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Title screen + Diploma improvements
- An interesting thing I decided to implement here; every time the title screen gets loaded, it loads a random choice between Red and Green, as well as Scream Tail and Sandy Shocks. This effectively gives 4 different starting title screens. - Made the EXPN. PAK text on the title screen more centered. - Green now appears on the diploma instead of Red if you're playing as her.
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@ -1,5 +1,7 @@
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TitleMons:
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; mons on the title screen are randomly chosen from here
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db SCREAM_TAIL ; Mascots
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db SANDY_SHOCKS
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db TOTARTLE ; New Starters
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db GOROCHU
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db SYLVEON
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@ -9,10 +11,8 @@ TitleMons:
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db BELLIGNAN ; GS Betas
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db LUXWAN
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db PORYGON2 ; Post-Gen 1 Evos
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db MAGNEZONE
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db ANNIHILAPE
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db SCREAM_TAIL ; LGPE and SV
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db WUGTRIO
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db MELTAN
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db EXEGGUTOR_A ; Regional Variants
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db TANGROWTH
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db ANNIHILAPE
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db EXEGGUTOR_A ; Regional Variants & Convergents
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db TAUROS_PB
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db WUGTRIO
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@ -39,9 +39,18 @@ DisplayDiploma::
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hlcoord 10, 4
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ld de, wPlayerName
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call PlaceString
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ld a, [wPlayerSex]
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and a ; are you playing as Red
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jr z, .red ; if yes, Red appears on the diploma
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jr nz, .green ; if no, Green replaces him
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.green
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farcall DrawFPlayerCharacter
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jr .skip
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.red
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farcall DrawPlayerCharacter
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.skip
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; Move the player 33 pixels right and set the priority bit so he appears
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; Move the player 33 pixels right and set the priority bit so they appear
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; behind the background layer.
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ld hl, wShadowOAMSprite00XCoord
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lb bc, $80, $28
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@ -91,8 +91,15 @@ DisplayTitleScreen:
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inc a
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dec b
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jr nz, .pokemonLogoLastTileRowLoop
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call Random
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ldh a, [hRandomAdd]
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cp 129
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jr c, .male
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call DrawFPlayerCharacter
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jr .playerskip
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.male
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call DrawPlayerCharacter
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.playerskip
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; put a pokeball in the player's hand
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ld hl, wShadowOAMSprite10
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@ -119,11 +126,19 @@ DisplayTitleScreen:
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call SaveScreenTilesToBuffer2
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call LoadScreenTilesFromBuffer2
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call EnableLCD
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call Random
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ldh a, [hRandomSub]
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cp 129
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jr c, .notshocks
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ld a, SANDY_SHOCKS
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ld [wTitleMonSpecies], a
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call LoadTitleMonSprite
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jr .skip
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.notshocks
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ld a, SCREAM_TAIL
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ld [wTitleMonSpecies], a
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call LoadTitleMonSprite
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.skip
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ld a, HIGH(vBGMap0 + $300)
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call TitleScreenCopyTileMapToVRAM
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call SaveScreenTilesToBuffer1
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@ -347,6 +362,43 @@ DrawPlayerCharacter:
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jr nz, .loop
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ret
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DrawFPlayerCharacter:
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ld hl, FPlayerCharacterTitleGraphics
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ld de, vSprites
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ld bc, FPlayerCharacterTitleGraphicsEnd - FPlayerCharacterTitleGraphics
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ld a, BANK(FPlayerCharacterTitleGraphics)
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call FarCopyData2
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call ClearSprites
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xor a
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ld [wFPlayerCharacterOAMTile], a
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ld hl, wShadowOAM
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lb de, $60, $5a
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ld b, 7
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.loop2
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push de
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ld c, 5
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.innerLoop2
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ld a, d
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ld [hli], a ; Y
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ld a, e
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ld [hli], a ; X
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add 8
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ld e, a
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ld a, [wFPlayerCharacterOAMTile]
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ld [hli], a ; tile
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inc a
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ld [wFPlayerCharacterOAMTile], a
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inc hl
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dec c
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jr nz, .innerLoop2
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pop de
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ld a, 8
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add d
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ld d, a
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dec b
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jr nz, .loop2
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ret
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ClearBothBGMaps:
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ld hl, vBGMap0
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ld bc, $400 * 2
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@ -387,15 +439,15 @@ CopyrightTextString:
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INCLUDE "data/pokemon/title_mons.asm"
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; prints version text (red, blue)
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; prints version text
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PrintGameVersionOnTitleScreen:
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hlcoord 7, 8
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hlcoord 6, 8
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ld de, VersionOnTitleScreenText
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jp PlaceString
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; these point to special tiles specifically loaded for that purpose and are not usual text
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VersionOnTitleScreenText:
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db $61,$62,$63,$64,$65,$66,$67,$68,"@" ; "Blue Version"
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db $61,$62,$63,$64,$65,$66,$67,$68,"@"
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DebugNewGamePlayerName:
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db "NINTEN@"
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BIN
gfx/title/fplayer.png
Normal file
BIN
gfx/title/fplayer.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 803 B |
Binary file not shown.
Before Width: | Height: | Size: 449 B After Width: | Height: | Size: 489 B |
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@ -6,3 +6,6 @@ TrainerInfoTextBoxTileGraphicsEnd:
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CircleTile: INCBIN "gfx/trainer_card/circle_tile.2bpp"
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BadgeNumbersTileGraphics: INCBIN "gfx/trainer_card/badge_numbers.2bpp"
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FPlayerCharacterTitleGraphics: INCBIN "gfx/title/fplayer.2bpp"
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FPlayerCharacterTitleGraphicsEnd:
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@ -861,6 +861,7 @@ wNumShakes::
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wWhichBadge::
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wTitleMonSpecies::
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wPlayerCharacterOAMTile::
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wFPlayerCharacterOAMTile::
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; the number of small stars OAM entries to move down
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wMoveDownSmallStarsOAMCount::
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wChargeMoveNum::
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