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"
|