokemon] ; index (within the inventory) of the item being removed
	add a
	add l
	ld l, a
	jr nc, .noCarry
	inc h
.noCarry
	inc hl
	ld a, [wItemQuantity] ; quantity being removed
	ld e, a
	ld a, [hl] ; a = current quantity
	sub e
	ld [hld], a ; store new quantity
	ld [wMaxItemQuantity], a
	and a
	jr nz, .skipMovingUpSlots
; if the remaining quantity is 0,
; remove the emptied item slot and move up all the following item slots
.moveSlotsUp
	ld e, l
	ld d, h
	inc de
	inc de ; de = address of the slot following the emptied one
.loop ; loop to move up the following slots
	ld a, [de]
	inc de
	ld [hli], a
	cp a, $ff
	jr nz, .loop
; update menu info
	xor a
	ld [wListScrollOffset], a
	ld [wCurrentMenuItem], a
	ld [wBagSavedMenuItem], a
	ld [wSavedListScrollOffset], a
	pop hl
	ld a, [hl] ; a = number of items in inventory
	dec a ; decrement the number of items
	ld [hl], a ; store new number of items
	ld [wListCount], a
	cp a, 2
	jr c, .done
	ld [wMaxMenuItem], a
	jr .done
.skipMovingUpSlots
	pop hl
.done
	ret

TrainerInfoTextBoxTileGraphics:	INCBIN "gfx/trainer_info.2bpp"
TrainerInfoTextBoxTileGraphicsEnd:
BlankLeaderNames:				INCBIN "gfx/blank_leader_names.2bpp"
CircleTile:						INCBIN "gfx/circle_tile.2bpp"
BadgeNumbersTileGraphics:		INCBIN "gfx/badge_numbers.2bpp"

ReadSuperRodData: ; f5ea4 (3d:5ea4)
	ld a, [wCurMap]
	ld c, a
	ld hl, FishingSlots
.loop
	ld a, [hli]
	cp $ff
	jr z, .notfound
	cp c
	jr z, .found
	ld de, $8
	add hl, de
	jr .loop
.found
	call GenerateRandomFishingEncounter
	ret
.notfound
	ld de, $0
	ret

GenerateRandomFishingEncounter: ; f5ec1 (3d:5ec1)
	call Random
	cp $66
	jr c, .asm_f5ed6
	inc hl
	inc hl
	cp $b2
	jr c, .asm_f5ed6
	inc hl
	inc hl
	cp $e5
	jr c, .asm_f5ed6
	inc hl
	inc hl
.asm_f5ed6
	ld e, [hl]
	inc hl
	ld d, [hl]
	ret

INCLUDE "data/super_rod.asm"
INCLUDE "engine/battle/bank3d_battle.asm"
INCLUDE "engine/items/tm_prices.asm"
INCLUDE "engine/multiply_divide.asm"
INCLUDE "engine/give_pokemon.asm"
INCLUDE "engine/battle/get_trainer_name.asm"
INCLUDE "engine/random.asm"
INCLUDE "engine/predefs.asm"