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Add subdirectories to engine/ similar to pokecrystal
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124 changed files with 342 additions and 346 deletions
85
home/start_menu.asm
Executable file
85
home/start_menu.asm
Executable file
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DisplayStartMenu::
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ld a, BANK(StartMenu_Pokedex)
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ld [H_LOADEDROMBANK], a
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ld [MBC1RomBank], a
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ld a, [wWalkBikeSurfState] ; walking/biking/surfing
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ld [wWalkBikeSurfStateCopy], a
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ld a, SFX_START_MENU
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call PlaySound
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RedisplayStartMenu::
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callba DrawStartMenu
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callba PrintSafariZoneSteps ; print Safari Zone info, if in Safari Zone
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call UpdateSprites
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.loop
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call HandleMenuInput
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ld b, a
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.checkIfUpPressed
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bit 6, a ; was Up pressed?
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jr z, .checkIfDownPressed
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ld a, [wCurrentMenuItem] ; menu selection
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and a
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jr nz, .loop
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ld a, [wLastMenuItem]
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and a
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jr nz, .loop
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; if the player pressed tried to go past the top item, wrap around to the bottom
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CheckEvent EVENT_GOT_POKEDEX
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ld a, 6 ; there are 7 menu items with the pokedex, so the max index is 6
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jr nz, .wrapMenuItemId
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dec a ; there are only 6 menu items without the pokedex
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.wrapMenuItemId
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ld [wCurrentMenuItem], a
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call EraseMenuCursor
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jr .loop
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.checkIfDownPressed
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bit 7, a
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jr z, .buttonPressed
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; if the player pressed tried to go past the bottom item, wrap around to the top
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CheckEvent EVENT_GOT_POKEDEX
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ld a, [wCurrentMenuItem]
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ld c, 7 ; there are 7 menu items with the pokedex
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jr nz, .checkIfPastBottom
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dec c ; there are only 6 menu items without the pokedex
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.checkIfPastBottom
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cp c
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jr nz, .loop
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; the player went past the bottom, so wrap to the top
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xor a
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ld [wCurrentMenuItem], a
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call EraseMenuCursor
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jr .loop
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.buttonPressed ; A, B, or Start button pressed
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call PlaceUnfilledArrowMenuCursor
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ld a, [wCurrentMenuItem]
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ld [wBattleAndStartSavedMenuItem], a ; save current menu selection
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ld a, b
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and %00001010 ; was the Start button or B button pressed?
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jp nz, CloseStartMenu
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call SaveScreenTilesToBuffer2 ; copy background from wTileMap to wTileMapBackup2
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CheckEvent EVENT_GOT_POKEDEX
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ld a, [wCurrentMenuItem]
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jr nz, .displayMenuItem
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inc a ; adjust position to account for missing pokedex menu item
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.displayMenuItem
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cp 0
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jp z, StartMenu_Pokedex
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cp 1
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jp z, StartMenu_Pokemon
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cp 2
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jp z, StartMenu_Item
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cp 3
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jp z, StartMenu_TrainerInfo
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cp 4
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jp z, StartMenu_SaveReset
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cp 5
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jp z, StartMenu_Option
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; EXIT falls through to here
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CloseStartMenu::
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call Joypad
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ld a, [hJoyPressed]
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bit 0, a ; was A button newly pressed?
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jr nz, CloseStartMenu
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call LoadTextBoxTilePatterns
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jp CloseTextDisplay
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