kep-hack/engine/debug/debug_menu.asm
May Evans 17d12a0413 Faster health bar
A simple 1-character change that does so much. Usually, the game delays it by 2 frames per pixel, so changing it to 1 doubles the speed. If it remains too slow, I believe it can be removed entirely, but I'm avoiding it in case of bugs.

I also changed the debug Pokemon to Croakozuna as Pound is s/e vs Dark, allowing for an easier visual. Rhydon changed to Rhyperior for the same reason; more damage, better visual.
2022-12-08 16:11:29 +00:00

116 lines
1.7 KiB
NASM

DebugMenu:
IF DEF(_DEBUG)
call ClearScreen
ld hl, DebugPlayerName
ld de, wPlayerName
ld bc, NAME_LENGTH
call CopyData
ld hl, DebugRivalName
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_FAST
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
DebugPlayerName:
db "Tom@"
DebugRivalName:
db "Juerry@"
DebugMenuOptions:
db "FIGHT"
next "DEBUG@"
ELSE
ret
ENDC
TestBattle:
.loop
call GBPalNormal
; 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
; Give the player a
; level 20 Rhyperior.
ld a, RHYPERIOR
ld [wcf91], a
ld a, 20
ld [wCurEnemyLVL], a
xor a
ld [wMonDataLocation], a
ld [wCurMap], a
call AddPartyMon
; Fight against a
; level 20 Rhydon.
ld a, CROAKOZUNA
ld [wCurOpponent], a
predef InitOpponent
; When the battle ends,
; do it all again.
ld a, 1
ld [wUpdateSpritesEnabled], a
ldh [hAutoBGTransferEnabled], a
jr .loop