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path: root/engine/bank3d/main.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"

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