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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"
Func_f429f:: ; f429f (3d:429f)
hlCoord 0,5
ld c,$0
.asm_f42a4
inc c
ld a,c
cp $9
ret z
ld d,$5b
push bc
push hl
.asm_f42ad
call Func_f42c2
dec hl
ld a,d
sub $7
ld d,a
dec c
jr nz,.asm_f42ad
ld c,$2
call DelayFrames
pop hl
pop bc
inc hl
jr .asm_f42a4
Func_f42c2:: ; f42c2 (3d:f42c2)
push hl
push de
push bc
ld e,$7
.loop
ld a,d
cp $31
jr nc,.asm_f42ce
ld a,$7f
ld [hl],a
ld bc,$14
add hl,bc
inc d
dec e
jr nz,.loop
pop bc
pop de
pop hl
ret
INCLUDE "engine/battle/decrement_pp.asm"
Func_f430a:: ; f430a (3d:430a)
ld a,d
cp $4
jr z,.asm_f4320
cp $6
jr z,.asm_f4320
push de
callab Func_fce18
pop de
ret nc
jr .asm_f432b
.asm_f4320
push de
callab Func_fcdb8
pop de
ret nc
push de
ld e,$0
ld a,[wd470]
cp $64
jr c,.asm_f433b
inc e
cp $c8
jr c,.asm_f433b
inc e
ld c,d
dec c
ld b,$0
ld hl,Pointer_f4385
add hl,bc
add hl,bc
add hl,bc
ld d,$0
add hl,de
ld a,[hl]
cp $64
ld a,[wd470]
jr nc,.asm_f4357
add [hl]
jr nc,.asm_f435b
ld a,$ff
jr .asm_f435b
.asm_f4357
add [hl]
jr c,.asm_f435b
xor a
.asm_f435b
ld [wd470],a
pop de
dec d
ld hl,Pointer_f43a6
ld e,d
ld d,$0
add hl,de
ld a,[hl]
ld b,a
cp $80
jr z,.asm_f4384
ld a,[wd471]
jr c,.asm_f437d
cp b
jr nc,.asm_f4384
ld a,[wd49c]
and a
jr nz,.asm_f4384
jr .asm_f4380
.asm_f437d
cp b
jr c,.asm_f4384
.asm_f4380
ld a,b
ld [wd471],a
ret
Pointer_f4385:: ; f4385 (3d:4385)
db $05,$03,$02,$05,$03,$02,$01,$01,$00,$03,$02,$01,$01,$01,$00,$02,$01,$01
db $fd,$fb,$ff,$ff,$ff,$fb,$fb,$f6,$fb,$fb,$f6,$f6,$f6,$ec
Pointer_f43a6:: ; f43a6 (3d:43a6)
db $8a,$83,$80,$80,$94,$80,$62,$6c,$62,$6c
db $00
; f43b1 (3d:43b1)
RedPicBack:: INCBIN "pic/trainer/redb.pic"
OldManPic:: INCBIN "pic/trainer/oldman.pic"
OakPicBack:: INCBIN "pic/ytrainer/prof.oakb.pic"
SECTION "bank3d Yellow Intro",ROMX[$453f],BANK[$3D]
Func_f453f:: ; f453f (3d:453f)
ld hl,PokemonLogoGraphics
ld de,vChars2
ld bc,$730
ld a,BANK(PokemonLogoGraphics) ; redundant because this function is in bank3d
call FarCopyData
ld hl,YellowLogoGraphics
ld de,vChars1+$fd0
ld bc,$30
ld a,BANK(YellowLogoGraphics)
call FarCopyData
ld hl,YellowLogoGraphics+$30
ld de,vChars1
ld bc,$400
ld a,BANK(YellowLogoGraphics)
call FarCopyData
ld hl,YellowLogoGraphics+$430
ld de,vChars1+$f00
ld bc,$c0
ld a,BANK(YellowLogoGraphics)
call FarCopyData
ret
Func_f4578:: ; f4578 (3d:4578)
hlCoord 1,1
ld de,Pointer_f45f9
ld bc,7 << 8 | 16 ; 16x7 (xy)
call CopyScreenArea
ret
Func_f4585:: ; f4585 (3d:4585)
hlCoord 5,3
ld de,Pointer_f4673
ld bc,4 << 8 | 7 ; 7x4 (xy)
call CopyScreenArea
hlCoord 8,7
ld [hl],$64
inc hl
ld [hl],$65
ret
Func_f459a:: ; f459a (3d:459a)
hlCoord 3,7
ld de,Pointer_f468f
ld bc,9 << 8 | 12 ; 12x9 (xy)
call CopyScreenArea
hlCoord 15,9
ld [hl],$96
hlCoord 15,10
ld [hl],$9d
hlCoord 15,11
ld [hl],$a7
hlCoord 15,12
ld [hl],$b1
ld hl,Pointer_f45c7
ld de,wOAMBuffer
ld bc,$20
call CopyData
ret
Pointer_f45c7:: ; 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
CopyScreenArea:: ; f45e7 (3d:45e7)
; copy cxb (xy) screen area from de to hl
push bc
push hl
.loop
ld a,[de]
inc de
ld [hli],a
dec c
jr nz,.loop
pop hl
ld bc,$14
add hl,bc
pop bc
dec b
jr nz,CopyScreenArea
ret
Pointer_f45f9:: ; 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)
db $47,$48,$49,$4a,$4b,$4c,$4d,$4e,$4f,$5f
Pointer_f4673:: ; 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
Pointer_f468f:: ; 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"
YellowLogoGraphics: INCBIN "gfx/yellow_titlescreen.2bpp"
INCLUDE "engine/bank3d/link_menu.asm"
HandleMenuInputDouble:: ; f5a40 (3d:5a40)
xor a
ld [wd09b],a
HandleMenuInputPokemonSelectionDouble:: ; 3aaf (0:3aaf)
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
xor a
ld [wPartyMonAnimCounter],a ; counter for pokemon shaking animation
call Func_f5ab0
call Delay3
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 [wcc4b],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 nc,.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_02_40 - SFX_Headers_02) / 3
call PlaySound ; play sound
.skipPlayingSound
pop af
ld [H_DOWNARROWBLINKCNT2],a
pop af
ld [H_DOWNARROWBLINKCNT1],a ; restore previous values
xor a
ld [wMenuWrappingEnabled],a ; disable menu wrapping
ld a,[hJoy5]
ret
Func_f5ab0:: ; f5ab0 (3d:5ab0)
ld a,[wTopMenuItemY]
and a
jr z,.asm_f5ac0
hlCoord 0,0
ld bc,$14
.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
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
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