This commit is contained in:
dannye 2016-07-18 01:32:24 -05:00
commit 7c01509b6b
75 changed files with 983 additions and 868 deletions

View file

@ -1,7 +1,7 @@
; These routines manage gradual fading
; (e.g., entering a doorway)
LoadGBPal::
ld a, [wMapPalOffset] ;tells if cur.map is dark (requires HM5_FLASH?)
ld a, [wMapPalOffset] ;tells if wCurMap is dark (requires HM5_FLASH?)
ld b, a
ld hl, FadePal4
ld a, l

View file

@ -59,7 +59,7 @@ OverworldLoopLessDelay::
res 3,[hl]
jp nz,WarpFound2
ld a,[wd732]
and a,1 << 4 | 1 << 3 ; fly warp or dungeon warp
and 1 << 4 | 1 << 3 ; fly warp or dungeon warp
jp nz,HandleFlyWarpOrDungeonWarp
ld a,[wCurOpponent]
and a
@ -133,7 +133,7 @@ OverworldLoopLessDelay::
ld hl,wFlags_0xcd60
res 2,[hl]
call UpdateSprites
ld a,1
ld a, 1
ld [wCheckFor180DegreeTurn],a
ld a,[wPlayerMovingDirection] ; the direction that was pressed last time
and a
@ -143,6 +143,7 @@ OverworldLoopLessDelay::
xor a
ld [wPlayerMovingDirection],a ; zero the direction
jp OverworldLoop
.checkIfDownButtonIsPressed
ld a,[hJoyHeld] ; current joypad state
bit 7,a ; down button
@ -151,6 +152,7 @@ OverworldLoopLessDelay::
ld [wSpriteStateData1 + 3],a ; delta Y
ld a,PLAYER_DIR_DOWN
jr .handleDirectionButtonPress
.checkIfUpButtonIsPressed
bit 6,a ; up button
jr z,.checkIfLeftButtonIsPressed
@ -158,6 +160,7 @@ OverworldLoopLessDelay::
ld [wSpriteStateData1 + 3],a ; delta Y
ld a,PLAYER_DIR_UP
jr .handleDirectionButtonPress
.checkIfLeftButtonIsPressed
bit 5,a ; left button
jr z,.checkIfRightButtonIsPressed
@ -165,11 +168,14 @@ OverworldLoopLessDelay::
ld [wSpriteStateData1 + 5],a ; delta X
ld a,PLAYER_DIR_LEFT
jr .handleDirectionButtonPress
.checkIfRightButtonIsPressed
bit 4,a ; right button
jr z,.noDirectionButtonsPressed
ld a,1 ; PLAYER_DIR_RIGHT
ld a, 1
ld [wSpriteStateData1 + 5],a ; delta X
.handleDirectionButtonPress
ld [wPlayerDirection],a ; new direction
ld a,[wd730]
@ -226,12 +232,13 @@ OverworldLoopLessDelay::
call NewBattle
jp c,.battleOccurred
jp OverworldLoop
.noDirectionChange
ld a,[wPlayerDirection] ; current direction
ld [wPlayerMovingDirection],a ; save direction
call UpdateSprites
ld a,[wWalkBikeSurfState]
cp a,$02 ; surfing
cp $02 ; surfing
jr z,.surfing
; not surfing
call CollisionCheckOnLand
@ -248,20 +255,24 @@ OverworldLoopLessDelay::
pop hl
jp c,CheckWarpsCollision
jp OverworldLoop
.surfing
call CollisionCheckOnWater
jp c,OverworldLoop
.noCollision
ld a,$08
ld [wWalkCounter],a
jr .moveAhead2
.moveAhead
ld a,[wd736]
bit 7,a
jr z,.noSpinning
callba LoadSpinnerArrowTiles ; spin while moving
callba LoadSpinnerArrowTiles
.noSpinning
call UpdateSprites
.moveAhead2
ld hl,wFlags_0xcd60
res 2,[hl]
@ -271,7 +282,7 @@ OverworldLoopLessDelay::
ld a,[wd736]
bit 6,a ; jumping a ledge?
jr nz,.normalPlayerSpriteAdvancement
call BikeSpeedup ; if riding a bike and not jumping a ledge
call DoBikeSpeedup
.normalPlayerSpriteAdvancement
call AdvancePlayerSprite
ld a,[wWalkCounter]
@ -323,14 +334,14 @@ OverworldLoopLessDelay::
xor a
ld [hJoyHeld],a
ld a,[wCurMap]
cp a,CINNABAR_GYM
cp CINNABAR_GYM
jr nz,.notCinnabarGym
SetEvent EVENT_2A7
.notCinnabarGym
ld hl,wd72e
set 5,[hl]
ld a,[wCurMap]
cp a,OAKS_LAB
cp OAKS_LAB
jp z,.noFaintCheck ; no blacking out if the player lost to the rival in Oak's lab
callab AnyPartyAlive
ld a,d
@ -363,15 +374,15 @@ NewBattle::
ret
; function to make bikes twice as fast as walking
BikeSpeedup::
DoBikeSpeedup::
ld a,[wNPCMovementScriptPointerTableNum]
and a
ret nz
ld a,[wCurMap]
cp a,ROUTE_17 ; Cycling Road
cp ROUTE_17 ; Cycling Road
jr nz,.goFaster
ld a,[hJoyHeld]
and a,D_UP | D_LEFT | D_RIGHT
and D_UP | D_LEFT | D_RIGHT
ret nz
.goFaster
jp AdvancePlayerSprite
@ -421,7 +432,7 @@ CheckWarpsNoCollisionLoop::
pop bc
pop de
ld a,[hJoyHeld]
and a,D_DOWN | D_UP | D_LEFT | D_RIGHT
and D_DOWN | D_UP | D_LEFT | D_RIGHT
jr z,CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp
jr WarpFound1
@ -483,7 +494,7 @@ WarpFound2::
ld [wUnusedD366],a ; not read
ld a,[hWarpDestinationMap]
ld [wCurMap],a
cp a,ROCK_TUNNEL_1
cp ROCK_TUNNEL_1
jr nz,.notRockTunnel
ld a,$06
ld [wMapPalOffset],a
@ -491,10 +502,12 @@ WarpFound2::
.notRockTunnel
call PlayMapChangeSound
jr .done
; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though
; for maps that can have the 0xFF destination map, which means to return to the outside map
; not all these maps are necessarily indoors, though
.indoorMaps
ld a,[hWarpDestinationMap] ; destination map
cp a,$ff
cp $ff
jr z,.goBackOutside
; if not going back to the previous map
ld [wCurMap],a
@ -535,7 +548,7 @@ ContinueCheckWarpsNoCollisionLoop::
CheckMapConnections::
.checkWestMap
ld a,[wXCoord]
cp a,$ff
cp $ff
jr nz,.checkEastMap
ld a,[wMapConn3Ptr]
ld [wCurMap],a
@ -555,7 +568,7 @@ CheckMapConnections::
jr z,.savePointer1
.pointerAdjustmentLoop1
ld a,[wWestConnectedMapWidth] ; width of connected map
add a,MAP_BORDER * 2
add MAP_BORDER * 2
ld e,a
ld d,0
ld b,0
@ -568,6 +581,7 @@ CheckMapConnections::
ld a,h
ld [wCurrentTileBlockMapViewPointer + 1],a
jp .loadNewMap
.checkEastMap
ld b,a
ld a,[wCurrentMapWidth2] ; map width
@ -591,7 +605,7 @@ CheckMapConnections::
jr z,.savePointer2
.pointerAdjustmentLoop2
ld a,[wEastConnectedMapWidth]
add a,MAP_BORDER * 2
add MAP_BORDER * 2
ld e,a
ld d,0
ld b,0
@ -604,9 +618,10 @@ CheckMapConnections::
ld a,h
ld [wCurrentTileBlockMapViewPointer + 1],a
jp .loadNewMap
.checkNorthMap
ld a,[wYCoord]
cp a,$ff
cp $ff
jr nz,.checkSouthMap
ld a,[wMapConn1Ptr]
ld [wCurMap],a
@ -630,6 +645,7 @@ CheckMapConnections::
ld a,h
ld [wCurrentTileBlockMapViewPointer + 1],a
jp .loadNewMap
.checkSouthMap
ld b,a
ld a,[wCurrentMapHeight2]
@ -666,13 +682,14 @@ CheckMapConnections::
callba InitMapSprites
call LoadTileBlockMap
jp OverworldLoopLessDelay
.didNotEnterConnectedMap
jp OverworldLoop
; function to play a sound when changing maps
PlayMapChangeSound::
aCoord 8, 8 ; upper left tile of the 4x4 square the player's sprite is standing on
cp a,$0b ; door tile in tileset 0
cp $0b ; door tile in tileset 0
jr nz,.didNotGoThroughDoor
ld a,SFX_GO_INSIDE
jr .playSound
@ -854,13 +871,13 @@ INCLUDE "data/bike_riding_tilesets.asm"
; load the tile pattern data of the current tileset into VRAM
LoadTilesetTilePatternData::
ld a,[wTileSetGFXPtr]
ld a,[wTilesetGfxPtr]
ld l,a
ld a,[wTileSetGFXPtr + 1]
ld a,[wTilesetGfxPtr + 1]
ld h,a
ld de,vTileset
ld bc,$600
ld a,[wTileSetBank]
ld a,[wTilesetBank]
jp FarCopyData2
; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8
@ -883,7 +900,7 @@ LoadTileBlockMap::
ld hl,wOverworldMap
ld a,[wCurMapWidth]
ld [hMapWidth],a
add a,MAP_BORDER * 2 ; east and west
add MAP_BORDER * 2 ; east and west
ld [hMapStride],a ; map width + border
ld b,0
ld c,a
@ -921,7 +938,7 @@ LoadTileBlockMap::
jr nz,.rowLoop
.northConnection
ld a,[wMapConn1Ptr]
cp a,$ff
cp $ff
jr z,.southConnection
call SwitchToMapRomBank
ld a,[wNorthConnectionStripSrc]
@ -939,7 +956,7 @@ LoadTileBlockMap::
call LoadNorthSouthConnectionsTileMap
.southConnection
ld a,[wMapConn2Ptr]
cp a,$ff
cp $ff
jr z,.westConnection
call SwitchToMapRomBank
ld a,[wSouthConnectionStripSrc]
@ -957,7 +974,7 @@ LoadTileBlockMap::
call LoadNorthSouthConnectionsTileMap
.westConnection
ld a,[wMapConn3Ptr]
cp a,$ff
cp $ff
jr z,.eastConnection
call SwitchToMapRomBank
ld a,[wWestConnectionStripSrc]
@ -975,7 +992,7 @@ LoadTileBlockMap::
call LoadEastWestConnectionsTileMap
.eastConnection
ld a,[wMapConn4Ptr]
cp a,$ff
cp $ff
jr z,.done
call SwitchToMapRomBank
ld a,[wEastConnectionStripSrc]
@ -1016,7 +1033,7 @@ LoadNorthSouthConnectionsTileMap::
inc h
.noCarry1
ld a,[wCurMapWidth]
add a,MAP_BORDER * 2
add MAP_BORDER * 2
add e
ld e,a
jr nc,.noCarry2
@ -1045,7 +1062,7 @@ LoadEastWestConnectionsTileMap::
inc h
.noCarry1
ld a,[wCurMapWidth]
add a,MAP_BORDER * 2
add MAP_BORDER * 2
add e
ld e,a
jr nc,.noCarry2
@ -1100,7 +1117,7 @@ IsSpriteOrSignInFrontOfPlayer::
; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC
.extendRangeOverCounter
predef GetTileAndCoordsInFrontOfPlayer ; get the tile in front of the player in c
ld hl,wTileSetTalkingOverTiles ; list of tiles that extend talking range (counter tiles)
ld hl,wTilesetTalkingOverTiles ; list of tiles that extend talking range (counter tiles)
ld b,3
ld d,$20 ; talking range in pixels (long range)
.counterTilesLoop
@ -1126,6 +1143,7 @@ IsSpriteInFrontOfPlayer2::
ld b,a
ld a,PLAYER_DIR_UP
jr .doneCheckingDirection
.checkIfPlayerFacingDown
cp SPRITE_FACING_DOWN
jr nz,.checkIfPlayerFacingRight
@ -1135,6 +1153,7 @@ IsSpriteInFrontOfPlayer2::
ld b,a
ld a,PLAYER_DIR_DOWN
jr .doneCheckingDirection
.checkIfPlayerFacingRight
cp SPRITE_FACING_RIGHT
jr nz,.playerFacingLeft
@ -1144,6 +1163,7 @@ IsSpriteInFrontOfPlayer2::
ld c,a
ld a,PLAYER_DIR_RIGHT
jr .doneCheckingDirection
.playerFacingLeft
; facing left
ld a,c
@ -1225,7 +1245,7 @@ CollisionCheckOnLand::
jr nc,.noCollision
.collision
ld a,[wChannelSoundIDs + CH4]
cp a,SFX_COLLISION ; check if collision sound is already playing
cp SFX_COLLISION ; check if collision sound is already playing
jr z,.setCarry
ld a,SFX_COLLISION
call PlaySound ; play collision sound (if it's not already playing)
@ -1242,7 +1262,7 @@ CheckTilePassable::
predef GetTileAndCoordsInFrontOfPlayer ; get tile in front of player
ld a,[wTileInFrontOfPlayer] ; tile in front of player
ld c,a
ld hl,wTileSetCollisionPtr ; pointer to list of passable tiles
ld hl,wTilesetCollisionPtr ; pointer to list of passable tiles
ld a,[hli]
ld h,[hl]
ld l,a ; hl now points to passable tiles
@ -1287,7 +1307,7 @@ CheckForTilePairCollisions::
ld a,[wCurMapTileset] ; tileset number
ld b,a
ld a,[hli]
cp a,$ff
cp $ff
jr z,.noMatch
cp b
jr z,.tilesetMatches
@ -1354,7 +1374,7 @@ TilePairCollisionsWater::
LoadCurrentMapView::
ld a,[H_LOADEDROMBANK]
push af
ld a,[wTileSetBank] ; tile data ROM bank
ld a,[wTilesetBank] ; tile data ROM bank
ld [H_LOADEDROMBANK],a
ld [MBC1RomBank],a ; switch to ROM bank that contains tile data
ld a,[wCurrentTileBlockMapViewPointer] ; address of upper left corner of current map view
@ -1387,7 +1407,7 @@ LoadCurrentMapView::
; update tile block map pointer to next row's address
pop de
ld a,[wCurMapWidth]
add a,MAP_BORDER * 2
add MAP_BORDER * 2
add e
ld e,a
jr nc,.noCarry
@ -1722,8 +1742,8 @@ ScheduleSouthRowRedraw::
ld bc,$0200
add hl,bc
ld a,h
and a,$03
or a,$98
and $03
or $98
ld [hRedrawRowOrColumnDest + 1],a
ld a,l
ld [hRedrawRowOrColumnDest],a
@ -1736,11 +1756,11 @@ ScheduleEastColumnRedraw::
call ScheduleColumnRedrawHelper
ld a,[wMapViewVRAMPointer]
ld c,a
and a,$e0
and $e0
ld b,a
ld a,c
add a,18
and a,$1f
add 18
and $1f
or b
ld [hRedrawRowOrColumnDest],a
ld a,[wMapViewVRAMPointer + 1]
@ -1784,17 +1804,17 @@ ScheduleWestColumnRedraw::
; Input: c = tile block ID, hl = destination address
DrawTileBlock::
push hl
ld a,[wTileSetBlocksPtr] ; pointer to tiles
ld a,[wTilesetBlocksPtr] ; pointer to tiles
ld l,a
ld a,[wTileSetBlocksPtr + 1]
ld a,[wTilesetBlocksPtr + 1]
ld h,a
ld a,c
swap a
ld b,a
and a,$f0
and $f0
ld c,a
ld a,b
and a,$0f
and $0f
ld b,a ; bc = tile block ID * 0x10
add hl,bc
ld d,h
@ -1833,10 +1853,10 @@ JoypadOverworld::
bit 3,a ; check if a trainer wants a challenge
jr nz,.notForcedDownwards
ld a,[wCurMap]
cp a,ROUTE_17 ; Cycling Road
cp ROUTE_17 ; Cycling Road
jr nz,.notForcedDownwards
ld a,[hJoyHeld]
and a,D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON
and D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON
jr nz,.notForcedDownwards
ld a,D_DOWN
ld [hJoyHeld],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press
@ -1868,6 +1888,7 @@ JoypadOverworld::
ld [hJoyPressed],a
ld [hJoyReleased],a
ret
; if done simulating button presses
.doneSimulating
xor a
@ -1878,7 +1899,7 @@ JoypadOverworld::
ld [hJoyHeld],a
ld hl,wd736
ld a,[hl]
and a,$f8
and $f8
ld [hl],a
ld hl,wd730
res 7,[hl]
@ -1915,7 +1936,7 @@ CollisionCheckOnWater::
jr z,.noCollision ; keep surfing
; check if the [land] tile in front of the player is passable
.checkIfNextTileIsPassable
ld hl,wTileSetCollisionPtr ; pointer to list of passable tiles
ld hl,wTilesetCollisionPtr ; pointer to list of passable tiles
ld a,[hli]
ld h,[hl]
ld l,a
@ -1928,7 +1949,7 @@ CollisionCheckOnWater::
jr .loop
.collision
ld a,[wChannelSoundIDs + CH4]
cp a,SFX_COLLISION ; check if collision sound is already playing
cp SFX_COLLISION ; check if collision sound is already playing
jr z,.setCarry
ld a,SFX_COLLISION
call PlaySound ; play collision sound (if it's not already playing)
@ -2386,7 +2407,7 @@ IgnoreInputForHalfSecond:
ld [wIgnoreInputCounter], a
ld hl, wd730
ld a, [hl]
or $26
or %00100110
ld [hl], a ; set ignore input bit
ret

View file

@ -531,9 +531,9 @@ ReverseNybble::
ld de, NybbleReverseTable
add e
ld e, a
jr nc, .asm_283f
jr nc, .noCarry
inc d
.asm_283f
.noCarry
ld a, [de]
ret

View file

@ -91,79 +91,79 @@ Serial_ExchangeByte::
ld [hSerialReceivedNewData], a
ld a, [hSerialConnectionStatus]
cp USING_INTERNAL_CLOCK
jr nz, .asm_21a7
jr nz, .loop
ld a, START_TRANSFER_INTERNAL_CLOCK
ld [rSC], a
.asm_21a7
.loop
ld a, [hSerialReceivedNewData]
and a
jr nz, .asm_21f1
jr nz, .ok
ld a, [hSerialConnectionStatus]
cp USING_EXTERNAL_CLOCK
jr nz, .asm_21cc
jr nz, .doNotIncrementUnknownCounter
call IsUnknownCounterZero
jr z, .asm_21cc
jr z, .doNotIncrementUnknownCounter
call WaitLoop_15Iterations
push hl
ld hl, wUnknownSerialCounter + 1
inc [hl]
jr nz, .asm_21c3
jr nz, .noCarry
dec hl
inc [hl]
.asm_21c3
.noCarry
pop hl
call IsUnknownCounterZero
jr nz, .asm_21a7
jr nz, .loop
jp SetUnknownCounterToFFFF
.asm_21cc
.doNotIncrementUnknownCounter
ld a, [rIE]
and (1 << SERIAL) | (1 << TIMER) | (1 << LCD_STAT) | (1 << VBLANK)
cp (1 << SERIAL)
jr nz, .asm_21a7
jr nz, .loop
ld a, [wUnknownSerialCounter2]
dec a
ld [wUnknownSerialCounter2], a
jr nz, .asm_21a7
jr nz, .loop
ld a, [wUnknownSerialCounter2 + 1]
dec a
ld [wUnknownSerialCounter2 + 1], a
jr nz, .asm_21a7
jr nz, .loop
ld a, [hSerialConnectionStatus]
cp USING_EXTERNAL_CLOCK
jr z, .asm_21f1
jr z, .ok
ld a, 255
.waitLoop
dec a
jr nz, .waitLoop
.asm_21f1
.ok
xor a
ld [hSerialReceivedNewData], a
ld a, [rIE]
and (1 << SERIAL) | (1 << TIMER) | (1 << LCD_STAT) | (1 << VBLANK)
sub (1 << SERIAL)
jr nz, .asm_2204
jr nz, .skipReloadingUnknownCounter2
ld [wUnknownSerialCounter2], a
ld a, $50
ld [wUnknownSerialCounter2 + 1], a
.asm_2204
.skipReloadingUnknownCounter2
ld a, [hSerialReceiveData]
cp SERIAL_NO_DATA_BYTE
ret nz
call IsUnknownCounterZero
jr z, .asm_221f
jr z, .done
push hl
ld hl, wUnknownSerialCounter + 1
ld a, [hl]
dec a
ld [hld], a
inc a
jr nz, .asm_2219
jr nz, .noBorrow
dec [hl]
.asm_2219
.noBorrow
pop hl
call IsUnknownCounterZero
jr z, SetUnknownCounterToFFFF
.asm_221f
.done
ld a, [rIE]
and (1 << SERIAL) | (1 << TIMER) | (1 << LCD_STAT) | (1 << VBLANK)
cp (1 << SERIAL)

View file

@ -52,28 +52,28 @@ PlaceNextChar::
ld a,[de]
cp "@"
jr nz,.PlaceText
jr nz, Char4ETest
ld b,h
ld c,l
pop hl
ret
.PlaceText
cp $4E
jr nz,.next
ld bc,SCREEN_WIDTH * 2
Char4ETest::
cp $4E ; next
jr nz, .char4FTest
ld bc, 2 * SCREEN_WIDTH
ld a,[hFlags_0xFFF6]
bit 2,a
jr z,.next2
jr z,.ok
ld bc,SCREEN_WIDTH
.next2
.ok
pop hl
add hl,bc
push hl
jp PlaceNextChar_inc
.next
cp $4F
.char4FTest
cp $4F ; line
jr nz,.next3
pop hl
coord hl, 1, 16
@ -81,46 +81,36 @@ PlaceNextChar::
jp PlaceNextChar_inc
.next3 ; Check against a dictionary
dict: macro
if \1 == 0
and a
jp z,Char00
cp $4C
jp z,Char4C
cp $4B
jp z,Char4B
cp $51
jp z,Char51
cp $49
jp z,Char49
cp $52
jp z,Char52
cp $53
jp z,Char53
cp $54
jp z,Char54
cp $5B
jp z,Char5B
cp $5E
jp z,Char5E
cp $5C
jp z,Char5C
cp $5D
jp z,Char5D
cp $55
jp z,Char55
cp $56
jp z,Char56
cp $57
jp z,Char57
cp $58
jp z,Char58
cp $4A
jp z,Char4A
cp $5F
jp z,Char5F
cp $59
jp z,Char59
cp $5A
jp z,Char5A
else
cp \1
endc
jp z, \2
endm
dict $00, Char00 ; error
dict $4C, Char4C ; autocont
dict $4B, Char4B ; cont_
dict $51, Char51 ; para
dict $49, Char49 ; page
dict $52, Char52 ; player
dict $53, Char53 ; rival
dict $54, Char54 ; POKé
dict $5B, Char5B ; PC
dict $5E, Char5E ; ROCKET
dict $5C, Char5C ; TM
dict $5D, Char5D ; TRAINER
dict $55, Char55 ; cont
dict $56, Char56 ; 6 dots
dict $57, Char57 ; done
dict $58, Char58 ; prompt
dict $4A, Char4A ; PKMN
dict $5F, Char5F ; dex
dict $59, Char59 ; TARGET
dict $5A, Char5A ; USER
ld [hli],a
call PrintLetterDelay
PlaceNextChar_inc::
@ -211,7 +201,6 @@ MonsterNameCharsCommon::
; print “Enemy ”
ld de,Char5AText
call PlaceString
ld h,b
ld l,c
ld de,wEnemyMonNick ; enemy active monster name
@ -264,36 +253,36 @@ Char5F::
pop hl
ret
Char58::
Char58:: ; prompt
ld a,[wLinkState]
cp LINK_STATE_BATTLING
jp z,Next1AA2
ld a,"▼"
jp z, .ok
ld a, "▼"
Coorda 18, 16
Next1AA2::
.ok
call ProtectedDelay3
call ManualTextScroll
ld a, " "
Coorda 18, 16
Char57::
Char57:: ; done
pop hl
ld de,Char58Text
ld de, Char58Text
dec de
ret
Char58Text::
db "@"
Char51::
Char51:: ; para
push de
ld a,"▼"
ld a, "▼"
Coorda 18, 16
call ProtectedDelay3
call ManualTextScroll
coord hl, 1, 13
lb bc, 4, 18
call ClearScreenArea
ld c,20
ld c, 20
call DelayFrames
pop de
coord hl, 1, 14
@ -328,8 +317,8 @@ Char4B::
;fall through
Char4C::
push de
call ScrollTextUp
call ScrollTextUp
call ScrollTextUpOneLine
call ScrollTextUpOneLine
coord hl, 1, 16
pop de
jp PlaceNextChar_inc
@ -338,7 +327,7 @@ Char4C::
; always called twice in a row
; first time, copy the two rows of text to the "in between" rows that are usually emtpy
; second time, copy the bottom row of text into the top row of text
ScrollTextUp::
ScrollTextUpOneLine::
coord hl, 0, 14 ; top row of text
coord de, 0, 13 ; empty line above text
ld b, SCREEN_WIDTH * 3
@ -376,7 +365,7 @@ TextCommandProcessor::
push af
set 1,a
ld e,a
ld a,[$fff4]
ld a, [$fff4]
xor e
ld [wLetterPrintingDelayFlags],a
ld a,c
@ -393,22 +382,22 @@ NextTextCommand::
ret
.doTextCommand
push hl
cp a,$17
jp z,TextCommand17
cp a,$0e
cp a, $17
jp z, TextCommand17
cp a, $0e
jp nc,TextCommand0B ; if a != 0x17 and a >= 0xE, go to command 0xB
; if a < 0xE, use a jump table
ld hl,TextCommandJumpTable
push bc
add a
ld b,$00
ld c,a
add hl,bc
ld b, 0
ld c, a
add hl, bc
pop bc
ld a,[hli]
ld h,[hl]
ld l,a
jp [hl]
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
; draw box
; 04AAAABBCC
@ -527,10 +516,10 @@ TextCommand06::
; 07
; (no arguments)
TextCommand07::
ld a," "
ld a, " "
Coorda 18, 16 ; place blank space in lower right corner of dialogue text box
call ScrollTextUp
call ScrollTextUp
call ScrollTextUpOneLine
call ScrollTextUpOneLine
pop hl
coord bc, 1, 16 ; address of second line of dialogue text box
jp NextTextCommand
@ -541,7 +530,7 @@ TextCommand08::
pop hl
ld de,NextTextCommand
push de ; return address
jp [hl]
jp hl
; print decimal number (converted from binary number)
; 09AAAABB
@ -630,16 +619,16 @@ TextCommand0B::
; format: text command ID, sound ID or cry ID
TextCommandSounds::
db $0B,SFX_GET_ITEM_1 ; actually plays SFX_LEVEL_UP when the battle music engine is loaded
db $12,SFX_CAUGHT_MON
db $0E,SFX_POKEDEX_RATING ; unused?
db $0F,SFX_GET_ITEM_1 ; unused?
db $10,SFX_GET_ITEM_2
db $11,SFX_GET_KEY_ITEM
db $13,SFX_DEX_PAGE_ADDED
db $14,NIDORINA ; used in OakSpeech
db $15,PIDGEOT ; used in SaffronCityText12
db $16,DEWGONG ; unused?
db $0B, SFX_GET_ITEM_1 ; actually plays SFX_LEVEL_UP when the battle music engine is loaded
db $12, SFX_CAUGHT_MON
db $0E, SFX_POKEDEX_RATING ; unused?
db $0F, SFX_GET_ITEM_1 ; unused?
db $10, SFX_GET_ITEM_2
db $11, SFX_GET_KEY_ITEM
db $13, SFX_DEX_PAGE_ADDED
db $14, NIDORINA ; used in OakSpeech
db $15, PIDGEOT ; used in SaffronCityText12
db $16, DEWGONG ; unused?
; draw ellipses
; 0CAA

View file

@ -27,7 +27,7 @@ VBlank::
call VBlankCopyDouble
call UpdateMovingBgTiles
call $ff80 ; hOAMDMA
ld a, Bank(PrepareOAMData)
ld a, BANK(PrepareOAMData)
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
call PrepareOAMData

View file

@ -33,13 +33,13 @@ ClearBgMap::
jr nz,.loop
ret
RedrawRowOrColumn::
; This function redraws a BG row of height 2 or a BG column of width 2.
; One of its main uses is redrawing the row or column that will be exposed upon
; scrolling the BG when the player takes a step. Redrawing only the exposed
; row or column is more efficient than redrawing the entire screen.
; However, this function is also called repeatedly to redraw the whole screen
; when necessary. It is also used in trade animation and elevator code.
RedrawRowOrColumn::
ld a,[hRedrawRowOrColumnMode]
and a
ret z