ref: 5a55d629e1bd187a723d877e44f55e0e2f6430f3
dir: /engine/menus/intro_menu.asm/
_MainMenu: ld de, MUSIC_NONE call PlayMusic call DelayFrame ld de, MUSIC_MAIN_MENU ld a, e ld [wMapMusic], a call PlayMusic farcall MainMenu jp StartTitleScreen ; unused ret PrintDayOfWeek: push de ld hl, .Days ld a, b call GetNthString ld d, h ld e, l pop hl call PlaceString ld h, b ld l, c ld de, .Day call PlaceString ret .Days: db "SUN@" db "MON@" db "TUES@" db "WEDNES@" db "THURS@" db "FRI@" db "SATUR@" .Day: db "DAY@" NewGame_ClearTileMapEtc: xor a ld [hMapAnims], a call ClearTileMap call LoadFontsExtra call LoadStandardFont call ClearWindowData ret MysteryGift: call UpdateTime farcall DoMysteryGiftIfDayHasPassed farcall DoMysteryGift ret OptionsMenu: farcall _OptionsMenu ret NewGame: xor a ld [wMonStatusFlags], a call ResetWRAM call NewGame_ClearTileMapEtc call AreYouABoyOrAreYouAGirl call OakSpeech call InitializeWorld ld a, 1 ld [wPreviousLandmark], a ld a, SPAWN_HOME ld [wDefaultSpawnpoint], a ld a, MAPSETUP_WARP ld [hMapEntryMethod], a jp FinishContinueFunction AreYouABoyOrAreYouAGirl: farcall Mobile_AlwaysReturnNotCarry ; some mobile stuff jr c, .ok farcall InitGender ret .ok ld c, 0 farcall InitMobileProfile ; mobile ret ResetWRAM: xor a ld [hBGMapMode], a call _ResetWRAM ret _ResetWRAM: ld hl, wVirtualOAM ld bc, wOptions - wVirtualOAM xor a call ByteFill ld hl, WRAM1_Begin ld bc, wGameData - WRAM1_Begin xor a call ByteFill ld hl, wGameData ld bc, wGameDataEnd - wGameData xor a call ByteFill ld a, [rLY] ld [hSecondsBackup], a call DelayFrame ld a, [hRandomSub] ld [wPlayerID], a ld a, [rLY] ld [hSecondsBackup], a call DelayFrame ld a, [hRandomAdd] ld [wPlayerID + 1], a call Random ld [wSecretID], a call DelayFrame call Random ld [wSecretID + 1], a ld hl, wPartyCount call .InitList xor a ld [wCurBox], a ld [wSavedAtLeastOnce], a call SetDefaultBoxNames ld a, BANK(sBoxCount) call GetSRAMBank ld hl, sBoxCount call .InitList call CloseSRAM ld hl, wNumItems call .InitList ld hl, wNumKeyItems call .InitList ld hl, wNumBalls call .InitList ld hl, wPCItems call .InitList xor a ld [wRoamMon1Species], a ld [wRoamMon2Species], a ld [wRoamMon3Species], a ld a, -1 ld [wRoamMon1MapGroup], a ld [wRoamMon2MapGroup], a ld [wRoamMon3MapGroup], a ld [wRoamMon1MapNumber], a ld [wRoamMon2MapNumber], a ld [wRoamMon3MapNumber], a ld a, BANK(sMysteryGiftItem) call GetSRAMBank ld hl, sMysteryGiftItem xor a ld [hli], a dec a ld [hl], a call CloseSRAM call LoadOrRegenerateLuckyIDNumber call InitializeMagikarpHouse xor a ld [wMonType], a ld [wJohtoBadges], a ld [wKantoBadges], a ld [wCoins], a ld [wCoins + 1], a if START_MONEY >= $10000 ld a, HIGH(START_MONEY >> 8) endc ld [wMoney], a ld a, HIGH(START_MONEY) ; mid ld [wMoney + 1], a ld a, LOW(START_MONEY) ld [wMoney + 2], a xor a ld [wWhichMomItem], a ld hl, wMomItemTriggerBalance ld [hl], HIGH(MOM_MONEY >> 8) inc hl ld [hl], HIGH(MOM_MONEY) ; mid inc hl ld [hl], LOW(MOM_MONEY) call InitializeNPCNames farcall InitDecorations farcall DeletePartyMonMail farcall DeleteMobileEventIndex call ResetGameTime ret .InitList: ; Loads 0 in the count and -1 in the first item or mon slot. xor a ld [hli], a dec a ld [hl], a ret SetDefaultBoxNames: ld hl, wBoxNames ld c, 0 .loop push hl ld de, .Box call CopyName2 dec hl ld a, c inc a cp 10 jr c, .less sub 10 ld [hl], "1" inc hl .less add "0" ld [hli], a ld [hl], "@" pop hl ld de, 9 add hl, de inc c ld a, c cp NUM_BOXES jr c, .loop ret .Box: db "BOX@" InitializeMagikarpHouse: ld hl, wBestMagikarpLengthFeet ld a, $3 ld [hli], a ld a, $6 ld [hli], a ld de, .Ralph call CopyName2 ret .Ralph: db "RALPH@" InitializeNPCNames: ld hl, .Rival ld de, wRivalName call .Copy ld hl, .Mom ld de, wMomsName call .Copy ld hl, .Red ld de, wRedsName call .Copy ld hl, .Green ld de, wGreensName .Copy: ld bc, NAME_LENGTH call CopyBytes ret .Rival: db "???@" .Red: db "RED@" .Green: db "GREEN@" .Mom: db "MOM@" InitializeWorld: call ShrinkPlayer farcall SpawnPlayer farcall _InitializeStartDay ret LoadOrRegenerateLuckyIDNumber: ld a, BANK(sLuckyIDNumber) call GetSRAMBank ld a, [wCurDay] inc a ld b, a ld a, [sLuckyNumberDay] cp b ld a, [sLuckyIDNumber + 1] ld c, a ld a, [sLuckyIDNumber] jr z, .skip ld a, b ld [sLuckyNumberDay], a call Random ld c, a call Random .skip ld [wLuckyIDNumber], a ld [sLuckyIDNumber], a ld a, c ld [wLuckyIDNumber + 1], a ld [sLuckyIDNumber + 1], a jp CloseSRAM Continue: farcall TryLoadSaveFile jr c, .FailToLoad farcall _LoadData call LoadStandardMenuHeader call DisplaySaveInfoOnContinue ld a, $1 ld [hBGMapMode], a ld c, 20 call DelayFrames call ConfirmContinue jr nc, .Check1Pass call CloseWindow jr .FailToLoad .Check1Pass: call Continue_CheckRTC_RestartClock jr nc, .Check2Pass call CloseWindow jr .FailToLoad .Check2Pass: ld a, $8 ld [wMusicFade], a ld a, LOW(MUSIC_NONE) ld [wMusicFadeID], a ld a, HIGH(MUSIC_NONE) ld [wMusicFadeID + 1], a call ClearBGPalettes call Continue_MobileAdapterMenu call CloseWindow call ClearTileMap ld c, 20 call DelayFrames farcall JumpRoamMons farcall MysteryGift_CopyReceivedDecosToPC ; Mystery Gift farcall Function140ae ; time-related ld a, [wSpawnAfterChampion] cp SPAWN_LANCE jr z, .SpawnAfterE4 ld a, MAPSETUP_CONTINUE ld [hMapEntryMethod], a jp FinishContinueFunction .FailToLoad: ret .SpawnAfterE4: ld a, SPAWN_NEW_BARK ld [wDefaultSpawnpoint], a call PostCreditsSpawn jp FinishContinueFunction SpawnAfterRed: ld a, SPAWN_MT_SILVER ld [wDefaultSpawnpoint], a PostCreditsSpawn: xor a ld [wSpawnAfterChampion], a ld a, MAPSETUP_WARP ld [hMapEntryMethod], a ret Continue_MobileAdapterMenu: farcall Mobile_AlwaysReturnNotCarry ; mobile check ret nc ; the rest of this stuff is never reached because ; the previous function returns with carry not set ld hl, wd479 bit 1, [hl] ret nz ld a, 5 ld [wMusicFade], a ld a, LOW(MUSIC_MOBILE_ADAPTER_MENU) ld [wMusicFadeID], a ld a, HIGH(MUSIC_MOBILE_ADAPTER_MENU) ld [wMusicFadeID + 1], a ld c, 20 call DelayFrames ld c, $1 farcall InitMobileProfile ; mobile farcall _SaveData ld a, 8 ld [wMusicFade], a ld a, LOW(MUSIC_NONE) ld [wMusicFadeID], a ld a, HIGH(MUSIC_NONE) ld [wMusicFadeID + 1], a ld c, 35 call DelayFrames ret ConfirmContinue: .loop call DelayFrame call GetJoypad ld hl, hJoyPressed bit A_BUTTON_F, [hl] jr nz, .PressA bit B_BUTTON_F, [hl] jr z, .loop scf ret .PressA: ret Continue_CheckRTC_RestartClock: call CheckRTCStatus and %10000000 ; Day count exceeded 16383 jr z, .pass farcall RestartClock ld a, c and a jr z, .pass scf ret .pass xor a ret FinishContinueFunction: .loop xor a ld [wDontPlayMapMusicOnReload], a ld [wLinkMode], a ld hl, wGameTimerPause set GAMETIMERPAUSE_TIMER_PAUSED_F, [hl] res GAMETIMERPAUSE_MOBILE_7_F, [hl] ld hl, wEnteredMapFromContinue set 1, [hl] farcall OverworldLoop ld a, [wSpawnAfterChampion] cp SPAWN_RED jr z, .AfterRed jp Reset .AfterRed: call SpawnAfterRed jr .loop DisplaySaveInfoOnContinue: call CheckRTCStatus and %10000000 jr z, .clock_ok lb de, 4, 8 call DisplayContinueDataWithRTCError ret .clock_ok lb de, 4, 8 call DisplayNormalContinueData ret DisplaySaveInfoOnSave: lb de, 4, 0 jr DisplayNormalContinueData DisplayNormalContinueData: call Continue_LoadMenuHeader call Continue_DisplayBadgesDexPlayerName call Continue_PrintGameTime call LoadFontsExtra call UpdateSprites ret DisplayContinueDataWithRTCError: call Continue_LoadMenuHeader call Continue_DisplayBadgesDexPlayerName call Continue_UnknownGameTime call LoadFontsExtra call UpdateSprites ret Continue_LoadMenuHeader: xor a ld [hBGMapMode], a ld hl, .MenuHeader_Dex ld a, [wStatusFlags] bit STATUSFLAGS_POKEDEX_F, a jr nz, .show_menu ld hl, .MenuHeader_NoDex .show_menu call _OffsetMenuHeader call MenuBox call PlaceVerticalMenuItems ret .MenuHeader_Dex: db MENU_BACKUP_TILES ; flags menu_coords 0, 0, 15, 9 dw .MenuData_Dex db 1 ; default option .MenuData_Dex: db 0 ; flags db 4 ; items db "PLAYER@" db "BADGES@" db "#DEX@" db "TIME@" .MenuHeader_NoDex: db MENU_BACKUP_TILES ; flags menu_coords 0, 0, 15, 9 dw .MenuData_NoDex db 1 ; default option .MenuData_NoDex: db 0 ; flags db 4 ; items db "PLAYER <PLAYER>@" db "BADGES@" db " @" db "TIME@" Continue_DisplayBadgesDexPlayerName: call MenuBoxCoord2Tile push hl decoord 13, 4, 0 add hl, de call Continue_DisplayBadgeCount pop hl push hl decoord 12, 6, 0 add hl, de call Continue_DisplayPokedexNumCaught pop hl push hl decoord 8, 2, 0 add hl, de ld de, .Player call PlaceString pop hl ret .Player: db "<PLAYER>@" Continue_PrintGameTime: decoord 9, 8, 0 add hl, de call Continue_DisplayGameTime ret Continue_UnknownGameTime: decoord 9, 8, 0 add hl, de ld de, .three_question_marks call PlaceString ret .three_question_marks db " ???@" Continue_DisplayBadgeCount: push hl ld hl, wJohtoBadges ld b, 2 call CountSetBits pop hl ld de, wNumSetBits lb bc, 1, 2 jp PrintNum Continue_DisplayPokedexNumCaught: ld a, [wStatusFlags] bit STATUSFLAGS_POKEDEX_F, a ret z push hl ld hl, wPokedexCaught if NUM_POKEMON % 8 ld b, NUM_POKEMON / 8 + 1 else ld b, NUM_POKEMON / 8 endc call CountSetBits pop hl ld de, wNumSetBits lb bc, 1, 3 jp PrintNum Continue_DisplayGameTime: ld de, wGameTimeHours lb bc, 2, 3 call PrintNum ld [hl], "<COLON>" inc hl ld de, wGameTimeMinutes lb bc, PRINTNUM_LEADINGZEROS | 1, 2 jp PrintNum OakSpeech: farcall InitClock call RotateFourPalettesLeft call ClearTileMap ld de, MUSIC_ROUTE_30 call PlayMusic call RotateFourPalettesRight call RotateThreePalettesRight xor a ld [wCurPartySpecies], a ld a, POKEMON_PROF ld [wTrainerClass], a call Intro_PrepTrainerPic ld b, SCGB_TRAINER_OR_MON_FRONTPIC_PALS call GetSGBLayout call Intro_RotatePalettesLeftFrontpic ld hl, OakText1 call PrintText call RotateThreePalettesRight call ClearTileMap ld a, WOOPER ld [wCurSpecies], a ld [wCurPartySpecies], a call GetBaseData hlcoord 6, 4 call PrepMonFrontpic xor a ld [wTempMonDVs], a ld [wTempMonDVs + 1], a ld b, SCGB_TRAINER_OR_MON_FRONTPIC_PALS call GetSGBLayout call Intro_WipeInFrontpic ld hl, OakText2 call PrintText ld hl, OakText4 call PrintText call RotateThreePalettesRight call ClearTileMap xor a ld [wCurPartySpecies], a ld a, POKEMON_PROF ld [wTrainerClass], a call Intro_PrepTrainerPic ld b, SCGB_TRAINER_OR_MON_FRONTPIC_PALS call GetSGBLayout call Intro_RotatePalettesLeftFrontpic ld hl, OakText5 call PrintText call RotateThreePalettesRight call ClearTileMap xor a ld [wCurPartySpecies], a farcall DrawIntroPlayerPic ld b, SCGB_TRAINER_OR_MON_FRONTPIC_PALS call GetSGBLayout call Intro_RotatePalettesLeftFrontpic ld hl, OakText6 call PrintText call NamePlayer ld hl, OakText7 call PrintText ret OakText1: text_jump _OakText1 db "@" OakText2: text_jump _OakText2 start_asm ld a, WOOPER call PlayMonCry call WaitSFX ld hl, OakText3 ret OakText3: text_jump _OakText3 db "@" OakText4: text_jump _OakText4 db "@" OakText5: text_jump _OakText5 db "@" OakText6: text_jump _OakText6 db "@" OakText7: text_jump _OakText7 db "@" NamePlayer: farcall MovePlayerPicRight farcall ShowPlayerNamingChoices ld a, [wMenuCursorY] dec a jr z, .NewName call StorePlayerName farcall ApplyMonOrTrainerPals farcall MovePlayerPicLeft ret .NewName: ld b, 1 ld de, wPlayerName farcall NamingScreen call RotateThreePalettesRight call ClearTileMap call LoadFontsExtra call WaitBGMap xor a ld [wCurPartySpecies], a farcall DrawIntroPlayerPic ld b, SCGB_TRAINER_OR_MON_FRONTPIC_PALS call GetSGBLayout call RotateThreePalettesLeft ld hl, wPlayerName ld de, .Chris ld a, [wPlayerGender] bit PLAYERGENDER_FEMALE_F, a jr z, .Male ld de, .Kris .Male: call InitName ret .Chris: db "CHRIS@@@@@@" .Kris: db "KRIS@@@@@@@" Unreferenced_Function60e9: call LoadMenuHeader call VerticalMenu ld a, [wMenuCursorY] dec a call CopyNameFromMenu call CloseWindow ret StorePlayerName: ld a, "@" ld bc, NAME_LENGTH ld hl, wPlayerName call ByteFill ld hl, wPlayerName ld de, wStringBuffer2 call CopyName2 ret ShrinkPlayer: ld a, [hROMBank] push af ld a, 32 ; fade time ld [wMusicFade], a ld de, MUSIC_NONE ld a, e ld [wMusicFadeID], a ld a, d ld [wMusicFadeID + 1], a ld de, SFX_ESCAPE_ROPE call PlaySFX pop af rst Bankswitch ld c, 8 call DelayFrames ld hl, Shrink1Pic ld b, BANK(Shrink1Pic) call ShrinkFrame ld c, 8 call DelayFrames ld hl, Shrink2Pic ld b, BANK(Shrink2Pic) call ShrinkFrame ld c, 8 call DelayFrames hlcoord 6, 5 ld b, 7 ld c, 7 call ClearBox ld c, 3 call DelayFrames call Intro_PlacePlayerSprite call LoadFontsExtra ld c, 50 call DelayFrames call RotateThreePalettesRight call ClearTileMap ret Intro_RotatePalettesLeftFrontpic: ld hl, IntroFadePalettes ld b, IntroFadePalettes.End - IntroFadePalettes .loop ld a, [hli] call DmgToCgbBGPals ld c, 10 call DelayFrames dec b jr nz, .loop ret IntroFadePalettes: db %01010100 db %10101000 db %11111100 db %11111000 db %11110100 db %11100100 .End Intro_WipeInFrontpic: ld a, $77 ld [hWX], a call DelayFrame ld a, %11100100 call DmgToCgbBGPals .loop call DelayFrame ld a, [hWX] sub $8 cp -1 ret z ld [hWX], a jr .loop Intro_PrepTrainerPic: ld de, vTiles2 farcall GetTrainerPic xor a ld [hGraphicStartTile], a hlcoord 6, 4 lb bc, 7, 7 predef PlaceGraphic ret ShrinkFrame: ld de, vTiles2 ld c, 7 * 7 predef DecompressGet2bpp xor a ld [hGraphicStartTile], a hlcoord 6, 4 lb bc, 7, 7 predef PlaceGraphic ret Intro_PlacePlayerSprite: farcall GetPlayerIcon ld c, $c ld hl, vTiles0 call Request2bpp ld hl, wVirtualOAMSprite00 ld de, .sprites ld a, [de] inc de ld c, a .loop ld a, [de] inc de ld [hli], a ; y ld a, [de] inc de ld [hli], a ; x ld a, [de] inc de ld [hli], a ; tile id ld b, PAL_OW_RED ld a, [wPlayerGender] bit PLAYERGENDER_FEMALE_F, a jr z, .male ld b, PAL_OW_BLUE .male ld a, b ld [hli], a dec c jr nz, .loop ret .sprites db 4 ; y pxl, x pxl, tile offset db 9 * 8 + 4, 9 * 8, 0 db 9 * 8 + 4, 10 * 8, 1 db 10 * 8 + 4, 9 * 8, 2 db 10 * 8 + 4, 10 * 8, 3 CrystalIntroSequence: callfar Copyright_GFPresents jr c, StartTitleScreen farcall CrystalIntro StartTitleScreen: ld a, [rSVBK] push af ld a, BANK(wBGPals1) ld [rSVBK], a call .TitleScreen call DelayFrame .loop call RunTitleScreen jr nc, .loop call ClearSprites call ClearBGPalettes pop af ld [rSVBK], a ld hl, rLCDC res rLCDC_SPRITE_SIZE, [hl] ; 8x8 call ClearScreen call WaitBGMap2 xor a ld [hLCDCPointer], a ld [hSCX], a ld [hSCY], a ld a, $7 ld [hWX], a ld a, $90 ld [hWY], a ld b, SCGB_DIPLOMA call GetSGBLayout call UpdateTimePals ld a, [wIntroSceneFrameCounter] cp $5 jr c, .ok xor a .ok ld e, a ld d, 0 ld hl, .dw add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a jp hl .dw dw _MainMenu dw DeleteSaveData dw CrystalIntroSequence dw CrystalIntroSequence dw ResetClock .TitleScreen: farcall _TitleScreen ret RunTitleScreen: ld a, [wJumptableIndex] bit 7, a jr nz, .done_title call TitleScreenScene farcall SuicuneFrameIterator call DelayFrame and a ret .done_title scf ret Unreferenced_Function6292: ld a, [hVBlankCounter] and $7 ret nz ld hl, wLYOverrides + $5f ld a, [hl] dec a ld bc, 2 * SCREEN_WIDTH call ByteFill ret TitleScreenScene: ld e, a ld d, 0 ld hl, .scenes add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a jp hl .scenes dw TitleScreenEntrance dw TitleScreenTimer dw TitleScreenMain dw TitleScreenEnd .Unreferenced_NextScene: ld hl, wJumptableIndex inc [hl] ret TitleScreenEntrance: ; Animate the logo: ; Move each line by 4 pixels until our count hits 0. ld a, [hSCX] and a jr z, .done sub 4 ld [hSCX], a ; Lay out a base (all lines scrolling together). ld e, a ld hl, wLYOverrides ld bc, 8 * 10 ; logo height call ByteFill ; Reversed signage for every other line's position. ; This is responsible for the interlaced effect. ld a, e xor $ff inc a ld b, 8 * 10 / 2 ; logo height / 2 ld hl, wLYOverrides + 1 .loop ld [hli], a inc hl dec b jr nz, .loop farcall AnimateTitleCrystal ret .done ; Next scene ld hl, wJumptableIndex inc [hl] xor a ld [hLCDCPointer], a ; Play the title screen music. ld de, MUSIC_TITLE call PlayMusic ld a, $88 ld [hWY], a ret TitleScreenTimer: ; Next scene ld hl, wJumptableIndex inc [hl] ; Start a timer ld hl, wTitleScreenTimer ld de, 73 * 60 + 36 ld [hl], e inc hl ld [hl], d ret TitleScreenMain: ; Run the timer down. ld hl, wTitleScreenTimer ld e, [hl] inc hl ld d, [hl] ld a, e or d jr z, .end dec de ld [hl], d dec hl ld [hl], e ; Save data can be deleted by pressing Up + B + Select. call GetJoypad ld hl, hJoyDown ld a, [hl] and D_UP + B_BUTTON + SELECT cp D_UP + B_BUTTON + SELECT jr z, .delete_save_data ; To bring up the clock reset dialog: ; Hold Down + B + Select to initiate the sequence. ld a, [hClockResetTrigger] cp $34 jr z, .check_clock_reset ld a, [hl] and D_DOWN + B_BUTTON + SELECT cp D_DOWN + B_BUTTON + SELECT jr nz, .check_start ld a, $34 ld [hClockResetTrigger], a jr .check_start ; Keep Select pressed, and hold Left + Up. ; Then let go of Select. .check_clock_reset bit SELECT_F, [hl] jr nz, .check_start xor a ld [hClockResetTrigger], a ld a, [hl] and D_LEFT + D_UP cp D_LEFT + D_UP jr z, .clock_reset ; Press Start or A to start the game. .check_start ld a, [hl] and START | A_BUTTON jr nz, .incave ret .incave ld a, 0 jr .done .delete_save_data ld a, 1 .done ld [wIntroSceneFrameCounter], a ; Return to the intro sequence. ld hl, wJumptableIndex set 7, [hl] ret .end ; Next scene ld hl, wJumptableIndex inc [hl] ; Fade out the title screen music xor a ld [wMusicFadeID], a ld [wMusicFadeID + 1], a ld hl, wMusicFade ld [hl], 8 ; 1 second ld hl, wTitleScreenTimer inc [hl] ret .clock_reset ld a, 4 ld [wIntroSceneFrameCounter], a ; Return to the intro sequence. ld hl, wJumptableIndex set 7, [hl] ret TitleScreenEnd: ; Wait until the music is done fading. ld hl, wTitleScreenTimer inc [hl] ld a, [wMusicFade] and a ret nz ld a, 2 ld [wIntroSceneFrameCounter], a ; Back to the intro. ld hl, wJumptableIndex set 7, [hl] ret DeleteSaveData: farcall _DeleteSaveData jp Init ResetClock: farcall _ResetClock jp Init Unreferenced_Function639b: ; If bit 0 or 1 of [wTitleScreenTimer] is set, we don't need to be here. ld a, [wTitleScreenTimer] and %00000011 ret nz ld bc, wSpriteAnim10 ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc ; over-the-top compicated way to load wc3ae into hl ld l, [hl] ld h, 0 add hl, hl add hl, hl ld de, .Data63ca add hl, de ; If bit 2 of [wTitleScreenTimer] is set, get the second dw; else, get the first dw ld a, [wTitleScreenTimer] and %00000100 srl a srl a ld e, a ld d, 0 add hl, de add hl, de ld a, [hli] and a ret z ld e, a ld d, [hl] ld a, SPRITE_ANIM_INDEX_GS_TITLE_TRAIL call _InitSpriteAnimStruct ret .Data63ca: ; frame 0 y, x; frame 1 y, x db 11 * 8 + 4, 10 * 8, 0 * 8, 0 * 8 db 11 * 8 + 4, 13 * 8, 11 * 8 + 4, 11 * 8 db 11 * 8 + 4, 13 * 8, 11 * 8 + 4, 15 * 8 db 11 * 8 + 4, 17 * 8, 11 * 8 + 4, 15 * 8 db 0 * 8, 0 * 8, 11 * 8 + 4, 15 * 8 db 0 * 8, 0 * 8, 11 * 8 + 4, 11 * 8 Copyright: call ClearTileMap call LoadFontsExtra ld de, CopyrightGFX ld hl, vTiles2 tile $60 lb bc, BANK(CopyrightGFX), 29 call Request2bpp hlcoord 2, 7 ld de, CopyrightString jp PlaceString CopyrightString: ; ©1995-2001 Nintendo db $60, $61, $62, $63, $64, $65, $66 db $67, $68, $69, $6a, $6b, $6c ; ©1995-2001 Creatures inc. next $60, $61, $62, $63, $64, $65, $66 db $6d, $6e, $6f, $70, $71, $72, $7a, $7b, $7c ; ©1995-2001 GAME FREAK inc. next $60, $61, $62, $63, $64, $65, $66 db $73, $74, $75, $76, $77, $78, $79, $7a, $7b, $7c db "@" GameInit:: farcall TryLoadSaveData call ClearWindowData call ClearBGPalettes call ClearTileMap ld a, HIGH(vBGMap0) ld [hBGMapAddress + 1], a xor a ; LOW(vBGMap0) ld [hBGMapAddress], a ld [hJoyDown], a ld [hSCX], a ld [hSCY], a ld a, $90 ld [hWY], a call WaitBGMap jp CrystalIntroSequence