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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:
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:
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::
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:
; 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:
; 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:
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:
coord hl, 2, 1
ld de, TitleScreenPokemonLogoTilemap
lb bc, 7, 16
call Bank3D_CopyBox
ret
TitleScreen_PlacePikaSpeechBubble:
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:
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:
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:
; 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:
; 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:
; Unreferenced
db $47, $48, $49, $4a, $4b, $4c, $4d, $4e, $4f, $5f
TitleScreenPikaBubbleTilemap:
; 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:
; 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
PokemonLogoGraphics: INCBIN "gfx/pokemon_logo.2bpp"
PokemonLogoGraphicsEnd:
YellowLogoGraphics: INCBIN "gfx/yellow_titlescreen.2bpp"
YellowLogoGraphicsEnd:
INCLUDE "engine/menu/link_menu.asm"
HandleMenuInputDouble:
xor a
ld [wPartyMenuAnimMonEnabled], a
HandleMenuInputPokemonSelectionDouble:
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:
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
INCLUDE "engine/overworld/field_move_messages.asm"
INCLUDE "engine/items/inventory.asm"
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:
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:
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"
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