kep-hack/engine/debug/debug_menu.asm
Llinos Evans bdb19859c2 Move Animation Photosensitivity Enhancements
This changes the animations for various vanilla moves with the aim of reducing photosensitive reactions. KEP is going to chiefly be played on emulators, and thus players will experience flashing that is meant to be dimmed by a Game Boy screen. This is dangerous, so here we are.

Many moves have been given black screens which 1) Look cool as fuck, Thunderbolt and Blizzard are really nice and 2) bypass flashing. Others have had their flashing reduced or outright removed.

Blizzard has been given special treatment, having the second part of its animation given an Ice Rise clip like Ice Beam. This, coupled with the darkness, looks ace.

Changed moves include:
Body Slam, Glare, Dazzling Gleam (oops), Disable, Blizzard, BubbleBeam, Confusion, Dream Eater, Explosion, Guillotine, Hyper Beam, Mega Kick, Mega Punch, Psychic, Reflect, Rock Slide, Selfdestruct, Spore, and Thunderbolt;
2023-09-07 16:03:07 +01:00

160 lines
2.7 KiB
NASM

DebugMenu:
IF DEF(_DEBUG)
call ClearScreen
; These debug names are used for TestBattle.
; StartNewGameDebug uses the debug names from PrepareOakSpeech.
ld hl, DebugBattlePlayerName
ld de, wPlayerName
ld bc, NAME_LENGTH
call CopyData
ld hl, DebugBattleRivalName
ld de, wRivalName
ld bc, NAME_LENGTH
call CopyData
call LoadFontTilePatterns
call LoadHpBarAndStatusTilePatterns
call ClearSprites
call RunDefaultPaletteCommand
hlcoord 5, 6
ld b, 3
ld c, 9
call TextBoxBorder
hlcoord 7, 7
ld de, DebugMenuOptions
call PlaceString
ld a, TEXT_DELAY_MEDIUM
ld [wOptions], a
ld a, A_BUTTON | B_BUTTON | START
ld [wMenuWatchedKeys], a
xor a
ld [wMenuJoypadPollCount], a
inc a
ld [wMaxMenuItem], a
ld a, 7
ld [wTopMenuItemY], a
dec a
ld [wTopMenuItemX], a
xor a
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
ld [wMenuWatchMovingOutOfBounds], a
call HandleMenuInput
bit BIT_B_BUTTON, a
jp nz, DisplayTitleScreen
ld a, [wCurrentMenuItem]
and a ; FIGHT?
jp z, TestBattle
; DEBUG
ld hl, wd732
set 1, [hl]
jp StartNewGameDebug
DebugBattlePlayerName:
db "Tom@"
DebugBattleRivalName:
db "Juerry@"
DebugMenuOptions:
db "FIGHT"
next "DEBUG@"
ELSE
ret
ENDC
TestBattle:
.loop
call GBPalNormal
; Get some debug items.
ld hl, wNumBagItems
ld de, BattleDebugItemsList
.items_loop
ld a, [de]
cp -1
jr z, .items_end
ld [wcf91], a
inc de
ld a, [de]
inc de
ld [wItemQuantity], a
call AddItemToInventory
jr .items_loop
.items_end
; Don't mess around
; with obedience.
ld a, 1 << BIT_EARTHBADGE
ld [wObtainedBadges], a
ld hl, wFlags_D733
set BIT_TEST_BATTLE, [hl]
; Reset the party.
ld hl, wPartyCount
xor a
ld [hli], a
dec a
ld [hl], a
; Player's Pokemon.
ld a, MEW
ld [wcf91], a
ld a, 100
ld [wCurEnemyLVL], a
xor a
ld [wMonDataLocation], a
ld [wCurMap], a
call AddPartyMon
; This function gives you a way to waste a turn, never know when you'll need it.
; Alternatively, add a move to test.
ld hl, wPartyMon1Moves
ld a, POISON_STING ; Something super weak
ld [hli], a
ld a, LEECH_SEED ; Test new failure text
ld [hli], a
ld a, FISSURE ; Something that'll miss easily
ld [hli], a
ld a, SPLASH ; Skip turn
ld [hli], a
; Opponent's Pokemon.
ld a, ARTICUNO ; Test new theme
ld [wCurOpponent], a
ld a, 100 ; Set the level you want here.
ld [wCurEnemyLVL], a
predef InitOpponent
; When the battle ends,
; do it all again.
ld a, 1
ld [wUpdateSpritesEnabled], a
ldh [hAutoBGTransferEnabled], a
jr .loop
BattleDebugItemsList:
db X_ACCURACY, 99 ; Test Guillotine animation
db FULL_RESTORE, 99
db MAX_ELIXER, 99
db FULL_HEAL, 99
db X_ATTACK, 99
db X_SPECIAL, 99
db X_DEFEND, 99
db X_SPEED, 99
db DIRE_HIT, 99
db GUARD_SPEC, 99
db POKE_FLUTE, 1
db -1 ; end