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path: root/engine/bank3d.asm
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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"