ref: 1b9540cc49f76626445d2cb5744be1e81c709ca8
dir: /engine/menus/main_menu.asm/
MainMenu: ; Check save file call InitOptions xor a ld [wOptionsInitialized], a inc a ld [wSaveFileStatus], a call CheckForPlayerNameInSRAM jr nc, .mainMenuLoop predef LoadSAV .mainMenuLoop ld c, 20 call DelayFrames xor a ; LINK_STATE_NONE ld [wLinkState], a ld hl, wPartyAndBillsPCSavedMenuItem ld [hli], a ld [hli], a ld [hli], a ld [hl], a ld [wDefaultMap], a ld hl, wd72e res 6, [hl] call ClearScreen call RunDefaultPaletteCommand call LoadTextBoxTilePatterns call LoadFontTilePatterns ld hl, wd730 set 6, [hl] ld a, [wSaveFileStatus] cp 1 jr z, .noSaveFile ; there's a save file hlcoord 0, 0 ld b, 6 ld c, 13 call TextBoxBorder hlcoord 2, 2 ld de, ContinueText call PlaceString jr .next2 .noSaveFile hlcoord 0, 0 ld b, 4 ld c, 13 call TextBoxBorder hlcoord 2, 2 ld de, NewGameText call PlaceString .next2 ld hl, wd730 res 6, [hl] call UpdateSprites xor a ld [wCurrentMenuItem], a ld [wLastMenuItem], a ld [wMenuJoypadPollCount], a inc a ld [wTopMenuItemX], a inc a ld [wTopMenuItemY], a ld a, A_BUTTON | B_BUTTON | START ld [wMenuWatchedKeys], a ld a, [wSaveFileStatus] ld [wMaxMenuItem], a call HandleMenuInput bit BIT_B_BUTTON, a jp nz, DisplayTitleScreen ; if so, go back to the title screen ld c, 20 call DelayFrames ld a, [wCurrentMenuItem] ld b, a ld a, [wSaveFileStatus] cp 2 jp z, .skipInc ; If there's no save file, increment the current menu item so that the numbers ; are the same whether or not there's a save file. inc b .skipInc ld a, b and a jr z, .choseContinue cp 1 jp z, StartNewGame call DisplayOptionMenu ld a, 1 ld [wOptionsInitialized], a jp .mainMenuLoop .choseContinue call DisplayContinueGameInfo ld hl, wCurrentMapScriptFlags set 5, [hl] .inputLoop xor a ldh [hJoyPressed], a ldh [hJoyReleased], a ldh [hJoyHeld], a call Joypad ldh a, [hJoyHeld] bit 0, a jr nz, .pressedA bit 1, a jp nz, .mainMenuLoop ; pressed B jr .inputLoop .pressedA call GBPalWhiteOutWithDelay3 call ClearScreen ld a, PLAYER_DIR_DOWN ld [wPlayerDirection], a ld c, 10 call DelayFrames ld a, [wNumHoFTeams] and a jp z, SpecialEnterMap ld a, [wCurMap] ; map ID cp HALL_OF_FAME jp nz, SpecialEnterMap xor a ld [wDestinationMap], a ld hl, wd732 set 2, [hl] ; fly warp or dungeon warp call SpecialWarpIn jp SpecialEnterMap InitOptions: ld a, TEXT_DELAY_FAST ld [wLetterPrintingDelayFlags], a ld a, TEXT_DELAY_MEDIUM ld [wOptions], a ret LinkMenu: xor a ld [wLetterPrintingDelayFlags], a ld hl, wd72e set 6, [hl] ld hl, LinkMenuEmptyText call PrintText call SaveScreenTilesToBuffer1 ld hl, WhereWouldYouLikeText call PrintText hlcoord 5, 5 ld b, $6 ld c, $d call TextBoxBorder call UpdateSprites hlcoord 7, 7 ld de, CableClubOptionsText call PlaceString xor a ld [wUnusedCD37], a ld [wd72d], a ld hl, wTopMenuItemY ld a, $7 ld [hli], a ld a, $6 ld [hli], a xor a ld [hli], a inc hl ld a, $2 ld [hli], a inc a ; ld a, A_BUTTON | B_BUTTON ld [hli], a ; wMenuWatchedKeys xor a ld [hl], a .waitForInputLoop call HandleMenuInput and A_BUTTON | B_BUTTON add a add a ld b, a ld a, [wCurrentMenuItem] add b add $d0 ld [wLinkMenuSelectionSendBuffer], a ld [wLinkMenuSelectionSendBuffer + 1], a .exchangeMenuSelectionLoop call Serial_ExchangeLinkMenuSelection ld a, [wLinkMenuSelectionReceiveBuffer] ld b, a and $f0 cp $d0 jr z, .checkEnemyMenuSelection ld a, [wLinkMenuSelectionReceiveBuffer + 1] ld b, a and $f0 cp $d0 jr nz, .exchangeMenuSelectionLoop .checkEnemyMenuSelection ld a, b and $c ; did the enemy press A or B? jr nz, .enemyPressedAOrB ; the enemy didn't press A or B ld a, [wLinkMenuSelectionSendBuffer] and $c ; did the player press A or B? jr z, .waitForInputLoop ; if neither the player nor the enemy pressed A or B, try again jr .doneChoosingMenuSelection ; if the player pressed A or B but the enemy didn't, use the player's selection .enemyPressedAOrB ld a, [wLinkMenuSelectionSendBuffer] and $c ; did the player press A or B? jr z, .useEnemyMenuSelection ; if the enemy pressed A or B but the player didn't, use the enemy's selection ; the enemy and the player both pressed A or B ; The gameboy that is clocking the connection wins. ldh a, [hSerialConnectionStatus] cp USING_INTERNAL_CLOCK jr z, .doneChoosingMenuSelection .useEnemyMenuSelection ld a, b ld [wLinkMenuSelectionSendBuffer], a and $3 ld [wCurrentMenuItem], a .doneChoosingMenuSelection ldh a, [hSerialConnectionStatus] cp USING_INTERNAL_CLOCK jr nz, .skipStartingTransfer call DelayFrame call DelayFrame ld a, START_TRANSFER_INTERNAL_CLOCK ldh [rSC], a .skipStartingTransfer ld b, " " ld c, " " ld d, "▷" ld a, [wLinkMenuSelectionSendBuffer] and (B_BUTTON << 2) ; was B button pressed? jr nz, .updateCursorPosition ; A button was pressed ld a, [wCurrentMenuItem] cp $2 jr z, .updateCursorPosition ld c, d ld d, b dec a jr z, .updateCursorPosition ld b, c ld c, d .updateCursorPosition ld a, b ldcoord_a 6, 7 ld a, c ldcoord_a 6, 9 ld a, d ldcoord_a 6, 11 ld c, 40 call DelayFrames call LoadScreenTilesFromBuffer1 ld a, [wLinkMenuSelectionSendBuffer] and (B_BUTTON << 2) ; was B button pressed? jr nz, .choseCancel ; cancel if B pressed ld a, [wCurrentMenuItem] cp $2 jr z, .choseCancel xor a ld [wWalkBikeSurfState], a ; start walking ld a, [wCurrentMenuItem] and a ld a, COLOSSEUM jr nz, .next ld a, TRADE_CENTER .next ld [wd72d], a ld hl, PleaseWaitText call PrintText ld c, 50 call DelayFrames ld hl, wd732 res 1, [hl] ld a, [wDefaultMap] ld [wDestinationMap], a call SpecialWarpIn ld c, 20 call DelayFrames xor a ld [wMenuJoypadPollCount], a ld [wSerialExchangeNybbleSendData], a inc a ; LINK_STATE_IN_CABLE_CLUB ld [wLinkState], a ld [wEnteringCableClub], a jr SpecialEnterMap .choseCancel xor a ld [wMenuJoypadPollCount], a vc_hook Wireless_net_stop call Delay3 call CloseLinkConnection ld hl, LinkCanceledText vc_hook Wireless_net_end call PrintText ld hl, wd72e res 6, [hl] ret WhereWouldYouLikeText: text_far _WhereWouldYouLikeText text_end PleaseWaitText: text_far _PleaseWaitText text_end LinkCanceledText: text_far _LinkCanceledText text_end StartNewGame: ld hl, wd732 res 1, [hl] ; fallthrough StartNewGameDebug: call OakSpeech ld c, 20 call DelayFrames ; enter map after using a special warp or loading the game from the main menu SpecialEnterMap:: xor a ldh [hJoyPressed], a ldh [hJoyHeld], a ldh [hJoy5], a ld [wd72d], a ld hl, wd732 set 0, [hl] ; count play time call ResetPlayerSpriteData ld c, 20 call DelayFrames ld a, [wEnteringCableClub] and a ret nz jp EnterMap ContinueText: db "CONTINUE" next "" ; fallthrough NewGameText: db "NEW GAME" next "OPTION@" CableClubOptionsText: db "TRADE CENTER" next "COLOSSEUM" next "CANCEL@" DisplayContinueGameInfo: xor a ldh [hAutoBGTransferEnabled], a hlcoord 4, 7 ld b, 8 ld c, 14 call TextBoxBorder hlcoord 5, 9 ld de, SaveScreenInfoText call PlaceString hlcoord 12, 9 ld de, wPlayerName call PlaceString hlcoord 17, 11 call PrintNumBadges hlcoord 16, 13 call PrintNumOwnedMons hlcoord 13, 15 call PrintPlayTime ld a, 1 ldh [hAutoBGTransferEnabled], a ld c, 30 jp DelayFrames PrintSaveScreenText: xor a ldh [hAutoBGTransferEnabled], a hlcoord 4, 0 ld b, $8 ld c, $e call TextBoxBorder call LoadTextBoxTilePatterns call UpdateSprites hlcoord 5, 2 ld de, SaveScreenInfoText call PlaceString hlcoord 12, 2 ld de, wPlayerName call PlaceString hlcoord 17, 4 call PrintNumBadges hlcoord 16, 6 call PrintNumOwnedMons hlcoord 13, 8 call PrintPlayTime ld a, $1 ldh [hAutoBGTransferEnabled], a ld c, 30 jp DelayFrames PrintNumBadges: push hl ld hl, wObtainedBadges ld b, $1 call CountSetBits pop hl ld de, wNumSetBits lb bc, 1, 2 jp PrintNumber PrintNumOwnedMons: push hl ld hl, wPokedexOwned ld b, wPokedexOwnedEnd - wPokedexOwned call CountSetBits pop hl ld de, wNumSetBits lb bc, 1, 3 jp PrintNumber PrintPlayTime: ld de, wPlayTimeHours lb bc, 1, 3 call PrintNumber ld [hl], $6d inc hl ld de, wPlayTimeMinutes lb bc, LEADING_ZEROES | 1, 2 jp PrintNumber SaveScreenInfoText: db "PLAYER" next "BADGES " next "#DEX " next "TIME@" DisplayOptionMenu: hlcoord 0, 0 ld b, 3 ld c, 18 call TextBoxBorder hlcoord 0, 5 ld b, 3 ld c, 18 call TextBoxBorder hlcoord 0, 10 ld b, 3 ld c, 18 call TextBoxBorder hlcoord 1, 1 ld de, TextSpeedOptionText call PlaceString hlcoord 1, 6 ld de, BattleAnimationOptionText call PlaceString hlcoord 1, 11 ld de, BattleStyleOptionText call PlaceString hlcoord 2, 16 ld de, OptionMenuCancelText call PlaceString xor a ld [wCurrentMenuItem], a ld [wLastMenuItem], a inc a ld [wLetterPrintingDelayFlags], a ld [wOptionsCancelCursorX], a ld a, 3 ; text speed cursor Y coordinate ld [wTopMenuItemY], a call SetCursorPositionsFromOptions ld a, [wOptionsTextSpeedCursorX] ; text speed cursor X coordinate ld [wTopMenuItemX], a ld a, $01 ldh [hAutoBGTransferEnabled], a ; enable auto background transfer call Delay3 .loop call PlaceMenuCursor call SetOptionsFromCursorPositions .getJoypadStateLoop call JoypadLowSensitivity ldh a, [hJoy5] ld b, a and A_BUTTON | B_BUTTON | START | D_RIGHT | D_LEFT | D_UP | D_DOWN ; any key besides select pressed? jr z, .getJoypadStateLoop bit BIT_B_BUTTON, b jr nz, .exitMenu bit BIT_START, b jr nz, .exitMenu bit BIT_A_BUTTON, b jr z, .checkDirectionKeys ld a, [wTopMenuItemY] cp 16 ; is the cursor on Cancel? jr nz, .loop .exitMenu ld a, SFX_PRESS_AB call PlaySound ret .eraseOldMenuCursor ld [wTopMenuItemX], a call EraseMenuCursor jp .loop .checkDirectionKeys ld a, [wTopMenuItemY] bit BIT_D_DOWN, b jr nz, .downPressed bit BIT_D_UP, b jr nz, .upPressed cp 8 ; cursor in Battle Animation section? jr z, .cursorInBattleAnimation cp 13 ; cursor in Battle Style section? jr z, .cursorInBattleStyle cp 16 ; cursor on Cancel? jr z, .loop .cursorInTextSpeed bit BIT_D_LEFT, b jp nz, .pressedLeftInTextSpeed jp .pressedRightInTextSpeed .downPressed cp 16 ld b, -13 ld hl, wOptionsTextSpeedCursorX jr z, .updateMenuVariables ld b, 5 cp 3 inc hl jr z, .updateMenuVariables cp 8 inc hl jr z, .updateMenuVariables ld b, 3 inc hl jr .updateMenuVariables .upPressed cp 8 ld b, -5 ld hl, wOptionsTextSpeedCursorX jr z, .updateMenuVariables cp 13 inc hl jr z, .updateMenuVariables cp 16 ld b, -3 inc hl jr z, .updateMenuVariables ld b, 13 inc hl .updateMenuVariables add b ld [wTopMenuItemY], a ld a, [hl] ld [wTopMenuItemX], a call PlaceUnfilledArrowMenuCursor jp .loop .cursorInBattleAnimation ld a, [wOptionsBattleAnimCursorX] ; battle animation cursor X coordinate xor $0b ; toggle between 1 and 10 ld [wOptionsBattleAnimCursorX], a jp .eraseOldMenuCursor .cursorInBattleStyle ld a, [wOptionsBattleStyleCursorX] ; battle style cursor X coordinate xor $0b ; toggle between 1 and 10 ld [wOptionsBattleStyleCursorX], a jp .eraseOldMenuCursor .pressedLeftInTextSpeed ld a, [wOptionsTextSpeedCursorX] ; text speed cursor X coordinate cp 1 jr z, .updateTextSpeedXCoord cp 7 jr nz, .fromSlowToMedium sub 6 jr .updateTextSpeedXCoord .fromSlowToMedium sub 7 jr .updateTextSpeedXCoord .pressedRightInTextSpeed ld a, [wOptionsTextSpeedCursorX] ; text speed cursor X coordinate cp 14 jr z, .updateTextSpeedXCoord cp 7 jr nz, .fromFastToMedium add 7 jr .updateTextSpeedXCoord .fromFastToMedium add 6 .updateTextSpeedXCoord ld [wOptionsTextSpeedCursorX], a ; text speed cursor X coordinate jp .eraseOldMenuCursor TextSpeedOptionText: db "TEXT SPEED" next " FAST MEDIUM SLOW@" BattleAnimationOptionText: db "BATTLE ANIMATION" next " ON OFF@" BattleStyleOptionText: db "BATTLE STYLE" next " SHIFT SET@" OptionMenuCancelText: db "CANCEL@" ; sets the options variable according to the current placement of the menu cursors in the options menu SetOptionsFromCursorPositions: ld hl, TextSpeedOptionData ld a, [wOptionsTextSpeedCursorX] ; text speed cursor X coordinate ld c, a .loop ld a, [hli] cp c jr z, .textSpeedMatchFound inc hl jr .loop .textSpeedMatchFound ld a, [hl] ld d, a ld a, [wOptionsBattleAnimCursorX] ; battle animation cursor X coordinate dec a jr z, .battleAnimationOn .battleAnimationOff set 7, d jr .checkBattleStyle .battleAnimationOn res 7, d .checkBattleStyle ld a, [wOptionsBattleStyleCursorX] ; battle style cursor X coordinate dec a jr z, .battleStyleShift .battleStyleSet set 6, d jr .storeOptions .battleStyleShift res 6, d .storeOptions ld a, d ld [wOptions], a ret ; reads the options variable and places menu cursors in the correct positions within the options menu SetCursorPositionsFromOptions: ld hl, TextSpeedOptionData + 1 ld a, [wOptions] ld c, a and $3f push bc ld de, 2 call IsInArray pop bc dec hl ld a, [hl] ld [wOptionsTextSpeedCursorX], a ; text speed cursor X coordinate hlcoord 0, 3 call .placeUnfilledRightArrow sla c ld a, 1 ; On jr nc, .storeBattleAnimationCursorX ld a, 10 ; Off .storeBattleAnimationCursorX ld [wOptionsBattleAnimCursorX], a ; battle animation cursor X coordinate hlcoord 0, 8 call .placeUnfilledRightArrow sla c ld a, 1 jr nc, .storeBattleStyleCursorX ld a, 10 .storeBattleStyleCursorX ld [wOptionsBattleStyleCursorX], a ; battle style cursor X coordinate hlcoord 0, 13 call .placeUnfilledRightArrow ; cursor in front of Cancel hlcoord 0, 16 ld a, 1 .placeUnfilledRightArrow ld e, a ld d, 0 add hl, de ld [hl], "▷" ret ; table that indicates how the 3 text speed options affect frame delays ; Format: ; 00: X coordinate of menu cursor ; 01: delay after printing a letter (in frames) TextSpeedOptionData: db 14, TEXT_DELAY_SLOW db 7, TEXT_DELAY_MEDIUM db 1, TEXT_DELAY_FAST db 7, -1 ; end (default X coordinate) CheckForPlayerNameInSRAM: ; Check if the player name data in SRAM has a string terminator character ; (indicating that a name may have been saved there) and return whether it does ; in carry. ld a, SRAM_ENABLE ld [MBC1SRamEnable], a ld a, $1 ld [MBC1SRamBankingMode], a ld [MBC1SRamBank], a ld b, NAME_LENGTH ld hl, sPlayerName .loop ld a, [hli] cp "@" jr z, .found dec b jr nz, .loop ; not found xor a ld [MBC1SRamEnable], a ld [MBC1SRamBankingMode], a and a ret .found xor a ld [MBC1SRamEnable], a ld [MBC1SRamBankingMode], a scf ret