ref: 1ee8de792ba5bf45290a4cb49b6bc3ee6aa539f3
parent: d307c854991f5eb24e12935e6906ad81ed244334
author: yenatch <yenatch@gmail.com>
date: Sun May 25 06:26:42 EDT 2014
Move bank 0 into home.asm.
--- /dev/null
+++ b/home.asm
@@ -1,0 +1,10171 @@
+; The rst vectors are unused.
+SECTION "rst00", ROM0[$00]
+ rst $38
+SECTION "rst08", ROM0[$08]
+ rst $38
+SECTION "rst10", ROM0[$10]
+ rst $38
+SECTION "rst18", ROM0[$18]
+ rst $38
+SECTION "rst20", ROM0[$20]
+ rst $38
+SECTION "rst28", ROM0[$28]
+ rst $38
+SECTION "rst30", ROM0[$30]
+ rst $38
+SECTION "rst38", ROM0[$38]
+ rst $38
+
+; interrupts
+SECTION "vblank", ROM0[$40]
+ jp VBlank
+SECTION "lcdc", ROM0[$48]
+ rst $38
+SECTION "timer", ROM0[$50]
+ jp Timer
+SECTION "serial", ROM0[$58]
+ jp Serial
+SECTION "joypad", ROM0[$60]
+ reti
+
+
+SECTION "bank0",ROM0[$61]
+
+DisableLCD::
+ xor a
+ ld [rIF], a
+ ld a, [rIE]
+ ld b, a
+ res 0, a
+ ld [rIE], a
+
+.wait
+ ld a, [rLY]
+ cp LY_VBLANK
+ jr nz, .wait
+
+ ld a, [rLCDC]
+ and $ff ^ rLCDC_ENABLE_MASK
+ ld [rLCDC], a
+ ld a, b
+ ld [rIE], a
+ ret
+
+EnableLCD::
+ ld a, [rLCDC]
+ set rLCDC_ENABLE, a
+ ld [rLCDC], a
+ ret
+
+ClearSprites::
+ xor a
+ ld hl, wOAMBuffer
+ ld b, 40 * 4
+.loop
+ ld [hli], a
+ dec b
+ jr nz, .loop
+ ret
+
+HideSprites::
+ ld a, 160
+ ld hl, wOAMBuffer
+ ld de, 4
+ ld b, 40
+.loop
+ ld [hl], a
+ add hl, de
+ dec b
+ jr nz, .loop
+ ret
+
+FarCopyData::
+; Copy bc bytes from a:hl to de.
+ ld [wBuffer], a
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, [wBuffer]
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+ call CopyData
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+ ret
+
+CopyData::
+; Copy bc bytes from hl to de.
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec bc
+ ld a, c
+ or b
+ jr nz, CopyData
+ ret
+
+
+SECTION "Entry", ROM0[$100]
+ nop
+ jp Start
+
+
+SECTION "Start", ROM0[$150]
+
+Start::
+ cp GBC
+ jr z, .gbc
+ xor a
+ jr .ok
+.gbc
+ ld a, 0
+.ok
+ ld [wGBC], a
+ jp Init
+
+
+ReadJoypad::
+; Poll joypad input.
+; Unlike the hardware register, button
+; presses are indicated by a set bit.
+
+ ld a, 1 << 5 ; select direction keys
+ ld c, 0
+
+ ld [rJOYP], a
+ rept 6
+ ld a, [rJOYP]
+ endr
+ cpl
+ and %1111
+ swap a
+ ld b, a
+
+ ld a, 1 << 4 ; select button keys
+ ld [rJOYP], a
+ rept 10
+ ld a, [rJOYP]
+ endr
+ cpl
+ and %1111
+ or b
+
+ ld [H_JOYPADSTATE], a
+
+ ld a, 1 << 4 + 1 << 5 ; deselect keys
+ ld [rJOYP], a
+ ret
+
+GetJoypadState::
+; Update the joypad state variables:
+; [H_NEWLYRELEASEDBUTTONS] keys released since last time
+; [H_NEWLYPRESSEDBUTTONS] keys pressed since last time
+; [H_CURRENTPRESSEDBUTTONS] currently pressed keys
+ homecall _GetJoypadState
+ ret
+
+
+INCLUDE "data/map_header_pointers.asm"
+
+HandleMidJump::
+; Handle the player jumping down
+; a ledge in the overworld.
+ ld b, BANK(_HandleMidJump)
+ ld hl, _HandleMidJump
+ jp Bankswitch
+
+EnterMap::
+; Load a new map.
+ ld a, $ff
+ ld [wJoypadForbiddenButtonsMask], a
+ call LoadMapData
+ callba Func_c335 ; initialize map variables
+ ld hl, $d72c
+ bit 0, [hl]
+ jr z, .doNotCountSteps
+ ld a, 3
+ ld [$d13c], a ; some kind of step counter (counts up to 3 steps?)
+.doNotCountSteps
+ ld hl, $d72e
+ bit 5, [hl] ; did a battle happen immediately before this?
+ res 5, [hl] ; unset the "battle just happened" flag
+ call z, Func_12e7
+ call nz, MapEntryAfterBattle
+ ld hl, $d732
+ ld a, [hl]
+ and 1 << 4 | 1 << 3
+ jr z, .didNotFlyOrTeleportIn
+ res 3, [hl]
+ callba Func_70510 ; display fly/teleport in graphical effect
+ call UpdateSprites
+.didNotFlyOrTeleportIn
+ callba CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road
+ ld hl, $d72d
+ res 5, [hl]
+ call UpdateSprites
+ ld hl, $d126
+ set 5, [hl]
+ set 6, [hl]
+ xor a
+ ld [wJoypadForbiddenButtonsMask], a
+
+OverworldLoop::
+ call DelayFrame
+OverworldLoopLessDelay::
+ call DelayFrame
+ call LoadGBPal
+ ld a,[$d736]
+ bit 6,a ; jumping down a ledge?
+ call nz, HandleMidJump
+ ld a,[wWalkCounter]
+ and a
+ jp nz,.moveAhead ; if the player sprite has not yet completed the walking animation
+ call GetJoypadStateOverworld ; get joypad state (which is possibly simulated)
+ callba SafariZoneCheck
+ ld a,[$da46]
+ and a
+ jp nz,WarpFound2
+ ld hl,$d72d
+ bit 3,[hl]
+ res 3,[hl]
+ jp nz,WarpFound2
+ ld a,[$d732]
+ and a,$18
+ jp nz,HandleFlyOrTeleportAway
+ ld a,[W_CUROPPONENT]
+ and a
+ jp nz,.newBattle
+ ld a,[$d730]
+ bit 7,a ; are we simulating button presses?
+ jr z,.notSimulating
+ ld a,[H_CURRENTPRESSEDBUTTONS]
+ jr .checkIfStartIsPressed
+.notSimulating
+ ld a,[H_NEWLYPRESSEDBUTTONS]
+.checkIfStartIsPressed
+ bit 3,a ; start button
+ jr z,.startButtonNotPressed
+; if START is pressed
+ xor a
+ ld [$ff8c],a ; the $2920 ID for the start menu is 0
+ jp .displayDialogue
+.startButtonNotPressed
+ bit 0,a ; A button
+ jp z,.checkIfDownButtonIsPressed
+; if A is pressed
+ ld a,[$d730]
+ bit 2,a
+ jp nz,.noDirectionButtonsPressed
+ call Func_30fd
+ jr nz,.checkForOpponent
+ call Func_3eb5 ; check for hidden items, PC's, etc.
+ ld a,[$ffeb]
+ and a
+ jp z,OverworldLoop
+ call IsSpriteOrSignInFrontOfPlayer ; check for sign or sprite in front of the player
+ ld a,[$ff8c] ; $2920 ID for NPC/sign text, if any
+ and a
+ jp z,OverworldLoop
+.displayDialogue
+ ld a,$35
+ call Predef ; check what is in front of the player
+ call UpdateSprites ; move sprites
+ ld a,[wFlags_0xcd60]
+ bit 2,a
+ jr nz,.checkForOpponent
+ bit 0,a
+ jr nz,.checkForOpponent
+ FuncCoord 8, 9 ; $c45c
+ ld a,[Coord]
+ ld [$cf0e],a
+ call DisplayTextID ; display either the start menu or the NPC/sign text
+ ld a,[$cc47]
+ and a
+ jr z,.checkForOpponent
+ dec a
+ ld a,$00
+ ld [$cc47],a
+ jr z,.changeMap
+ ld a,$52
+ call Predef
+ ld a,[W_CURMAP]
+ ld [$d71a],a
+ call Func_62ce
+ ld a,[W_CURMAP]
+ call SwitchToMapRomBank ; switch to the ROM bank of the current map
+ ld hl,$d367
+ set 7,[hl]
+.changeMap
+ jp EnterMap
+.checkForOpponent
+ ld a,[W_CUROPPONENT]
+ and a
+ jp nz,.newBattle
+ jp OverworldLoop
+.noDirectionButtonsPressed
+ ld hl,wFlags_0xcd60
+ res 2,[hl]
+ call UpdateSprites ; move sprites
+ ld a,$01
+ ld [$cc4b],a
+ ld a,[$d528] ; the direction that was pressed last time
+ and a
+ jp z,OverworldLoop
+; if a direction was pressed last time
+ ld [$d529],a ; save the last direction
+ xor a
+ ld [$d528],a ; zero the direction
+ jp OverworldLoop
+.checkIfDownButtonIsPressed
+ ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state
+ bit 7,a ; down button
+ jr z,.checkIfUpButtonIsPressed
+ ld a,$01
+ ld [$c103],a
+ ld a,$04
+ jr .handleDirectionButtonPress
+.checkIfUpButtonIsPressed
+ bit 6,a ; up button
+ jr z,.checkIfLeftButtonIsPressed
+ ld a,$ff
+ ld [$c103],a
+ ld a,$08
+ jr .handleDirectionButtonPress
+.checkIfLeftButtonIsPressed
+ bit 5,a ; left button
+ jr z,.checkIfRightButtonIsPressed
+ ld a,$ff
+ ld [$c105],a
+ ld a,$02
+ jr .handleDirectionButtonPress
+.checkIfRightButtonIsPressed
+ bit 4,a ; right button
+ jr z,.noDirectionButtonsPressed
+ ld a,$01
+ ld [$c105],a
+.handleDirectionButtonPress
+ ld [$d52a],a ; new direction
+ ld a,[$d730]
+ bit 7,a ; are we simulating button presses?
+ jr nz,.noDirectionChange ; ignore direction changes if we are
+ ld a,[$cc4b]
+ and a
+ jr z,.noDirectionChange
+ ld a,[$d52a] ; new direction
+ ld b,a
+ ld a,[$d529] ; old direction
+ cp b
+ jr z,.noDirectionChange
+; the code below is strange
+; it computes whether or not the player did a 180 degree turn, but then overwrites the result
+; also, it does a seemingly pointless loop afterwards
+ swap a ; put old direction in upper half
+ or b ; put new direction in lower half
+ cp a,$48 ; change dir from down to up
+ jr nz,.notDownToUp
+ ld a,$02
+ ld [$d528],a
+ jr .oddLoop
+.notDownToUp
+ cp a,$84 ; change dir from up to down
+ jr nz,.notUpToDown
+ ld a,$01
+ ld [$d528],a
+ jr .oddLoop
+.notUpToDown
+ cp a,$12 ; change dir from right to left
+ jr nz,.notRightToLeft
+ ld a,$04
+ ld [$d528],a
+ jr .oddLoop
+.notRightToLeft
+ cp a,$21 ; change dir from left to right
+ jr nz,.oddLoop
+ ld a,$08
+ ld [$d528],a
+.oddLoop
+ ld hl,wFlags_0xcd60
+ set 2,[hl]
+ ld hl,$cc4b
+ dec [hl]
+ jr nz,.oddLoop
+ ld a,[$d52a]
+ ld [$d528],a
+ call NewBattle
+ jp c,.battleOccurred
+ jp OverworldLoop
+.noDirectionChange
+ ld a,[$d52a] ; current direction
+ ld [$d528],a ; save direction
+ call UpdateSprites ; move sprites
+ ld a,[$d700]
+ cp a,$02 ; surfing
+ jr z,.surfing
+; not surfing
+ call CollisionCheckOnLand
+ jr nc,.noCollision
+ push hl
+ ld hl,$d736
+ bit 2,[hl]
+ pop hl
+ jp z,OverworldLoop
+ push hl
+ call ExtraWarpCheck ; sets carry if there is a potential to warp
+ pop hl
+ jp c,CheckWarpsCollision
+ jp OverworldLoop
+.surfing
+ call CollisionCheckOnWater
+ jp c,OverworldLoop
+.noCollision
+ ld a,$08
+ ld [wWalkCounter],a
+ jr .moveAhead2
+.moveAhead
+ ld a,[$d736]
+ bit 7,a
+ jr z,.noSpinning
+ callba LoadSpinnerArrowTiles ; spin while moving
+.noSpinning
+ call UpdateSprites ; move sprites
+.moveAhead2
+ ld hl,wFlags_0xcd60
+ res 2,[hl]
+ ld a,[$d700]
+ dec a ; riding a bike?
+ jr nz,.normalPlayerSpriteAdvancement
+ ld a,[$d736]
+ bit 6,a ; jumping a ledge?
+ jr nz,.normalPlayerSpriteAdvancement
+ call BikeSpeedup ; if riding a bike and not jumping a ledge
+.normalPlayerSpriteAdvancement
+ call AdvancePlayerSprite
+ ld a,[wWalkCounter]
+ and a
+ jp nz,CheckMapConnections ; it seems like this check will never succeed (the other place where CheckMapConnections is run works)
+; walking animation finished
+ ld a,[$d730]
+ bit 7,a
+ jr nz,.doneStepCounting ; if button presses are being simulated, don't count steps
+; step counting
+ ld hl,$d13b ; step counter
+ dec [hl]
+ ld a,[$d72c]
+ bit 0,a
+ jr z,.doneStepCounting
+ ld hl,$d13c
+ dec [hl]
+ jr nz,.doneStepCounting
+ ld hl,$d72c
+ res 0,[hl]
+.doneStepCounting
+ ld a,[$d790]
+ bit 7,a ; in the safari zone?
+ jr z,.notSafariZone
+ callba SafariZoneCheckSteps
+ ld a,[$da46]
+ and a
+ jp nz,WarpFound2
+.notSafariZone
+ ld a,[W_ISINBATTLE]
+ and a
+ jp nz,CheckWarpsNoCollision
+ ld a,$13
+ call Predef ; decrement HP of poisoned pokemon
+ ld a,[$d12d]
+ and a
+ jp nz,HandleBlackOut ; if all pokemon fainted
+.newBattle
+ call NewBattle
+ ld hl,$d736
+ res 2,[hl]
+ jp nc,CheckWarpsNoCollision ; check for warps if there was no battle
+.battleOccurred
+ ld hl,$d72d
+ res 6,[hl]
+ ld hl,W_FLAGS_D733
+ res 3,[hl]
+ ld hl,$d126
+ set 5,[hl]
+ set 6,[hl]
+ xor a
+ ld [H_CURRENTPRESSEDBUTTONS],a ; clear joypad state
+ ld a,[W_CURMAP]
+ cp a,CINNABAR_GYM
+ jr nz,.notCinnabarGym
+ ld hl,$d79b
+ set 7,[hl]
+.notCinnabarGym
+ ld hl,$d72e
+ set 5,[hl]
+ ld a,[W_CURMAP]
+ cp a,OAKS_LAB
+ jp z,.noFaintCheck
+ callab AnyPlayerPokemonAliveCheck ; check if all the player's pokemon fainted
+ ld a,d
+ and a
+ jr z,.allPokemonFainted
+.noFaintCheck
+ ld c,$0a
+ call DelayFrames
+ jp EnterMap
+.allPokemonFainted
+ ld a,$ff
+ ld [$d057],a
+ call RunMapScript
+ jp HandleBlackOut
+
+; function to determine if there will be a battle and execute it (either a trainer battle or wild battle)
+; sets carry if a battle occurred and unsets carry if not
+NewBattle:: ; 0683 (0:0683)
+ ld a,[$d72d]
+ bit 4,a
+ jr nz,.noBattle
+ call Func_30fd
+ jr nz,.noBattle
+ ld a,[$d72e]
+ bit 4,a
+ jr nz,.noBattle
+ ld b, BANK(InitBattle)
+ ld hl, InitBattle
+ jp Bankswitch ; determines if a battle will occur and runs the battle if so
+.noBattle
+ and a
+ ret
+
+; function to make bikes twice as fast as walking
+BikeSpeedup:: ; 06a0 (0:06a0)
+ ld a,[$cc57]
+ and a
+ ret nz
+ ld a,[W_CURMAP]
+ cp a,ROUTE_17 ; Cycling Road
+ jr nz,.goFaster
+ ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state
+ and a,%01110000 ; bit mask for up, left, right buttons
+ ret nz
+.goFaster
+ jp AdvancePlayerSprite
+
+; check if the player has stepped onto a warp after having not collided
+CheckWarpsNoCollision:: ; 06b4 (0:06b4)
+ ld a,[$d3ae] ; number of warps
+ and a
+ jp z,CheckMapConnections
+ ld a,[$d3ae] ; number of warps
+ ld b,$00
+ ld c,a
+ ld a,[W_YCOORD]
+ ld d,a
+ ld a,[W_XCOORD]
+ ld e,a
+ ld hl,$d3af ; start of warp entries
+CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc)
+ ld a,[hli] ; check if the warp's Y position matches
+ cp d
+ jr nz,CheckWarpsNoCollisionRetry1
+ ld a,[hli] ; check if the warp's X position matches
+ cp e
+ jr nz,CheckWarpsNoCollisionRetry2
+; if a match was found
+ push hl
+ push bc
+ ld hl,$d736
+ set 2,[hl]
+ callba Func_c49d ; check if the player sprite is standing on a "door" tile
+ pop bc
+ pop hl
+ jr c,WarpFound1 ; if it is, go to 0735
+ push hl
+ push bc
+ call ExtraWarpCheck ; sets carry if the warp is confirmed
+ pop bc
+ pop hl
+ jr nc,CheckWarpsNoCollisionRetry2
+; if the extra check passed
+ ld a,[W_FLAGS_D733]
+ bit 2,a
+ jr nz,WarpFound1
+ push de
+ push bc
+ call GetJoypadState
+ pop bc
+ pop de
+ ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state
+ and a,%11110000 ; bit mask for directional buttons
+ jr z,CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp
+ jr WarpFound1
+
+; check if the player has stepped onto a warp after having collided
+CheckWarpsCollision:: ; 0706 (0:0706)
+ ld a,[$d3ae] ; number of warps
+ ld c,a
+ ld hl,$d3af ; start of warp entries
+.loop
+ ld a,[hli] ; Y coordinate of warp
+ ld b,a
+ ld a,[W_YCOORD]
+ cp b
+ jr nz,.retry1
+ ld a,[hli] ; X coordinate of warp
+ ld b,a
+ ld a,[W_XCOORD]
+ cp b
+ jr nz,.retry2
+ ld a,[hli]
+ ld [$d42f],a ; save target warp ID
+ ld a,[hl]
+ ld [$ff8b],a ; save target map
+ jr WarpFound2
+.retry1
+ inc hl
+.retry2
+ inc hl
+ inc hl
+ dec c
+ jr nz,.loop
+ jp OverworldLoop
+
+CheckWarpsNoCollisionRetry1:: ; 072f (0:072f)
+ inc hl
+CheckWarpsNoCollisionRetry2:: ; 0730 (0:0730)
+ inc hl
+ inc hl
+ jp ContinueCheckWarpsNoCollisionLoop
+
+WarpFound1:: ; 0735 (0:0735)
+ ld a,[hli]
+ ld [$d42f],a ; save target warp ID
+ ld a,[hli]
+ ld [$ff8b],a ; save target map
+
+WarpFound2:: ; 073c (0:073c)
+ ld a,[$d3ae] ; number of warps
+ sub c
+ ld [$d73b],a ; save ID of used warp
+ ld a,[W_CURMAP]
+ ld [$d73c],a
+ call CheckIfInOutsideMap
+ jr nz,.indoorMaps
+; this is for handling "outside" maps that can't have the 0xFF destination map
+ ld a,[W_CURMAP]
+ ld [wLastMap],a
+ ld a,[W_CURMAPWIDTH]
+ ld [$d366],a
+ ld a,[$ff8b] ; destination map number
+ ld [W_CURMAP],a ; change current map to destination map
+ cp a,ROCK_TUNNEL_1
+ jr nz,.notRockTunnel
+ ld a,$06
+ ld [$d35d],a
+ call GBFadeIn1
+.notRockTunnel
+ call PlayMapChangeSound
+ jr .done
+; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though
+.indoorMaps
+ ld a,[$ff8b] ; destination map
+ cp a,$ff
+ jr z,.goBackOutside
+; if not going back to the previous map
+ ld [W_CURMAP],a ; current map number
+ callba Func_70787 ; check if the warp was a Silph Co. teleporter
+ ld a,[$cd5b]
+ dec a
+ jr nz,.notTeleporter
+; if it's a Silph Co. teleporter
+ ld hl,$d732
+ set 3,[hl]
+ call DoFlyOrTeleportAwayGraphics
+ jr .skipMapChangeSound
+.notTeleporter
+ call PlayMapChangeSound
+.skipMapChangeSound
+ ld hl,$d736
+ res 0,[hl]
+ res 1,[hl]
+ jr .done
+.goBackOutside
+ ld a,[wLastMap]
+ ld [W_CURMAP],a
+ call PlayMapChangeSound
+ xor a
+ ld [$d35d],a
+.done
+ ld hl,$d736
+ set 0,[hl]
+ call Func_12da
+ jp EnterMap
+
+ContinueCheckWarpsNoCollisionLoop:: ; 07b5 (0:07b5)
+ inc b ; increment warp number
+ dec c ; decrement number of warps
+ jp nz,CheckWarpsNoCollisionLoop
+
+; if no matching warp was found
+CheckMapConnections:: ; 07ba (0:07ba)
+.checkWestMap
+ ld a,[W_XCOORD]
+ cp a,$ff
+ jr nz,.checkEastMap
+ ld a,[$d387]
+ ld [W_CURMAP],a
+ ld a,[$d38f] ; new X coordinate upon entering west map
+ ld [W_XCOORD],a
+ ld a,[W_YCOORD]
+ ld c,a
+ ld a,[$d38e] ; Y adjustment upon entering west map
+ add c
+ ld c,a
+ ld [W_YCOORD],a
+ ld a,[$d390] ; pointer to upper left corner of map without adjustment for Y position
+ ld l,a
+ ld a,[$d391]
+ ld h,a
+ srl c
+ jr z,.savePointer1
+.pointerAdjustmentLoop1
+ ld a,[$d38d] ; width of connected map
+ add a,$06
+ ld e,a
+ ld d,$00
+ ld b,$00
+ add hl,de
+ dec c
+ jr nz,.pointerAdjustmentLoop1
+.savePointer1
+ ld a,l
+ ld [$d35f],a ; pointer to upper left corner of current tile block map section
+ ld a,h
+ ld [$d360],a
+ jp .loadNewMap
+.checkEastMap
+ ld b,a
+ ld a,[$d525] ; map width
+ cp b
+ jr nz,.checkNorthMap
+ ld a,[$d392]
+ ld [W_CURMAP],a
+ ld a,[$d39a] ; new X coordinate upon entering east map
+ ld [W_XCOORD],a
+ ld a,[W_YCOORD]
+ ld c,a
+ ld a,[$d399] ; Y adjustment upon entering east map
+ add c
+ ld c,a
+ ld [W_YCOORD],a
+ ld a,[$d39b] ; pointer to upper left corner of map without adjustment for Y position
+ ld l,a
+ ld a,[$d39c]
+ ld h,a
+ srl c
+ jr z,.savePointer2
+.pointerAdjustmentLoop2
+ ld a,[$d398]
+ add a,$06
+ ld e,a
+ ld d,$00
+ ld b,$00
+ add hl,de
+ dec c
+ jr nz,.pointerAdjustmentLoop2
+.savePointer2
+ ld a,l
+ ld [$d35f],a ; pointer to upper left corner of current tile block map section
+ ld a,h
+ ld [$d360],a
+ jp .loadNewMap
+.checkNorthMap
+ ld a,[W_YCOORD]
+ cp a,$ff
+ jr nz,.checkSouthMap
+ ld a,[$d371]
+ ld [W_CURMAP],a
+ ld a,[$d378] ; new Y coordinate upon entering north map
+ ld [W_YCOORD],a
+ ld a,[W_XCOORD]
+ ld c,a
+ ld a,[$d379] ; X adjustment upon entering north map
+ add c
+ ld c,a
+ ld [W_XCOORD],a
+ ld a,[$d37a] ; pointer to upper left corner of map without adjustment for X position
+ ld l,a
+ ld a,[$d37b]
+ ld h,a
+ ld b,$00
+ srl c
+ add hl,bc
+ ld a,l
+ ld [$d35f],a ; pointer to upper left corner of current tile block map section
+ ld a,h
+ ld [$d360],a
+ jp .loadNewMap
+.checkSouthMap
+ ld b,a
+ ld a,[$d524]
+ cp b
+ jr nz,.didNotEnterConnectedMap
+ ld a,[$d37c]
+ ld [W_CURMAP],a
+ ld a,[$d383] ; new Y coordinate upon entering south map
+ ld [W_YCOORD],a
+ ld a,[W_XCOORD]
+ ld c,a
+ ld a,[$d384] ; X adjustment upon entering south map
+ add c
+ ld c,a
+ ld [W_XCOORD],a
+ ld a,[$d385] ; pointer to upper left corner of map without adjustment for X position
+ ld l,a
+ ld a,[$d386]
+ ld h,a
+ ld b,$00
+ srl c
+ add hl,bc
+ ld a,l
+ ld [$d35f],a ; pointer to upper left corner of current tile block map section
+ ld a,h
+ ld [$d360],a
+.loadNewMap ; load the connected map that was entered
+ call LoadMapHeader
+ call Func_2312 ; music
+ ld b,$09
+ call GoPAL_SET
+; Since the sprite set shouldn't change, this will just update VRAM slots at
+; $C2XE without loading any tile patterns.
+ callba InitMapSprites
+ call LoadTileBlockMap
+ jp OverworldLoopLessDelay
+.didNotEnterConnectedMap
+ jp OverworldLoop
+
+; function to play a sound when changing maps
+PlayMapChangeSound:: ; 08c9 (0:08c9)
+ FuncCoord 8, 8 ; $c448
+ ld a,[Coord] ; upper left tile of the 4x4 square the player's sprite is standing on
+ cp a,$0b ; door tile in tileset 0
+ jr nz,.didNotGoThroughDoor
+ ld a,(SFX_02_57 - SFX_Headers_02) / 3
+ jr .playSound
+.didNotGoThroughDoor
+ ld a,(SFX_02_5c - SFX_Headers_02) / 3
+.playSound
+ call PlaySound
+ ld a,[$d35d]
+ and a
+ ret nz
+ jp GBFadeIn1
+
+CheckIfInOutsideMap:: ; 08e1 (0:08e1)
+; If the player is in an outside map (a town or route), set the z flag
+ ld a, [W_CURMAPTILESET]
+ and a ; most towns/routes have tileset 0 (OVERWORLD)
+ ret z
+ cp PLATEAU ; Route 23 / Indigo Plateau
+ ret
+
+; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp
+; the "sometimes" qualification is necessary because of CheckWarpsNoCollision's behavior
+; depending on the map, either "function 1" or "function 2" is used for the check
+; "function 1" passes when the player is at the edge of the map and is facing towards the outside of the map
+; "function 2" passes when the the tile in front of the player is among a certain set
+; sets carry if the check passes, otherwise clears carry
+ExtraWarpCheck:: ; 08e9 (0:08e9)
+ ld a, [W_CURMAP]
+ cp SS_ANNE_3
+ jr z, .useFunction1
+ cp ROCKET_HIDEOUT_1
+ jr z, .useFunction2
+ cp ROCKET_HIDEOUT_2
+ jr z, .useFunction2
+ cp ROCKET_HIDEOUT_4
+ jr z, .useFunction2
+ cp ROCK_TUNNEL_1
+ jr z, .useFunction2
+ ld a, [W_CURMAPTILESET]
+ and a ; outside tileset (OVERWORLD)
+ jr z, .useFunction2
+ cp SHIP ; S.S. Anne tileset
+ jr z, .useFunction2
+ cp SHIP_PORT ; Vermilion Port tileset
+ jr z, .useFunction2
+ cp PLATEAU ; Indigo Plateau tileset
+ jr z, .useFunction2
+.useFunction1
+ ld hl, Func_c3ff
+ jr .doBankswitch
+.useFunction2
+ ld hl, Func_c44e
+.doBankswitch
+ ld b, BANK(Func_c44e)
+ jp Bankswitch
+
+MapEntryAfterBattle:: ; 091f (0:091f)
+ callba Func_c35f ; function that appears to disable warp testing after collisions if the player is standing on a warp
+ ld a,[$d35d]
+ and a
+ jp z,GBFadeIn2
+ jp LoadGBPal
+
+HandleBlackOut::
+; For when all the player's pokemon faint.
+; Does not print the "blacked out" message.
+
+ call GBFadeIn1
+ ld a, $08
+ call StopMusic
+ ld hl, $d72e
+ res 5, [hl]
+ ld a, Bank(Func_40b0) ; Bank(Func_40b0) and Bank(Func_62ce) need to be equal.
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ call Func_40b0
+ call Func_62ce
+ call Func_2312
+ jp Func_5d5f
+
+StopMusic::
+ ld [wMusicHeaderPointer], a
+ ld a, $ff
+ ld [$c0ee], a
+ call PlaySound
+.wait
+ ld a, [wMusicHeaderPointer]
+ and a
+ jr nz, .wait
+ jp StopAllSounds
+
+HandleFlyOrTeleportAway::
+ call UpdateSprites
+ call Delay3
+ xor a
+ ld [$cf0b], a
+ ld [$d700], a
+ ld [$d057], a
+ ld [$d35d], a
+ ld hl, $d732
+ set 2, [hl]
+ res 5, [hl]
+ call DoFlyOrTeleportAwayGraphics
+ ld a, Bank(Func_62ce)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ call Func_62ce
+ jp Func_5d5f
+
+DoFlyOrTeleportAwayGraphics::
+ ld b, BANK(_DoFlyOrTeleportAwayGraphics)
+ ld hl, _DoFlyOrTeleportAwayGraphics
+ jp Bankswitch
+
+LoadPlayerSpriteGraphics::
+; Load sprite graphics based on whether the player is standing, biking, or surfing.
+
+ ; 0: standing
+ ; 1: biking
+ ; 2: surfing
+
+ ld a, [$d700]
+ dec a
+ jr z, .ridingBike
+
+ ld a, [$ffd7]
+ and a
+ jr nz, .determineGraphics
+ jr .startWalking
+
+.ridingBike
+ ; If the bike can't be used,
+ ; start walking instead.
+ call IsBikeRidingAllowed
+ jr c, .determineGraphics
+
+.startWalking
+ xor a
+ ld [$d700], a
+ ld [$d11a], a
+ jp LoadWalkingPlayerSpriteGraphics
+
+.determineGraphics
+ ld a, [$d700]
+ and a
+ jp z, LoadWalkingPlayerSpriteGraphics
+ dec a
+ jp z, LoadBikePlayerSpriteGraphics
+ dec a
+ jp z, LoadSurfingPlayerSpriteGraphics
+ jp LoadWalkingPlayerSpriteGraphics
+
+IsBikeRidingAllowed::
+; The bike can be used on Route 23 and Indigo Plateau,
+; or maps with tilesets in BikeRidingTilesets.
+; Return carry if biking is allowed.
+
+ ld a, [W_CURMAP]
+ cp ROUTE_23
+ jr z, .allowed
+ cp INDIGO_PLATEAU
+ jr z, .allowed
+
+ ld a, [W_CURMAPTILESET]
+ ld b, a
+ ld hl, BikeRidingTilesets
+.loop
+ ld a, [hli]
+ cp b
+ jr z, .allowed
+ inc a
+ jr nz, .loop
+ and a
+ ret
+
+.allowed
+ scf
+ ret
+
+INCLUDE "data/bike_riding_tilesets.asm"
+
+; load the tile pattern data of the current tileset into VRAM
+LoadTilesetTilePatternData:: ; 09e8 (0:09e8)
+ ld a,[$d52e]
+ ld l,a
+ ld a,[$d52f]
+ ld h,a
+ ld de,$9000
+ ld bc,$0600
+ ld a,[$d52b]
+ jp FarCopyData2
+
+; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8
+; it can also load partial tile maps of connected maps into a border of length 3 around the current map
+LoadTileBlockMap:: ; 09fc (0:09fc)
+; fill C6E8-CBFB with the background tile
+ ld hl,$c6e8
+ ld a,[$d3ad] ; background tile number
+ ld d,a
+ ld bc,$0514
+.backgroundTileLoop
+ ld a,d
+ ld [hli],a
+ dec bc
+ ld a,c
+ or b
+ jr nz,.backgroundTileLoop
+; load tile map of current map (made of tile block IDs)
+; a 3-byte border at the edges of the map is kept so that there is space for map connections
+ ld hl,$c6e8
+ ld a,[W_CURMAPWIDTH]
+ ld [$ff8c],a
+ add a,$06 ; border (east and west)
+ ld [$ff8b],a ; map width + border
+ ld b,$00
+ ld c,a
+; make space for north border (next 3 lines)
+ add hl,bc
+ add hl,bc
+ add hl,bc
+ ld c,$03
+ add hl,bc ; this puts us past the (west) border
+ ld a,[$d36a] ; tile map pointer
+ ld e,a
+ ld a,[$d36b]
+ ld d,a ; de = tile map pointer
+ ld a,[W_CURMAPHEIGHT]
+ ld b,a
+.rowLoop ; copy one row each iteration
+ push hl
+ ld a,[$ff8c] ; map width (without border)
+ ld c,a
+.rowInnerLoop
+ ld a,[de]
+ inc de
+ ld [hli],a
+ dec c
+ jr nz,.rowInnerLoop
+; add the map width plus the border to the base address of the current row to get the next row's address
+ pop hl
+ ld a,[$ff8b] ; map width + border
+ add l
+ ld l,a
+ jr nc,.noCarry
+ inc h
+.noCarry
+ dec b
+ jr nz,.rowLoop
+.northConnection
+ ld a,[$d371]
+ cp a,$ff
+ jr z,.southConnection
+ call SwitchToMapRomBank
+ ld a,[$d372]
+ ld l,a
+ ld a,[$d373]
+ ld h,a
+ ld a,[$d374]
+ ld e,a
+ ld a,[$d375]
+ ld d,a
+ ld a,[$d376]
+ ld [$ff8b],a
+ ld a,[$d377]
+ ld [$ff8c],a
+ call LoadNorthSouthConnectionsTileMap
+.southConnection
+ ld a,[$d37c]
+ cp a,$ff
+ jr z,.westConnection
+ call SwitchToMapRomBank
+ ld a,[$d37d]
+ ld l,a
+ ld a,[$d37e]
+ ld h,a
+ ld a,[$d37f]
+ ld e,a
+ ld a,[$d380]
+ ld d,a
+ ld a,[$d381]
+ ld [$ff8b],a
+ ld a,[$d382]
+ ld [$ff8c],a
+ call LoadNorthSouthConnectionsTileMap
+.westConnection
+ ld a,[$d387]
+ cp a,$ff
+ jr z,.eastConnection
+ call SwitchToMapRomBank
+ ld a,[$d388]
+ ld l,a
+ ld a,[$d389]
+ ld h,a
+ ld a,[$d38a]
+ ld e,a
+ ld a,[$d38b]
+ ld d,a
+ ld a,[$d38c]
+ ld b,a
+ ld a,[$d38d]
+ ld [$ff8b],a
+ call LoadEastWestConnectionsTileMap
+.eastConnection
+ ld a,[$d392]
+ cp a,$ff
+ jr z,.done
+ call SwitchToMapRomBank
+ ld a,[$d393]
+ ld l,a
+ ld a,[$d394]
+ ld h,a
+ ld a,[$d395]
+ ld e,a
+ ld a,[$d396]
+ ld d,a
+ ld a,[$d397]
+ ld b,a
+ ld a,[$d398]
+ ld [$ff8b],a
+ call LoadEastWestConnectionsTileMap
+.done
+ ret
+
+LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade)
+ ld c,$03
+.loop
+ push de
+ push hl
+ ld a,[$ff8b] ; width of connection
+ ld b,a
+.innerLoop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ dec b
+ jr nz,.innerLoop
+ pop hl
+ pop de
+ ld a,[$ff8c] ; width of connected map
+ add l
+ ld l,a
+ jr nc,.noCarry1
+ inc h
+.noCarry1
+ ld a,[W_CURMAPWIDTH]
+ add a,$06
+ add e
+ ld e,a
+ jr nc,.noCarry2
+ inc d
+.noCarry2
+ dec c
+ jr nz,.loop
+ ret
+
+LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02)
+ push hl
+ push de
+ ld c,$03
+.innerLoop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ dec c
+ jr nz,.innerLoop
+ pop de
+ pop hl
+ ld a,[$ff8b] ; width of connected map
+ add l
+ ld l,a
+ jr nc,.noCarry1
+ inc h
+.noCarry1
+ ld a,[W_CURMAPWIDTH]
+ add a,$06
+ add e
+ ld e,a
+ jr nc,.noCarry2
+ inc d
+.noCarry2
+ dec b
+ jr nz,LoadEastWestConnectionsTileMap
+ ret
+
+; function to check if there is a sign or sprite in front of the player
+; if so, it is stored in [$FF8C]
+; if not, [$FF8C] is set to 0
+IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23)
+ xor a
+ ld [$ff8c],a
+ ld a,[$d4b0] ; number of signs in the map
+ and a
+ jr z,.extendRangeOverCounter
+; if there are signs
+ ld a,$35
+ call Predef ; get the coordinates in front of the player in de
+ ld hl,$d4b1 ; start of sign coordinates
+ ld a,[$d4b0] ; number of signs in the map
+ ld b,a
+ ld c,$00
+.signLoop
+ inc c
+ ld a,[hli] ; sign Y
+ cp d
+ jr z,.yCoordMatched
+ inc hl
+ jr .retry
+.yCoordMatched
+ ld a,[hli] ; sign X
+ cp e
+ jr nz,.retry
+.xCoordMatched
+; found sign
+ push hl
+ push bc
+ ld hl,$d4d1 ; start of sign text ID's
+ ld b,$00
+ dec c
+ add hl,bc
+ ld a,[hl]
+ ld [$ff8c],a ; store sign text ID
+ pop bc
+ pop hl
+ ret
+.retry
+ dec b
+ jr nz,.signLoop
+; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC
+.extendRangeOverCounter
+ ld a,$35
+ call Predef ; get the tile in front of the player in c
+ ld hl,$d532 ; list of tiles that extend talking range (counter tiles)
+ ld b,$03
+ ld d,$20 ; talking range in pixels (long range)
+.counterTilesLoop
+ ld a,[hli]
+ cp c
+ jr z,IsSpriteInFrontOfPlayer2 ; jumps if the tile in front of the player is a counter tile
+ dec b
+ jr nz,.counterTilesLoop
+
+; part of the above function, but sometimes its called on its own, when signs are irrelevant
+; the caller must zero [$FF8C]
+IsSpriteInFrontOfPlayer:: ; 0b6b (0:0b6b)
+ ld d,$10 ; talking range in pixels (normal range)
+IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d)
+ ld bc,$3c40 ; Y and X position of player sprite
+ ld a,[$c109] ; direction the player is facing
+.checkIfPlayerFacingUp
+ cp a,$04
+ jr nz,.checkIfPlayerFacingDown
+; facing up
+ ld a,b
+ sub d
+ ld b,a
+ ld a,$08
+ jr .doneCheckingDirection
+.checkIfPlayerFacingDown
+ cp a,$00
+ jr nz,.checkIfPlayerFacingRight
+; facing down
+ ld a,b
+ add d
+ ld b,a
+ ld a,$04
+ jr .doneCheckingDirection
+.checkIfPlayerFacingRight
+ cp a,$0c
+ jr nz,.playerFacingLeft
+; facing right
+ ld a,c
+ add d
+ ld c,a
+ ld a,$01
+ jr .doneCheckingDirection
+.playerFacingLeft
+; facing left
+ ld a,c
+ sub d
+ ld c,a
+ ld a,$02
+.doneCheckingDirection
+ ld [$d52a],a
+ ld a,[$d4e1] ; number of sprites
+ and a
+ ret z
+; if there are sprites
+ ld hl,$c110
+ ld d,a
+ ld e,$01
+.spriteLoop
+ push hl
+ ld a,[hli] ; image (0 if no sprite)
+ and a
+ jr z,.nextSprite
+ inc l
+ ld a,[hli] ; sprite visibility
+ inc a
+ jr z,.nextSprite
+ inc l
+ ld a,[hli] ; Y location
+ cp b
+ jr nz,.nextSprite
+ inc l
+ ld a,[hl] ; X location
+ cp c
+ jr z,.foundSpriteInFrontOfPlayer
+.nextSprite
+ pop hl
+ ld a,l
+ add a,$10
+ ld l,a
+ inc e
+ dec d
+ jr nz,.spriteLoop
+ ret
+.foundSpriteInFrontOfPlayer
+ pop hl
+ ld a,l
+ and a,$f0
+ inc a
+ ld l,a
+ set 7,[hl]
+ ld a,e
+ ld [$ff8c],a ; store sprite ID
+ ret
+
+; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing)
+; sets the carry flag if there is a collision, and unsets it if there isn't a collision
+CollisionCheckOnLand:: ; 0bd1 (0:0bd1)
+ ld a,[$d736]
+ bit 6,a ; is the player jumping?
+ jr nz,.noCollision
+; if not jumping a ledge
+ ld a,[$cd38]
+ and a
+ jr nz,.noCollision
+ ld a,[$d52a] ; the direction that the player is trying to go in
+ ld d,a
+ ld a,[$c10c] ; the player sprite's collision data (bit field) (set in the sprite movement code)
+ and d ; check if a sprite is in the direction the player is trying to go
+ jr nz,.collision
+ xor a
+ ld [$ff8c],a
+ call IsSpriteInFrontOfPlayer ; check for sprite collisions again? when does the above check fail to detect a sprite collision?
+ ld a,[$ff8c]
+ and a ; was there a sprite collision?
+ jr nz,.collision
+; if no sprite collision
+ ld hl,TilePairCollisionsLand
+ call CheckForJumpingAndTilePairCollisions
+ jr c,.collision
+ call CheckTilePassable
+ jr nc,.noCollision
+.collision
+ ld a,[$c02a]
+ cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing
+ jr z,.setCarry
+ ld a,(SFX_02_5b - SFX_Headers_02) / 3
+ call PlaySound ; play collision sound (if it's not already playing)
+.setCarry
+ scf
+ ret
+.noCollision
+ and a
+ ret
+
+; function that checks if the tile in front of the player is passable
+; clears carry if it is, sets carry if not
+CheckTilePassable:: ; 0c10 (0:0c10)
+ ld a,$35
+ call Predef ; get tile in front of player
+ ld a,[$cfc6] ; tile in front of player
+ ld c,a
+ ld hl,$d530 ; pointer to list of passable tiles
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a ; hl now points to passable tiles
+.loop
+ ld a,[hli]
+ cp a,$ff
+ jr z,.tileNotPassable
+ cp c
+ ret z
+ jr .loop
+.tileNotPassable
+ scf
+ ret
+
+; check if the player is going to jump down a small ledge
+; and check for collisions that only occur between certain pairs of tiles
+; Input: hl - address of directional collision data
+; sets carry if there is a collision and unsets carry if not
+CheckForJumpingAndTilePairCollisions:: ; 0c2a (0:0c2a)
+ push hl
+ ld a,$35
+ call Predef ; get the tile in front of the player
+ push de
+ push bc
+ callba HandleLedges ; check if the player is trying to jump a ledge
+ pop bc
+ pop de
+ pop hl
+ and a
+ ld a,[$d736]
+ bit 6,a ; is the player jumping?
+ ret nz
+; if not jumping
+
+Func_c44:: ; 0c44 (0:0c44)
+ FuncCoord 8, 9 ; $c45c
+ ld a,[Coord] ; tile the player is on
+ ld [$cf0e],a
+
+CheckForTilePairCollisions:: ; 0c4a (0:0c4a)
+ ld a,[$cfc6] ; tile in front of the player
+ ld c,a
+.tilePairCollisionLoop
+ ld a,[W_CURMAPTILESET] ; tileset number
+ ld b,a
+ ld a,[hli]
+ cp a,$ff
+ jr z,.noMatch
+ cp b
+ jr z,.tilesetMatches
+ inc hl
+.retry
+ inc hl
+ jr .tilePairCollisionLoop
+.tilesetMatches
+ ld a,[$cf0e] ; tile the player is on
+ ld b,a
+ ld a,[hl]
+ cp b
+ jr z,.currentTileMatchesFirstInPair
+ inc hl
+ ld a,[hl]
+ cp b
+ jr z,.currentTileMatchesSecondInPair
+ jr .retry
+.currentTileMatchesFirstInPair
+ inc hl
+ ld a,[hl]
+ cp c
+ jr z,.foundMatch
+ jr .tilePairCollisionLoop
+.currentTileMatchesSecondInPair
+ dec hl
+ ld a,[hli]
+ cp c
+ inc hl
+ jr nz,.tilePairCollisionLoop
+.foundMatch
+ scf
+ ret
+.noMatch
+ and a
+ ret
+
+; FORMAT: tileset number, tile 1, tile 2
+; terminated by 0xFF
+; these entries indicate that the player may not cross between tile 1 and tile 2
+; it's mainly used to simulate differences in elevation
+
+TilePairCollisionsLand:: ; 0c7e (0:0c7e)
+ db CAVERN, $20, $05
+ db CAVERN, $41, $05
+ db FOREST, $30, $2E
+ db CAVERN, $2A, $05
+ db CAVERN, $05, $21
+ db FOREST, $52, $2E
+ db FOREST, $55, $2E
+ db FOREST, $56, $2E
+ db FOREST, $20, $2E
+ db FOREST, $5E, $2E
+ db FOREST, $5F, $2E
+ db $FF
+
+TilePairCollisionsWater:: ; 0ca0 (0:0ca0)
+ db FOREST, $14, $2E
+ db FOREST, $48, $2E
+ db CAVERN, $14, $05
+ db $FF
+
+; this builds a tile map from the tile block map based on the current X/Y coordinates of the player's character
+LoadCurrentMapView:: ; 0caa (0:0caa)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[$d52b] ; tile data ROM bank
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a ; switch to ROM bank that contains tile data
+ ld a,[$d35f] ; address of upper left corner of current map view
+ ld e,a
+ ld a,[$d360]
+ ld d,a
+ ld hl,wTileMapBackup
+ ld b,$05
+.rowLoop ; each loop iteration fills in one row of tile blocks
+ push hl
+ push de
+ ld c,$06
+.rowInnerLoop ; loop to draw each tile block of the current row
+ push bc
+ push de
+ push hl
+ ld a,[de]
+ ld c,a ; tile block number
+ call DrawTileBlock
+ pop hl
+ pop de
+ pop bc
+ inc hl
+ inc hl
+ inc hl
+ inc hl
+ inc de
+ dec c
+ jr nz,.rowInnerLoop
+; update tile block map pointer to next row's address
+ pop de
+ ld a,[W_CURMAPWIDTH]
+ add a,$06
+ add e
+ ld e,a
+ jr nc,.noCarry
+ inc d
+.noCarry
+; update tile map pointer to next row's address
+ pop hl
+ ld a,$60
+ add l
+ ld l,a
+ jr nc,.noCarry2
+ inc h
+.noCarry2
+ dec b
+ jr nz,.rowLoop
+ ld hl,wTileMapBackup
+ ld bc,$0000
+.adjustForYCoordWithinTileBlock
+ ld a,[W_YBLOCKCOORD]
+ and a
+ jr z,.adjustForXCoordWithinTileBlock
+ ld bc,$0030
+ add hl,bc
+.adjustForXCoordWithinTileBlock
+ ld a,[W_XBLOCKCOORD]
+ and a
+ jr z,.copyToVisibleAreaBuffer
+ ld bc,$0002
+ add hl,bc
+.copyToVisibleAreaBuffer
+ ld de,wTileMap ; base address for the tiles that are directly transfered to VRAM during V-blank
+ ld b,$12
+.rowLoop2
+ ld c,$14
+.rowInnerLoop2
+ ld a,[hli]
+ ld [de],a
+ inc de
+ dec c
+ jr nz,.rowInnerLoop2
+ ld a,$04
+ add l
+ ld l,a
+ jr nc,.noCarry3
+ inc h
+.noCarry3
+ dec b
+ jr nz,.rowLoop2
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a ; restore previous ROM bank
+ ret
+
+AdvancePlayerSprite:: ; 0d27 (0:0d27)
+ ld a,[$c103] ; delta Y
+ ld b,a
+ ld a,[$c105] ; delta X
+ ld c,a
+ ld hl,wWalkCounter ; walking animation counter
+ dec [hl]
+ jr nz,.afterUpdateMapCoords
+; if it's the end of the animation, update the player's map coordinates
+ ld a,[W_YCOORD]
+ add b
+ ld [W_YCOORD],a
+ ld a,[W_XCOORD]
+ add c
+ ld [W_XCOORD],a
+.afterUpdateMapCoords
+ ld a,[wWalkCounter] ; walking animation counter
+ cp a,$07
+ jp nz,.scrollBackgroundAndSprites
+; if this is the first iteration of the animation
+ ld a,c
+ cp a,$01
+ jr nz,.checkIfMovingWest
+; moving east
+ ld a,[$d526]
+ ld e,a
+ and a,$e0
+ ld d,a
+ ld a,e
+ add a,$02
+ and a,$1f
+ or d
+ ld [$d526],a
+ jr .adjustXCoordWithinBlock
+.checkIfMovingWest
+ cp a,$ff
+ jr nz,.checkIfMovingSouth
+; moving west
+ ld a,[$d526]
+ ld e,a
+ and a,$e0
+ ld d,a
+ ld a,e
+ sub a,$02
+ and a,$1f
+ or d
+ ld [$d526],a
+ jr .adjustXCoordWithinBlock
+.checkIfMovingSouth
+ ld a,b
+ cp a,$01
+ jr nz,.checkIfMovingNorth
+; moving south
+ ld a,[$d526]
+ add a,$40
+ ld [$d526],a
+ jr nc,.adjustXCoordWithinBlock
+ ld a,[$d527]
+ inc a
+ and a,$03
+ or a,$98
+ ld [$d527],a
+ jr .adjustXCoordWithinBlock
+.checkIfMovingNorth
+ cp a,$ff
+ jr nz,.adjustXCoordWithinBlock
+; moving north
+ ld a,[$d526]
+ sub a,$40
+ ld [$d526],a
+ jr nc,.adjustXCoordWithinBlock
+ ld a,[$d527]
+ dec a
+ and a,$03
+ or a,$98
+ ld [$d527],a
+.adjustXCoordWithinBlock
+ ld a,c
+ and a
+ jr z,.pointlessJump ; mistake?
+.pointlessJump
+ ld hl,W_XBLOCKCOORD
+ ld a,[hl]
+ add c
+ ld [hl],a
+ cp a,$02
+ jr nz,.checkForMoveToWestBlock
+; moved into the tile block to the east
+ xor a
+ ld [hl],a
+ ld hl,$d4e3
+ inc [hl]
+ ld de,$d35f
+ call MoveTileBlockMapPointerEast
+ jr .updateMapView
+.checkForMoveToWestBlock
+ cp a,$ff
+ jr nz,.adjustYCoordWithinBlock
+; moved into the tile block to the west
+ ld a,$01
+ ld [hl],a
+ ld hl,$d4e3
+ dec [hl]
+ ld de,$d35f
+ call MoveTileBlockMapPointerWest
+ jr .updateMapView
+.adjustYCoordWithinBlock
+ ld hl,W_YBLOCKCOORD
+ ld a,[hl]
+ add b
+ ld [hl],a
+ cp a,$02
+ jr nz,.checkForMoveToNorthBlock
+; moved into the tile block to the south
+ xor a
+ ld [hl],a
+ ld hl,$d4e2
+ inc [hl]
+ ld de,$d35f
+ ld a,[W_CURMAPWIDTH]
+ call MoveTileBlockMapPointerSouth
+ jr .updateMapView
+.checkForMoveToNorthBlock
+ cp a,$ff
+ jr nz,.updateMapView
+; moved into the tile block to the north
+ ld a,$01
+ ld [hl],a
+ ld hl,$d4e2
+ dec [hl]
+ ld de,$d35f
+ ld a,[W_CURMAPWIDTH]
+ call MoveTileBlockMapPointerNorth
+.updateMapView
+ call LoadCurrentMapView
+ ld a,[$c103] ; delta Y
+ cp a,$01
+ jr nz,.checkIfMovingNorth2
+; if moving south
+ call ScheduleSouthRowRedraw
+ jr .scrollBackgroundAndSprites
+.checkIfMovingNorth2
+ cp a,$ff
+ jr nz,.checkIfMovingEast2
+; if moving north
+ call ScheduleNorthRowRedraw
+ jr .scrollBackgroundAndSprites
+.checkIfMovingEast2
+ ld a,[$c105] ; delta X
+ cp a,$01
+ jr nz,.checkIfMovingWest2
+; if moving east
+ call ScheduleEastColumnRedraw
+ jr .scrollBackgroundAndSprites
+.checkIfMovingWest2
+ cp a,$ff
+ jr nz,.scrollBackgroundAndSprites
+; if moving west
+ call ScheduleWestColumnRedraw
+.scrollBackgroundAndSprites
+ ld a,[$c103] ; delta Y
+ ld b,a
+ ld a,[$c105] ; delta X
+ ld c,a
+ sla b
+ sla c
+ ld a,[$ffaf]
+ add b
+ ld [$ffaf],a ; update background scroll Y
+ ld a,[$ffae]
+ add c
+ ld [$ffae],a ; update background scroll X
+; shift all the sprites in the direction opposite of the player's motion
+; so that the player appears to move relative to them
+ ld hl,$c114
+ ld a,[$d4e1] ; number of sprites
+ and a ; are there any sprites?
+ jr z,.done
+ ld e,a
+.spriteShiftLoop
+ ld a,[hl]
+ sub b
+ ld [hli],a
+ inc l
+ ld a,[hl]
+ sub c
+ ld [hl],a
+ ld a,$0e
+ add l
+ ld l,a
+ dec e
+ jr nz,.spriteShiftLoop
+.done
+ ret
+
+; the following four functions are used to move the pointer to the upper left
+; corner of the tile block map in the direction of motion
+
+MoveTileBlockMapPointerEast:: ; 0e65 (0:0e65)
+ ld a,[de]
+ add a,$01
+ ld [de],a
+ ret nc
+ inc de
+ ld a,[de]
+ inc a
+ ld [de],a
+ ret
+
+MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f)
+ ld a,[de]
+ sub a,$01
+ ld [de],a
+ ret nc
+ inc de
+ ld a,[de]
+ dec a
+ ld [de],a
+ ret
+
+MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79)
+ add a,$06
+ ld b,a
+ ld a,[de]
+ add b
+ ld [de],a
+ ret nc
+ inc de
+ ld a,[de]
+ inc a
+ ld [de],a
+ ret
+
+MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85)
+ add a,$06
+ ld b,a
+ ld a,[de]
+ sub b
+ ld [de],a
+ ret nc
+ inc de
+ ld a,[de]
+ dec a
+ ld [de],a
+ ret
+
+; the following 6 functions are used to tell the V-blank handler to redraw
+; the portion of the map that was newly exposed due to the player's movement
+
+ScheduleNorthRowRedraw:: ; 0e91 (0:0e91)
+ FuncCoord 0, 0
+ ld hl,Coord
+ call ScheduleRowRedrawHelper
+ ld a,[$d526]
+ ld [H_SCREENEDGEREDRAWADDR],a
+ ld a,[$d527]
+ ld [H_SCREENEDGEREDRAWADDR + 1],a
+ ld a,REDRAWROW
+ ld [H_SCREENEDGEREDRAW],a
+ ret
+
+ScheduleRowRedrawHelper:: ; 0ea6 (0:0ea6)
+ ld de,wScreenEdgeTiles
+ ld c,$28
+.loop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ dec c
+ jr nz,.loop
+ ret
+
+ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2)
+ FuncCoord 0,16
+ ld hl,Coord
+ call ScheduleRowRedrawHelper
+ ld a,[$d526]
+ ld l,a
+ ld a,[$d527]
+ ld h,a
+ ld bc,$0200
+ add hl,bc
+ ld a,h
+ and a,$03
+ or a,$98
+ ld [H_SCREENEDGEREDRAWADDR + 1],a
+ ld a,l
+ ld [H_SCREENEDGEREDRAWADDR],a
+ ld a,REDRAWROW
+ ld [H_SCREENEDGEREDRAW],a
+ ret
+
+ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3)
+ FuncCoord 18,0
+ ld hl,Coord
+ call ScheduleColumnRedrawHelper
+ ld a,[$d526]
+ ld c,a
+ and a,$e0
+ ld b,a
+ ld a,c
+ add a,18
+ and a,$1f
+ or b
+ ld [H_SCREENEDGEREDRAWADDR],a
+ ld a,[$d527]
+ ld [H_SCREENEDGEREDRAWADDR + 1],a
+ ld a,REDRAWCOL
+ ld [H_SCREENEDGEREDRAW],a
+ ret
+
+ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2)
+ ld de,wScreenEdgeTiles
+ ld c,$12
+.loop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ ld a,[hl]
+ ld [de],a
+ inc de
+ ld a,19
+ add l
+ ld l,a
+ jr nc,.noCarry
+ inc h
+.noCarry
+ dec c
+ jr nz,.loop
+ ret
+
+ScheduleWestColumnRedraw:: ; 0f08 (0:0f08)
+ FuncCoord 0,0
+ ld hl,Coord
+ call ScheduleColumnRedrawHelper
+ ld a,[$d526]
+ ld [H_SCREENEDGEREDRAWADDR],a
+ ld a,[$d527]
+ ld [H_SCREENEDGEREDRAWADDR + 1],a
+ ld a,REDRAWCOL
+ ld [H_SCREENEDGEREDRAW],a
+ ret
+
+; function to write the tiles that make up a tile block to memory
+; Input: c = tile block ID, hl = destination address
+DrawTileBlock:: ; 0f1d (0:0f1d)
+ push hl
+ ld a,[$d52c] ; pointer to tiles
+ ld l,a
+ ld a,[$d52d]
+ ld h,a
+ ld a,c
+ swap a
+ ld b,a
+ and a,$f0
+ ld c,a
+ ld a,b
+ and a,$0f
+ ld b,a ; bc = tile block ID * 0x10
+ add hl,bc
+ ld d,h
+ ld e,l ; de = address of the tile block's tiles
+ pop hl
+ ld c,$04 ; 4 loop iterations
+.loop ; each loop iteration, write 4 tile numbers
+ push bc
+ ld a,[de]
+ ld [hli],a
+ inc de
+ ld a,[de]
+ ld [hli],a
+ inc de
+ ld a,[de]
+ ld [hli],a
+ inc de
+ ld a,[de]
+ ld [hl],a
+ inc de
+ ld bc,$0015
+ add hl,bc
+ pop bc
+ dec c
+ jr nz,.loop
+ ret
+
+; function to update joypad state and simulate button presses
+GetJoypadStateOverworld:: ; 0f4d (0:0f4d)
+ xor a
+ ld [$c103],a
+ ld [$c105],a
+ call RunMapScript
+ call GetJoypadState
+ ld a,[W_FLAGS_D733]
+ bit 3,a ; check if a trainer wants a challenge
+ jr nz,.notForcedDownwards
+ ld a,[W_CURMAP]
+ cp a,ROUTE_17 ; Cycling Road
+ jr nz,.notForcedDownwards
+ ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state
+ and a,%11110011 ; bit mask for all directions and A/B
+ jr nz,.notForcedDownwards
+ ld a,%10000000 ; down pressed
+ ld [H_CURRENTPRESSEDBUTTONS],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press
+.notForcedDownwards
+ ld a,[$d730]
+ bit 7,a
+ ret z
+; if simulating button presses
+ ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state
+ ld b,a
+ ld a,[$cd3b] ; bit mask for button presses that override simulated ones
+ and b
+ ret nz ; return if the simulated button presses are overridden
+ ld hl,$cd38 ; index of current simulated button press
+ dec [hl]
+ ld a,[hl]
+ cp a,$ff
+ jr z,.doneSimulating ; if the end of the simulated button presses has been reached
+ ld hl,$ccd3 ; base address of simulated button presses
+; add offset to base address
+ add l
+ ld l,a
+ jr nc,.noCarry
+ inc h
+.noCarry
+ ld a,[hl]
+ ld [H_CURRENTPRESSEDBUTTONS],a ; store simulated button press in joypad state
+ and a
+ ret nz
+ ld [H_NEWLYPRESSEDBUTTONS],a
+ ld [H_NEWLYRELEASEDBUTTONS],a
+ ret
+; if done simulating button presses
+.doneSimulating
+ xor a
+ ld [$cd3a],a
+ ld [$cd38],a
+ ld [$ccd3],a
+ ld [wJoypadForbiddenButtonsMask],a
+ ld [H_CURRENTPRESSEDBUTTONS],a
+ ld hl,$d736
+ ld a,[hl]
+ and a,$f8
+ ld [hl],a
+ ld hl,$d730
+ res 7,[hl]
+ ret
+
+; function to check the tile ahead to determine if the character should get on land or keep surfing
+; sets carry if there is a collision and clears carry otherwise
+; It seems that this function has a bug in it, but due to luck, it doesn't
+; show up. After detecting a sprite collision, it jumps to the code that
+; checks if the next tile is passable instead of just directly jumping to the
+; "collision detected" code. However, it doesn't store the next tile in c,
+; so the old value of c is used. 2429 is always called before this function,
+; and 2429 always sets c to 0xF0. There is no 0xF0 background tile, so it
+; is considered impassable and it is detected as a collision.
+CollisionCheckOnWater:: ; 0fb7 (0:0fb7)
+ ld a,[$d730]
+ bit 7,a
+ jp nz,.noCollision ; return and clear carry if button presses are being simulated
+ ld a,[$d52a] ; the direction that the player is trying to go in
+ ld d,a
+ ld a,[$c10c] ; the player sprite's collision data (bit field) (set in the sprite movement code)
+ and d ; check if a sprite is in the direction the player is trying to go
+ jr nz,.checkIfNextTileIsPassable ; bug?
+ ld hl,TilePairCollisionsWater
+ call CheckForJumpingAndTilePairCollisions
+ jr c,.collision
+ ld a,$35
+ call Predef ; get tile in front of player (puts it in c and [$CFC6])
+ ld a,[$cfc6] ; tile in front of player
+ cp a,$14 ; water tile
+ jr z,.noCollision ; keep surfing if it's a water tile
+ cp a,$32 ; either the left tile of the S.S. Anne boarding platform or the tile on eastern coastlines (depending on the current tileset)
+ jr z,.checkIfVermilionDockTileset
+ cp a,$48 ; tile on right on coast lines in Safari Zone
+ jr z,.noCollision ; keep surfing
+; check if the [land] tile in front of the player is passable
+.checkIfNextTileIsPassable
+ ld hl,$d530 ; pointer to list of passable tiles
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a
+.loop
+ ld a,[hli]
+ cp a,$ff
+ jr z,.collision
+ cp c
+ jr z,.stopSurfing ; stop surfing if the tile is passable
+ jr .loop
+.collision
+ ld a,[$c02a]
+ cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing
+ jr z,.setCarry
+ ld a,(SFX_02_5b - SFX_Headers_02) / 3
+ call PlaySound ; play collision sound (if it's not already playing)
+.setCarry
+ scf
+ jr .done
+.noCollision
+ and a
+.done
+ ret
+.stopSurfing
+ xor a
+ ld [$d700],a
+ call LoadPlayerSpriteGraphics
+ call Func_2307
+ jr .noCollision
+.checkIfVermilionDockTileset
+ ld a, [W_CURMAPTILESET] ; tileset
+ cp SHIP_PORT ; Vermilion Dock tileset
+ jr nz, .noCollision ; keep surfing if it's not the boarding platform tile
+ jr .stopSurfing ; if it is the boarding platform tile, stop surfing
+
+; function to run the current map's script
+RunMapScript:: ; 101b (0:101b)
+ push hl
+ push de
+ push bc
+ callba Func_f225 ; check if the player is pushing a boulder
+ ld a,[wFlags_0xcd60]
+ bit 1,a ; is the player pushing a boulder?
+ jr z,.afterBoulderEffect
+ callba Func_f2b5 ; displays dust effect when pushing a boulder
+.afterBoulderEffect
+ pop bc
+ pop de
+ pop hl
+ call Func_310e
+ ld a,[W_CURMAP] ; current map number
+ call SwitchToMapRomBank ; change to the ROM bank the map's data is in
+ ld hl,W_MAPSCRIPTPTR
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a
+ ld de,.return
+ push de
+ jp [hl] ; jump to script
+.return
+ ret
+
+LoadWalkingPlayerSpriteGraphics:: ; 104d (0:104d)
+ ld de,RedSprite ; $4180
+ ld hl,$8000
+ jr LoadPlayerSpriteGraphicsCommon
+
+LoadSurfingPlayerSpriteGraphics:: ; 1055 (0:1055)
+ ld de,SeelSprite
+ ld hl,$8000
+ jr LoadPlayerSpriteGraphicsCommon
+
+LoadBikePlayerSpriteGraphics:: ; 105d (0:105d)
+ ld de,RedCyclingSprite
+ ld hl,$8000
+
+LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063)
+ push de
+ push hl
+ ld bc,(BANK(RedSprite) << 8) + $0c
+ call CopyVideoData
+ pop hl
+ pop de
+ ld a,$c0
+ add e
+ ld e,a
+ jr nc,.noCarry
+ inc d
+.noCarry
+ set 3,h
+ ld bc,$050c
+ jp CopyVideoData
+
+; function to load data from the map header
+LoadMapHeader:: ; 107c (0:107c)
+ callba Func_f113
+ ld a,[W_CURMAPTILESET]
+ ld [$d119],a
+ ld a,[W_CURMAP]
+ call SwitchToMapRomBank
+ ld a,[W_CURMAPTILESET]
+ ld b,a
+ res 7,a
+ ld [W_CURMAPTILESET],a
+ ld [$ff8b],a
+ bit 7,b
+ ret nz
+ ld hl,MapHeaderPointers
+ ld a,[W_CURMAP]
+ sla a
+ jr nc,.noCarry1
+ inc h
+.noCarry1
+ add l
+ ld l,a
+ jr nc,.noCarry2
+ inc h
+.noCarry2
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a ; hl = base of map header
+; copy the first 10 bytes (the fixed area) of the map data to D367-D370
+ ld de,$d367
+ ld c,$0a
+.copyFixedHeaderLoop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ dec c
+ jr nz,.copyFixedHeaderLoop
+; initialize all the connected maps to disabled at first, before loading the actual values
+ ld a,$ff
+ ld [$d371],a
+ ld [$d37c],a
+ ld [$d387],a
+ ld [$d392],a
+; copy connection data (if any) to WRAM
+ ld a,[W_MAPCONNECTIONS]
+ ld b,a
+.checkNorth
+ bit 3,b
+ jr z,.checkSouth
+ ld de,W_MAPCONN1PTR
+ call CopyMapConnectionHeader
+.checkSouth
+ bit 2,b
+ jr z,.checkWest
+ ld de,W_MAPCONN2PTR
+ call CopyMapConnectionHeader
+.checkWest
+ bit 1,b
+ jr z,.checkEast
+ ld de,W_MAPCONN3PTR
+ call CopyMapConnectionHeader
+.checkEast
+ bit 0,b
+ jr z,.getObjectDataPointer
+ ld de,W_MAPCONN4PTR
+ call CopyMapConnectionHeader
+.getObjectDataPointer
+ ld a,[hli]
+ ld [$d3a9],a
+ ld a,[hli]
+ ld [$d3aa],a
+ push hl
+ ld a,[$d3a9]
+ ld l,a
+ ld a,[$d3aa]
+ ld h,a ; hl = base of object data
+ ld de,$d3ad ; background tile ID
+ ld a,[hli]
+ ld [de],a ; save background tile ID
+.loadWarpData
+ ld a,[hli] ; number of warps
+ ld [$d3ae],a ; save the number of warps
+ and a ; are there any warps?
+ jr z,.loadSignData ; if not, skip this
+ ld c,a
+ ld de,$d3af ; base address of warps
+.warpLoop ; one warp per loop iteration
+ ld b,$04
+.warpInnerLoop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ dec b
+ jr nz,.warpInnerLoop
+ dec c
+ jr nz,.warpLoop
+.loadSignData
+ ld a,[hli] ; number of signs
+ ld [$d4b0],a ; save the number of signs
+ and a ; are there any signs?
+ jr z,.loadSpriteData ; if not, skip this
+ ld c,a
+ ld de,$d4d1 ; base address of sign text IDs
+ ld a,d
+ ld [$ff95],a
+ ld a,e
+ ld [$ff96],a
+ ld de,$d4b1 ; base address of sign coordinates
+.signLoop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ ld a,[hli]
+ ld [de],a
+ inc de
+ push de
+ ld a,[$ff95]
+ ld d,a
+ ld a,[$ff96]
+ ld e,a
+ ld a,[hli]
+ ld [de],a
+ inc de
+ ld a,d
+ ld [$ff95],a
+ ld a,e
+ ld [$ff96],a
+ pop de
+ dec c
+ jr nz,.signLoop
+.loadSpriteData
+ ld a,[$d72e]
+ bit 5,a ; did a battle happen immediately before this?
+ jp nz,.finishUp ; if so, skip this because battles don't destroy this data
+ ld a,[hli]
+ ld [$d4e1],a ; save the number of sprites
+ push hl
+; zero C110-C1FF and C210-C2FF
+ ld hl,$c110
+ ld de,$c210
+ xor a
+ ld b,$f0
+.zeroSpriteDataLoop
+ ld [hli],a
+ ld [de],a
+ inc e
+ dec b
+ jr nz,.zeroSpriteDataLoop
+; initialize all C100-C1FF sprite entries to disabled (other than player's)
+ ld hl,$c112
+ ld de,$0010
+ ld c,$0f
+.disableSpriteEntriesLoop
+ ld [hl],$ff
+ add hl,de
+ dec c
+ jr nz,.disableSpriteEntriesLoop
+ pop hl
+ ld de,$c110
+ ld a,[$d4e1] ; number of sprites
+ and a ; are there any sprites?
+ jp z,.finishUp ; if there are no sprites, skip the rest
+ ld b,a
+ ld c,$00
+.loadSpriteLoop
+ ld a,[hli]
+ ld [de],a ; store picture ID at C1X0
+ inc d
+ ld a,$04
+ add e
+ ld e,a
+ ld a,[hli]
+ ld [de],a ; store Y position at C2X4
+ inc e
+ ld a,[hli]
+ ld [de],a ; store X position at C2X5
+ inc e
+ ld a,[hli]
+ ld [de],a ; store movement byte 1 at C2X6
+ ld a,[hli]
+ ld [$ff8d],a ; save movement byte 2
+ ld a,[hli]
+ ld [$ff8e],a ; save text ID and flags byte
+ push bc
+ push hl
+ ld b,$00
+ ld hl,W_MAPSPRITEDATA
+ add hl,bc
+ ld a,[$ff8d]
+ ld [hli],a ; store movement byte 2 in byte 0 of sprite entry
+ ld a,[$ff8e]
+ ld [hl],a ; this appears pointless, since the value is overwritten immediately after
+ ld a,[$ff8e]
+ ld [$ff8d],a
+ and a,$3f
+ ld [hl],a ; store text ID in byte 1 of sprite entry
+ pop hl
+ ld a,[$ff8d]
+ bit 6,a
+ jr nz,.trainerSprite
+ bit 7,a
+ jr nz,.itemBallSprite
+ jr .regularSprite
+.trainerSprite
+ ld a,[hli]
+ ld [$ff8d],a ; save trainer class
+ ld a,[hli]
+ ld [$ff8e],a ; save trainer number (within class)
+ push hl
+ ld hl,W_MAPSPRITEEXTRADATA
+ add hl,bc
+ ld a,[$ff8d]
+ ld [hli],a ; store trainer class in byte 0 of the entry
+ ld a,[$ff8e]
+ ld [hl],a ; store trainer number in byte 1 of the entry
+ pop hl
+ jr .nextSprite
+.itemBallSprite
+ ld a,[hli]
+ ld [$ff8d],a ; save item number
+ push hl
+ ld hl,W_MAPSPRITEEXTRADATA
+ add hl,bc
+ ld a,[$ff8d]
+ ld [hli],a ; store item number in byte 0 of the entry
+ xor a
+ ld [hl],a ; zero byte 1, since it is not used
+ pop hl
+ jr .nextSprite
+.regularSprite
+ push hl
+ ld hl,W_MAPSPRITEEXTRADATA
+ add hl,bc
+; zero both bytes, since regular sprites don't use this extra space
+ xor a
+ ld [hli],a
+ ld [hl],a
+ pop hl
+.nextSprite
+ pop bc
+ dec d
+ ld a,$0a
+ add e
+ ld e,a
+ inc c
+ inc c
+ dec b
+ jp nz,.loadSpriteLoop
+.finishUp
+ ld a,$19
+ call Predef ; load tileset data
+ callab LoadWildData ; load wild pokemon data
+ pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose)
+ ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks
+ add a ; double it
+ ld [$d524],a ; store map height in 2x2 tile blocks
+ ld a,[W_CURMAPWIDTH] ; map width in 4x4 tile blocks
+ add a ; double it
+ ld [$d525],a ; map width in 2x2 tile blocks
+ ld a,[W_CURMAP]
+ ld c,a
+ ld b,$00
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a, BANK(MapSongBanks)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld hl, MapSongBanks
+ add hl,bc
+ add hl,bc
+ ld a,[hli]
+ ld [$d35b],a ; music 1
+ ld a,[hl]
+ ld [$d35c],a ; music 2
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; function to copy map connection data from ROM to WRAM
+; Input: hl = source, de = destination
+CopyMapConnectionHeader:: ; 1238 (0:1238)
+ ld c,$0b
+.loop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ dec c
+ jr nz,.loop
+ ret
+
+; function to load map data
+LoadMapData:: ; 1241 (0:1241)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ call DisableLCD
+ ld a,$98
+ ld [$d527],a
+ xor a
+ ld [$d526],a
+ ld [$ffaf],a
+ ld [$ffae],a
+ ld [wWalkCounter],a
+ ld [$d119],a
+ ld [$d11a],a
+ ld [$d3a8],a
+ call LoadTextBoxTilePatterns
+ call LoadMapHeader
+ callba InitMapSprites ; load tile pattern data for sprites
+ call LoadTileBlockMap
+ call LoadTilesetTilePatternData
+ call LoadCurrentMapView
+; copy current map view to VRAM
+ ld hl,wTileMap
+ ld de,$9800
+ ld b,$12
+.vramCopyLoop
+ ld c,$14
+.vramCopyInnerLoop
+ ld a,[hli]
+ ld [de],a
+ inc e
+ dec c
+ jr nz,.vramCopyInnerLoop
+ ld a,$0c
+ add e
+ ld e,a
+ jr nc,.noCarry
+ inc d
+.noCarry
+ dec b
+ jr nz,.vramCopyLoop
+ ld a,$01
+ ld [$cfcb],a
+ call EnableLCD
+ ld b,$09
+ call GoPAL_SET
+ call LoadPlayerSpriteGraphics
+ ld a,[$d732]
+ and a,$18 ; did the player fly or teleport in?
+ jr nz,.restoreRomBank
+ ld a,[W_FLAGS_D733]
+ bit 1,a
+ jr nz,.restoreRomBank
+ call Func_235f ; music related
+ call Func_2312 ; music related
+.restoreRomBank
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; function to switch to the ROM bank that a map is stored in
+; Input: a = map number
+SwitchToMapRomBank:: ; 12bc (0:12bc)
+ push hl
+ push bc
+ ld c,a
+ ld b,$00
+ ld a,Bank(MapHeaderBanks)
+ call BankswitchHome ; switch to ROM bank 3
+ ld hl,MapHeaderBanks
+ add hl,bc
+ ld a,[hl]
+ ld [$ffe8],a ; save map ROM bank
+ call BankswitchBack
+ ld a,[$ffe8]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a ; switch to map ROM bank
+ pop bc
+ pop hl
+ ret
+
+Func_12da:: ; 12da (0:12da)
+ ld a, $1e
+ ld [$d13a], a
+ ld hl, $d730
+ ld a, [hl]
+ or $26
+ ld [hl], a
+ ret
+
+Func_12e7:: ; 12e7 (0:12e7)
+ ld hl, $d728
+ res 0, [hl]
+ ret
+
+ForceBikeOrSurf:: ; 12ed (0:12ed)
+ ld b, BANK(RedSprite)
+ ld hl, LoadPlayerSpriteGraphics
+ call Bankswitch
+ jp Func_2307 ; update map/player state?
+
+; this is used to check if the player wants to interrupt the opening sequence at several points
+; XXX is this used anywhere else?
+; INPUT:
+; c = number of frames to wait
+; sets carry if Up+Select+B, Start, or A is pressed within c frames
+; unsets carry otherwise
+CheckForUserInterruption:: ; 12f8 (0:12f8)
+ call DelayFrame
+ push bc
+ call GetJoypadStateLowSensitivity
+ pop bc
+ ld a,[H_CURRENTPRESSEDBUTTONS] ; currently pressed buttons
+ cp a,%01000110 ; Up, Select button, B button
+ jr z,.setCarry ; if all three keys are pressed
+ ld a,[$ffb5] ; either newly pressed buttons or currently pressed buttons at low sampling rate
+ and a,%00001001 ; Start button, A button
+ jr nz,.setCarry ; if either key is pressed
+ dec c
+ jr nz,CheckForUserInterruption
+.unsetCarry
+ and a
+ ret
+.setCarry
+ scf
+ ret
+
+; function to load position data for destination warp when switching maps
+; INPUT:
+; a = ID of destination warp within destination map
+LoadDestinationWarpPosition:: ; 1313 (0:1313)
+ ld b,a
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[wPredefParentBank]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld a,b
+ add a
+ add a
+ ld c,a
+ ld b,0
+ add hl,bc
+ ld bc,4
+ ld de,$d35f
+ call CopyData
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; INPUT:
+; c: if nonzero, show at least a sliver of health
+; d = number of HP bar sections (normally 6)
+; e = health (in eighths of bar sections) (normally out of 48)
+DrawHPBar:: ; 1336 (0:1336)
+ push hl
+ push de
+ push bc
+ ld a,$71 ; left of HP bar tile 1
+ ld [hli],a
+ ld a,$62 ; left of HP bar tile 2
+ ld [hli],a
+ push hl
+ ld a,$63 ; empty bar section tile
+.drawEmptyBarLoop
+ ld [hli],a
+ dec d
+ jr nz,.drawEmptyBarLoop
+ ld a,[$cf94]
+ dec a ; what should the right of HP bar tile be?
+ ld a,$6d ; right of HP bar tile, in status screen and battles
+ jr z,.writeTile
+ dec a ; right of HP bar tile, in pokemon menu
+.writeTile
+ ld [hl],a
+ pop hl
+ ld a,e
+ and a ; is there enough health to show up on the HP bar?
+ jr nz,.loop ; if so, draw the HP bar
+ ld a,c
+ and a ; should a sliver of health be shown no matter what?
+ jr z,.done
+ ld e,1 ; if so, fill one eighth of a bar section
+; loop to draw every full bar section
+.loop
+ ld a,e
+ sub a,8
+ jr c,.drawPartialBarSection
+ ld e,a
+ ld a,$6b ; filled bar section tile
+ ld [hli],a
+ ld a,e
+ and a
+ jr z,.done
+ jr .loop
+; draws a partial bar section at the end (if necessary)
+; there are 7 possible partial bar sections from 1/8 to 7/8 full
+.drawPartialBarSection
+ ld a,$63 ; empty bar section tile
+ add e ; add e to get the appropriate partial bar section tile
+ ld [hl],a ; write the tile
+.done
+ pop bc
+ pop de
+ pop hl
+ ret
+
+; loads pokemon data from one of multiple sources to $cf98
+; loads base stats to $d0b8
+; INPUT:
+; [$cf92] = index of pokemon within party/box
+; [$cc49] = source
+; 00: player's party
+; 01: enemy's party
+; 02: current box
+; 03: daycare
+; OUTPUT:
+; [$cf91] = pokemon ID
+; $cf98 = base address of pokemon data
+; $d0b8 = base address of base stats
+LoadMonData:: ; 1372 (0:1372)
+ ld hl,LoadMonData_
+ ld b,BANK(LoadMonData_)
+ jp Bankswitch
+
+; writes c to $d0dc+b
+Func_137a:: ; 137a (0:137a)
+ ld hl, $d0dc
+ ld e, b
+ ld d, $0
+ add hl, de
+ ld a, c
+ ld [hl], a
+ ret
+
+LoadFlippedFrontSpriteByMonIndex:: ; 1384 (0:1384)
+ ld a, $1
+ ld [W_SPRITEFLIPPED], a
+
+LoadFrontSpriteByMonIndex:: ; 1389 (0:1389)
+ push hl
+ ld a, [$d11e]
+ push af
+ ld a, [$cf91]
+ ld [$d11e], a
+ ld a, $3a
+ call Predef ; indirect jump to IndexToPokedex (41010 (10:5010))
+ ld hl, $d11e
+ ld a, [hl]
+ pop bc
+ ld [hl], b
+ and a
+ pop hl
+ jr z, .invalidDexNumber ; dex #0 invalid
+ cp 151 + 1
+ jr c, .validDexNumber ; dex >#151 invalid
+.invalidDexNumber
+ ld a, RHYDON ; $1
+ ld [$cf91], a
+ ret
+.validDexNumber
+ push hl
+ ld de, $9000
+ call LoadMonFrontSprite
+ pop hl
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, Bank(asm_3f0d0)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ xor a
+ ld [$ffe1], a
+ call asm_3f0d0
+ xor a
+ ld [W_SPRITEFLIPPED], a
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+; plays the cry of a pokemon
+; INPUT:
+; a = pokemon ID
+PlayCry:: ; 13d0 (0:13d0)
+ call GetCryData
+ call PlaySound ; play cry
+ jp WaitForSoundToFinish ; wait for sound to be done playing
+
+; gets a pokemon's cry data
+; INPUT:
+; a = pokemon ID
+GetCryData:: ; 13d9 (0:13d9)
+ dec a
+ ld c,a
+ ld b,0
+ ld hl,CryData
+ add hl,bc
+ add hl,bc
+ add hl,bc
+ ld a,Bank(CryData)
+ call BankswitchHome
+ ld a,[hli]
+ ld b,a
+ ld a,[hli]
+ ld [$c0f1],a
+ ld a,[hl]
+ ld [$c0f2],a
+ call BankswitchBack
+ ld a,b ; a = cryID
+ ld c,$14 ; base sound ID for pokemon cries
+ rlca
+ add b ; a = cryID * 3
+ add c ; a = $14 + cryID * 3
+ ret
+
+DisplayPartyMenu:: ; 13fc (0:13fc)
+ ld a,[$ffd7]
+ push af
+ xor a
+ ld [$ffd7],a
+ call GBPalWhiteOutWithDelay3
+ call ClearSprites
+ call PartyMenuInit
+ call DrawPartyMenu
+ jp HandlePartyMenuInput
+
+GoBackToPartyMenu:: ; 1411 (0:1411)
+ ld a,[$ffd7]
+ push af
+ xor a
+ ld [$ffd7],a
+ call PartyMenuInit
+ call RedrawPartyMenu
+ jp HandlePartyMenuInput
+
+PartyMenuInit:: ; 1420 (0:1420)
+ ld a,$01
+ call BankswitchHome
+ call LoadHpBarAndStatusTilePatterns
+ ld hl,$d730
+ set 6,[hl] ; turn off letter printing delay
+ xor a
+ ld [$cc49],a
+ ld [$cc37],a
+ ld hl,wTopMenuItemY
+ inc a
+ ld [hli],a ; top menu item Y
+ xor a
+ ld [hli],a ; top menu item X
+ ld a,[$cc2b]
+ push af
+ ld [hli],a ; current menu item ID
+ inc hl
+ ld a,[W_NUMINPARTY]
+ and a ; are there more than 0 pokemon in the party?
+ jr z,.storeMaxMenuItemID
+ dec a
+; if party is not empty, the max menu item ID is ([W_NUMINPARTY] - 1)
+; otherwise, it is 0
+.storeMaxMenuItemID
+ ld [hli],a ; max menu item ID
+ ld a,[$d11f]
+ and a
+ ld a,%00000011 ; A button and B button
+ jr z,.next
+ xor a
+ ld [$d11f],a
+ inc a
+.next
+ ld [hli],a ; menu watched keys
+ pop af
+ ld [hl],a ; old menu item ID
+ ret
+
+HandlePartyMenuInput:: ; 145a (0:145a)
+ ld a,1
+ ld [$cc4a],a
+ ld a,$40
+ ld [$d09b],a
+ call HandleMenuInputPokemonSelection
+ call PlaceUnfilledArrowMenuCursor
+ ld b,a
+ xor a
+ ld [$d09b],a
+ ld a,[wCurrentMenuItem]
+ ld [$cc2b],a
+ ld hl,$d730
+ res 6,[hl] ; turn on letter printing delay
+ ld a,[$cc35]
+ and a
+ jp nz,.swappingPokemon
+ pop af
+ ld [$ffd7],a
+ bit 1,b
+ jr nz,.noPokemonChosen
+ ld a,[W_NUMINPARTY]
+ and a
+ jr z,.noPokemonChosen
+ ld a,[wCurrentMenuItem]
+ ld [wWhichPokemon],a
+ ld hl,W_PARTYMON1
+ ld b,0
+ ld c,a
+ add hl,bc
+ ld a,[hl]
+ ld [$cf91],a
+ ld [$cfd9],a
+ call BankswitchBack
+ and a
+ ret
+.noPokemonChosen
+ call BankswitchBack
+ scf
+ ret
+.swappingPokemon
+ bit 1,b ; was the B button pressed?
+ jr z,.handleSwap ; if not, handle swapping the pokemon
+.cancelSwap ; if the B button was pressed
+ callba ErasePartyMenuCursors
+ xor a
+ ld [$cc35],a
+ ld [$d07d],a
+ call RedrawPartyMenu
+ jr HandlePartyMenuInput
+.handleSwap
+ ld a,[wCurrentMenuItem]
+ ld [wWhichPokemon],a
+ callba SwitchPartyMon
+ jr HandlePartyMenuInput
+
+DrawPartyMenu:: ; 14d4 (0:14d4)
+ ld hl, DrawPartyMenu_
+ jr DrawPartyMenuCommon
+
+RedrawPartyMenu:: ; 14d9 (0:14d9)
+ ld hl, RedrawPartyMenu_
+
+DrawPartyMenuCommon:: ; 14dc (0:14dc)
+ ld b, BANK(RedrawPartyMenu_)
+ jp Bankswitch
+
+; prints a pokemon's status condition
+; INPUT:
+; de = address of status condition
+; hl = destination address
+PrintStatusCondition:: ; 14e1 (0:14e1)
+ push de
+ dec de
+ dec de ; de = address of current HP
+ ld a,[de]
+ ld b,a
+ dec de
+ ld a,[de]
+ or b ; is the pokemon's HP zero?
+ pop de
+ jr nz,PrintStatusConditionNotFainted
+; if the pokemon's HP is 0, print "FNT"
+ ld a,"F"
+ ld [hli],a
+ ld a,"N"
+ ld [hli],a
+ ld [hl],"T"
+ and a
+ ret
+PrintStatusConditionNotFainted ; 14f6
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(PrintStatusAilment)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call PrintStatusAilment ; print status condition
+ pop bc
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; function to print pokemon level, leaving off the ":L" if the level is at least 100
+; INPUT:
+; hl = destination address
+; [$cfb9] = level
+PrintLevel:: ; 150b (0:150b)
+ ld a,$6e ; ":L" tile ID
+ ld [hli],a
+ ld c,2 ; number of digits
+ ld a,[$cfb9] ; level
+ cp a,100
+ jr c,PrintLevelCommon
+; if level at least 100, write over the ":L" tile
+ dec hl
+ inc c ; increment number of digits to 3
+ jr PrintLevelCommon
+
+; prints the level without leaving off ":L" regardless of level
+; INPUT:
+; hl = destination address
+; [$cfb9] = level
+PrintLevelFull:: ; 151b (0:151b)
+ ld a,$6e ; ":L" tile ID
+ ld [hli],a
+ ld c,3 ; number of digits
+ ld a,[$cfb9] ; level
+
+PrintLevelCommon:: ; 1523 (0:1523)
+ ld [$d11e],a
+ ld de,$d11e
+ ld b,$41 ; no leading zeroes, left-aligned, one byte
+ jp PrintNumber
+
+Func_152e:: ; 152e (0:152e)
+ ld hl,$d0dc
+ ld c,a
+ ld b,0
+ add hl,bc
+ ld a,[hl]
+ ret
+
+; copies the base stat data of a pokemon to $D0B8 (W_MONHEADER)
+; INPUT:
+; [$D0B5] = pokemon ID
+GetMonHeader:: ; 1537 (0:1537)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(BaseStats)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ push bc
+ push de
+ push hl
+ ld a,[$d11e]
+ push af
+ ld a,[$d0b5]
+ ld [$d11e],a
+ ld de,FossilKabutopsPic
+ ld b,$66 ; size of Kabutops fossil and Ghost sprites
+ cp a,FOSSIL_KABUTOPS ; Kabutops fossil
+ jr z,.specialID
+ ld de,GhostPic
+ cp a,MON_GHOST ; Ghost
+ jr z,.specialID
+ ld de,FossilAerodactylPic
+ ld b,$77 ; size of Aerodactyl fossil sprite
+ cp a,FOSSIL_AERODACTYL ; Aerodactyl fossil
+ jr z,.specialID
+ cp a,MEW
+ jr z,.mew
+ ld a,$3a
+ call Predef ; convert pokemon ID in [$D11E] to pokedex number
+ ld a,[$d11e]
+ dec a
+ ld bc,28
+ ld hl,BaseStats
+ call AddNTimes
+ ld de,W_MONHEADER
+ ld bc,28
+ call CopyData
+ jr .done
+.specialID
+ ld hl,W_MONHSPRITEDIM
+ ld [hl],b ; write sprite dimensions
+ inc hl
+ ld [hl],e ; write front sprite pointer
+ inc hl
+ ld [hl],d
+ jr .done
+.mew
+ ld hl,MewBaseStats
+ ld de,W_MONHEADER
+ ld bc,28
+ ld a,BANK(MewBaseStats)
+ call FarCopyData
+.done
+ ld a,[$d0b5]
+ ld [$d0b8],a
+ pop af
+ ld [$d11e],a
+ pop hl
+ pop de
+ pop bc
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; copy party pokemon's name to $CD6D
+GetPartyMonName2:: ; 15b4 (0:15b4)
+ ld a,[wWhichPokemon] ; index within party
+ ld hl,W_PARTYMON1NAME
+
+; this is called more often
+GetPartyMonName:: ; 15ba (0:15ba)
+ push hl
+ push bc
+ call SkipFixedLengthTextEntries ; add 11 to hl, a times
+ ld de,$cd6d
+ push de
+ ld bc,11
+ call CopyData
+ pop de
+ pop bc
+ pop hl
+ ret
+
+; function to print a BCD (Binary-coded decimal) number
+; de = address of BCD number
+; hl = destination address
+; c = flags and length
+; bit 7: if set, do not print leading zeroes
+; if unset, print leading zeroes
+; bit 6: if set, left-align the string (do not pad empty digits with spaces)
+; if unset, right-align the string
+; bit 5: if set, print currency symbol at the beginning of the string
+; if unset, do not print the currency symbol
+; bits 0-4: length of BCD number in bytes
+; Note that bits 5 and 7 are modified during execution. The above reflects
+; their meaning at the beginning of the functions's execution.
+PrintBCDNumber:: ; 15cd (0:15cd)
+ ld b,c ; save flags in b
+ res 7,c
+ res 6,c
+ res 5,c ; c now holds the length
+ bit 5,b
+ jr z,.loop
+ bit 7,b
+ jr nz,.loop
+ ld [hl],"¥"
+ inc hl
+.loop
+ ld a,[de]
+ swap a
+ call PrintBCDDigit ; print upper digit
+ ld a,[de]
+ call PrintBCDDigit ; print lower digit
+ inc de
+ dec c
+ jr nz,.loop
+ bit 7,b ; were any non-zero digits printed?
+ jr z,.done ; if so, we are done
+.numberEqualsZero ; if every digit of the BCD number is zero
+ bit 6,b ; left or right alignment?
+ jr nz,.skipRightAlignmentAdjustment
+ dec hl ; if the string is right-aligned, it needs to be moved back one space
+.skipRightAlignmentAdjustment
+ bit 5,b
+ jr z,.skipCurrencySymbol
+ ld [hl],"¥"
+ inc hl
+.skipCurrencySymbol
+ ld [hl],"0"
+ call PrintLetterDelay
+ inc hl
+.done
+ ret
+
+PrintBCDDigit:: ; 1604 (0:1604)
+ and a,%00001111
+ and a
+ jr z,.zeroDigit
+.nonzeroDigit
+ bit 7,b ; have any non-space characters been printed?
+ jr z,.outputDigit
+; if bit 7 is set, then no numbers have been printed yet
+ bit 5,b ; print the currency symbol?
+ jr z,.skipCurrencySymbol
+ ld [hl],"¥"
+ inc hl
+ res 5,b
+.skipCurrencySymbol
+ res 7,b ; unset 7 to indicate that a nonzero digit has been reached
+.outputDigit
+ add a,"0"
+ ld [hli],a
+ jp PrintLetterDelay
+.zeroDigit
+ bit 7,b ; either printing leading zeroes or already reached a nonzero digit?
+ jr z,.outputDigit ; if so, print a zero digit
+ bit 6,b ; left or right alignment?
+ ret nz
+ inc hl ; if right-aligned, "print" a space by advancing the pointer
+ ret
+
+; uncompresses the front or back sprite of the specified mon
+; assumes the corresponding mon header is already loaded
+; hl contains offset to sprite pointer ($b for front or $d for back)
+UncompressMonSprite:: ; 1627 (0:1627)
+ ld bc,W_MONHEADER
+ add hl,bc
+ ld a,[hli]
+ ld [W_SPRITEINPUTPTR],a ; fetch sprite input pointer
+ ld a,[hl]
+ ld [W_SPRITEINPUTPTR+1],a
+; define (by index number) the bank that a pokemon's image is in
+; index = Mew, bank 1
+; index = Kabutops fossil, bank $B
+; index < $1F, bank 9
+; $1F ≤ index < $4A, bank $A
+; $4A ≤ index < $74, bank $B
+; $74 ≤ index < $99, bank $C
+; $99 ≤ index, bank $D
+ ld a,[$CF91] ; XXX name for this ram location
+ ld b,a
+ cp MEW
+ ld a,BANK(MewPicFront)
+ jr z,.GotBank
+ ld a,b
+ cp FOSSIL_KABUTOPS
+ ld a,BANK(FossilKabutopsPic)
+ jr z,.GotBank
+ ld a,b
+ cp TANGELA + 1
+ ld a,BANK(TangelaPicFront)
+ jr c,.GotBank
+ ld a,b
+ cp MOLTRES + 1
+ ld a,BANK(MoltresPicFront)
+ jr c,.GotBank
+ ld a,b
+ cp BEEDRILL + 2
+ ld a,BANK(BeedrillPicFront)
+ jr c,.GotBank
+ ld a,b
+ cp STARMIE + 1
+ ld a,BANK(StarmiePicFront)
+ jr c,.GotBank
+ ld a,BANK(VictreebelPicFront)
+.GotBank
+ jp UncompressSpriteData
+
+; de: destination location
+LoadMonFrontSprite:: ; 1665 (0:1665)
+ push de
+ ld hl, W_MONHFRONTSPRITE - W_MONHEADER
+ call UncompressMonSprite
+ ld hl, W_MONHSPRITEDIM
+ ld a, [hli]
+ ld c, a
+ pop de
+ ; fall through
+
+; postprocesses uncompressed sprite chunks to a 2bpp sprite and loads it into video ram
+; calculates alignment parameters to place both sprite chunks in the center of the 7*7 tile sprite buffers
+; de: destination location
+; a,c: sprite dimensions (in tiles of 8x8 each)
+LoadUncompressedSpriteData:: ; 1672 (0:1672)
+ push de
+ and $f
+ ld [H_SPRITEWIDTH], a ; each byte contains 8 pixels (in 1bpp), so tiles=bytes for width
+ ld b, a
+ ld a, $7
+ sub b ; 7-w
+ inc a ; 8-w
+ srl a ; (8-w)/2 ; horizontal center (in tiles, rounded up)
+ ld b, a
+ add a
+ add a
+ add a
+ sub b ; 7*((8-w)/2) ; skip for horizontal center (in tiles)
+ ld [H_SPRITEOFFSET], a
+ ld a, c
+ swap a
+ and $f
+ ld b, a
+ add a
+ add a
+ add a ; 8*tiles is height in bytes
+ ld [H_SPRITEHEIGHT], a ; $ff8c
+ ld a, $7
+ sub b ; 7-h ; skip for vertical center (in tiles, relative to current column)
+ ld b, a
+ ld a, [H_SPRITEOFFSET]
+ add b ; 7*((8-w)/2) + 7-h ; combined overall offset (in tiles)
+ add a
+ add a
+ add a ; 8*(7*((8-w)/2) + 7-h) ; combined overall offset (in bytes)
+ ld [H_SPRITEOFFSET], a
+ xor a
+ ld [$4000], a
+ ld hl, S_SPRITEBUFFER0
+ call ZeroSpriteBuffer ; zero buffer 0
+ ld de, S_SPRITEBUFFER1
+ ld hl, S_SPRITEBUFFER0
+ call AlignSpriteDataCentered ; copy and align buffer 1 to 0 (containing the MSB of the 2bpp sprite)
+ ld hl, S_SPRITEBUFFER1
+ call ZeroSpriteBuffer ; zero buffer 1
+ ld de, S_SPRITEBUFFER2
+ ld hl, S_SPRITEBUFFER1
+ call AlignSpriteDataCentered ; copy and align buffer 2 to 1 (containing the LSB of the 2bpp sprite)
+ pop de
+ jp InterlaceMergeSpriteBuffers
+
+; copies and aligns the sprite data properly inside the sprite buffer
+; sprite buffers are 7*7 tiles in size, the loaded sprite is centered within this area
+AlignSpriteDataCentered:: ; 16c2 (0:16c2)
+ ld a, [H_SPRITEOFFSET]
+ ld b, $0
+ ld c, a
+ add hl, bc
+ ld a, [H_SPRITEWIDTH] ; $ff8b
+.columnLoop
+ push af
+ push hl
+ ld a, [H_SPRITEHEIGHT] ; $ff8c
+ ld c, a
+.columnInnerLoop
+ ld a, [de]
+ inc de
+ ld [hli], a
+ dec c
+ jr nz, .columnInnerLoop
+ pop hl
+ ld bc, 7*8 ; 7 tiles
+ add hl, bc ; advance one full column
+ pop af
+ dec a
+ jr nz, .columnLoop
+ ret
+
+; fills the sprite buffer (pointed to in hl) with zeros
+ZeroSpriteBuffer:: ; 16df (0:16df)
+ ld bc, SPRITEBUFFERSIZE
+.nextByteLoop
+ xor a
+ ld [hli], a
+ dec bc
+ ld a, b
+ or c
+ jr nz, .nextByteLoop
+ ret
+
+; combines the (7*7 tiles, 1bpp) sprite chunks in buffer 0 and 1 into a 2bpp sprite located in buffer 1 through 2
+; in the resulting sprite, the rows of the two source sprites are interlaced
+; de: output address
+InterlaceMergeSpriteBuffers:: ; 16ea (0:16ea)
+ xor a
+ ld [$4000], a
+ push de
+ ld hl, S_SPRITEBUFFER2 + (SPRITEBUFFERSIZE - 1) ; destination: end of buffer 2
+ ld de, S_SPRITEBUFFER1 + (SPRITEBUFFERSIZE - 1) ; source 2: end of buffer 1
+ ld bc, S_SPRITEBUFFER0 + (SPRITEBUFFERSIZE - 1) ; source 1: end of buffer 0
+ ld a, SPRITEBUFFERSIZE/2 ; $c4
+ ld [H_SPRITEINTERLACECOUNTER], a ; $ff8b
+.interlaceLoop
+ ld a, [de]
+ dec de
+ ld [hld], a ; write byte of source 2
+ ld a, [bc]
+ dec bc
+ ld [hld], a ; write byte of source 1
+ ld a, [de]
+ dec de
+ ld [hld], a ; write byte of source 2
+ ld a, [bc]
+ dec bc
+ ld [hld], a ; write byte of source 1
+ ld a, [H_SPRITEINTERLACECOUNTER] ; $ff8b
+ dec a
+ ld [H_SPRITEINTERLACECOUNTER], a ; $ff8b
+ jr nz, .interlaceLoop
+ ld a, [W_SPRITEFLIPPED]
+ and a
+ jr z, .notFlipped
+ ld bc, 2*SPRITEBUFFERSIZE
+ ld hl, S_SPRITEBUFFER1
+.swapLoop
+ swap [hl] ; if flipped swap nybbles in all bytes
+ inc hl
+ dec bc
+ ld a, b
+ or c
+ jr nz, .swapLoop
+.notFlipped
+ pop hl
+ ld de, S_SPRITEBUFFER1
+ ld c, (2*SPRITEBUFFERSIZE)/16 ; $31, number of 16 byte chunks to be copied
+ ld a, [H_LOADEDROMBANK]
+ ld b, a
+ jp CopyVideoData
+
+Underground_Coll:: ; 172f (0:172f)
+ INCBIN "gfx/tilesets/underground.tilecoll"
+Overworld_Coll:: ; 1735 (0:1735)
+ INCBIN "gfx/tilesets/overworld.tilecoll"
+RedsHouse1_Coll::
+RedsHouse2_Coll:: ; 1749 (0:1749)
+ INCBIN "gfx/tilesets/reds_house.tilecoll"
+Mart_Coll
+Pokecenter_Coll:: ; 1753 (0:1753)
+ INCBIN "gfx/tilesets/pokecenter.tilecoll"
+Dojo_Coll::
+Gym_Coll:: ; 1759 (0:1759)
+ INCBIN "gfx/tilesets/gym.tilecoll"
+Forest_Coll:: ; 1765 (0:1765)
+ INCBIN "gfx/tilesets/forest.tilecoll"
+House_Coll:: ; 1775 (0:1775)
+ INCBIN "gfx/tilesets/house.tilecoll"
+ForestGate_Coll::
+Museum_Coll::
+Gate_Coll:: ; 177f (0:177f)
+ INCBIN "gfx/tilesets/gate.tilecoll"
+Ship_Coll:: ; 178a (0:178a)
+ INCBIN "gfx/tilesets/ship.tilecoll"
+ShipPort_Coll:: ; 1795 (0:1795)
+ INCBIN "gfx/tilesets/ship_port.tilecoll"
+Cemetery_Coll:: ; 179a (0:179a)
+ INCBIN "gfx/tilesets/cemetery.tilecoll"
+Interior_Coll:: ; 17a2 (0:17a2)
+ INCBIN "gfx/tilesets/interior.tilecoll"
+Cavern_Coll:: ; 17ac (0:17ac)
+ INCBIN "gfx/tilesets/cavern.tilecoll"
+Lobby_Coll:: ; 17b8 (0:17b8)
+ INCBIN "gfx/tilesets/lobby.tilecoll"
+Mansion_Coll:: ; 17c0 (0:17c0)
+ INCBIN "gfx/tilesets/mansion.tilecoll"
+Lab_Coll:: ; 17ca (0:17ca)
+ INCBIN "gfx/tilesets/lab.tilecoll"
+Club_Coll:: ; 17d1 (0:17d1)
+ INCBIN "gfx/tilesets/club.tilecoll"
+Facility_Coll:: ; 17dd (0:17dd)
+ INCBIN "gfx/tilesets/facility.tilecoll"
+Plateau_Coll:: ; 17f0 (0:17f0)
+ INCBIN "gfx/tilesets/plateau.tilecoll"
+
+; does the same thing as FarCopyData at 009D
+; only difference is that it uses [$ff8b] instead of [$cee9] for a temp value
+; copy bc bytes of data from a:hl to de
+FarCopyData2:: ; 17f7 (0:17f7)
+ ld [$ff8b],a
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[$ff8b]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call CopyData
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; does a far copy but the source is de and the destination is hl
+; copy bc bytes of data from a:de to hl
+FarCopyData3:: ; 180d (0:180d)
+ ld [$ff8b],a
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[$ff8b]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ push hl
+ push de
+ push de
+ ld d,h
+ ld e,l
+ pop hl
+ call CopyData
+ pop de
+ pop hl
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; copies each source byte to the destination twice (next to each other)
+; copy bc source bytes from a:hl to de
+FarCopyDataDouble:: ; 182b (0:182b)
+ ld [$ff8b],a
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[$ff8b]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+.loop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ ld [de],a
+ inc de
+ dec bc
+ ld a,c
+ or b
+ jr nz,.loop
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; copy (c * 16) bytes from b:de to hl during V-blank
+; transfers up to 128 bytes per V-blank
+CopyVideoData:: ; 1848 (0:1848)
+ ld a,[H_AUTOBGTRANSFERENABLED] ; save auto-transfer enabled flag
+ push af
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED],a ; disable auto-transfer while copying
+ ld a,[H_LOADEDROMBANK]
+ ld [$ff8b],a
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld a,e
+ ld [H_VBCOPYSRC],a
+ ld a,d
+ ld [H_VBCOPYSRC + 1],a
+ ld a,l
+ ld [H_VBCOPYDEST],a
+ ld a,h
+ ld [H_VBCOPYDEST + 1],a
+.loop
+ ld a,c
+ cp a,8 ; are there more than 128 bytes left to copy?
+ jr nc,.copyMaxSize ; only copy up to 128 bytes at a time
+.copyRemainder
+ ld [H_VBCOPYSIZE],a
+ call DelayFrame ; wait for V-blank handler to perform the copy
+ ld a,[$ff8b]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ pop af
+ ld [H_AUTOBGTRANSFERENABLED],a ; restore original auto-transfer enabled flag
+ ret
+.copyMaxSize
+ ld a,8 ; 128 bytes
+ ld [H_VBCOPYSIZE],a
+ call DelayFrame ; wait for V-blank handler to perform the copy
+ ld a,c
+ sub a,8
+ ld c,a
+ jr .loop
+
+; copy (c * 8) source bytes from b:de to hl during V-blank
+; copies each source byte to the destination twice (next to each other)
+; transfers up to 64 source bytes per V-blank
+CopyVideoDataDouble:: ; 1886 (0:1886)
+ ld a,[H_AUTOBGTRANSFERENABLED] ; save auto-transfer enabled flag
+ push af
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED],a ; disable auto-transfer while copying
+ ld a,[H_LOADEDROMBANK]
+ ld [$ff8b],a
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld a,e
+ ld [H_VBCOPYDOUBLESRC],a
+ ld a,d
+ ld [H_VBCOPYDOUBLESRC + 1],a
+ ld a,l
+ ld [H_VBCOPYDOUBLEDEST],a
+ ld a,h
+ ld [H_VBCOPYDOUBLEDEST + 1],a
+.loop
+ ld a,c
+ cp a,8 ; are there more than 64 source bytes left to copy?
+ jr nc,.copyMaxSize ; only copy up to 64 source bytes at a time
+.copyRemainder
+ ld [H_VBCOPYDOUBLESIZE],a
+ call DelayFrame ; wait for V-blank handler to perform the copy
+ ld a,[$ff8b]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ pop af
+ ld [H_AUTOBGTRANSFERENABLED],a ; restore original auto-transfer enabled flag
+ ret
+.copyMaxSize
+ ld a,8 ; 64 source bytes
+ ld [H_VBCOPYDOUBLESIZE],a
+ call DelayFrame ; wait for V-blank handler to perform the copy
+ ld a,c
+ sub a,8
+ ld c,a
+ jr .loop
+
+; clears an area of the screen
+; INPUT:
+; hl = address of upper left corner of the area
+; b = height
+; c = width
+ClearScreenArea:: ; 18c4 (0:18c4)
+ ld a,$7F ; blank tile
+ ld de,20 ; screen width
+.loop
+ push hl
+ push bc
+.innerLoop
+ ld [hli],a
+ dec c
+ jr nz,.innerLoop
+ pop bc
+ pop hl
+ add hl,de
+ dec b
+ jr nz,.loop
+ ret
+
+; copies the screen tile buffer from WRAM to VRAM
+; copying is done in 3 chunks of 6 rows each
+; b: high byte of VRAM destination address ($98 or $9c for window tile map 0 or 1 resp.)
+CopyScreenTileBufferToVRAM:: ; 18d6 (0:18d6)
+ ld c, $6
+ ld hl, $0000
+ ld de, wTileMap
+ call InitScreenTileBufferTransferParameters
+ call DelayFrame
+ ld hl, $600
+ ld de, wTileMap + 20 * 6 ; $c418
+ call InitScreenTileBufferTransferParameters
+ call DelayFrame
+ ld hl, $c00
+ ld de, wTileMap + 20 * 12 ; $c490
+ call InitScreenTileBufferTransferParameters
+ jp DelayFrame
+
+InitScreenTileBufferTransferParameters:: ; 18fc (0:18fc)
+ ld a, d
+ ld [H_VBCOPYBGSRC+1], a
+ call GetRowColAddressBgMap
+ ld a, l
+ ld [H_VBCOPYBGDEST], a ; $ffc3
+ ld a, h
+ ld [H_VBCOPYBGDEST+1], a
+ ld a, c
+ ld [H_VBCOPYBGNUMROWS], a ; $ffc5
+ ld a, e
+ ld [H_VBCOPYBGSRC], a ; $ffc1
+ ret
+
+ClearScreen:: ; 190f (0:190f)
+; clears all tiles in the tilemap,
+; then wait three frames
+ ld bc,$0168 ; tilemap size
+ inc b
+ ld hl,wTileMap ; TILEMAP_START
+ ld a,$7F ; $7F is blank tile
+.loop
+ ld [hli],a
+ dec c
+ jr nz,.loop
+ dec b
+ jr nz,.loop
+ jp Delay3
+
+TextBoxBorder:: ; 1922 (0:1922)
+; draw a text box
+; upper-left corner at coordinates hl
+; height b
+; width c
+
+ ; first row
+ push hl
+ ld a,"┌"
+ ld [hli],a
+ inc a ; horizontal border ─
+ call NPlaceChar
+ inc a ; upper-right border ┐
+ ld [hl],a
+
+ ; middle rows
+ pop hl
+ ld de,20
+ add hl,de ; skip the top row
+
+.PlaceRow
+ push hl
+ ld a,"│"
+ ld [hli],a
+ ld a," "
+ call NPlaceChar
+ ld [hl],"│"
+
+ pop hl
+ ld de,20
+ add hl,de ; move to next row
+ dec b
+ jr nz,.PlaceRow
+
+ ; bottom row
+ ld a,"└"
+ ld [hli],a
+ ld a,"─"
+ call NPlaceChar
+ ld [hl],"┘"
+ ret
+;
+NPlaceChar:: ; 194f (0:194f)
+; place a row of width c of identical characters
+ ld d,c
+.loop
+ ld [hli],a
+ dec d
+ jr nz,.loop
+ ret
+
+PlaceString:: ; 1955 (0:1955)
+ push hl
+PlaceNextChar:: ; 1956 (0:1956)
+ ld a,[de]
+
+ cp "@"
+ jr nz,.PlaceText
+ ld b,h
+ ld c,l
+ pop hl
+ ret
+
+.PlaceText
+ cp $4E
+ jr nz,.next
+ ld bc,$0028
+ ld a,[$FFF6]
+ bit 2,a
+ jr z,.next2
+ ld bc,$14
+.next2
+ pop hl
+ add hl,bc
+ push hl
+ jp Next19E8
+
+.next
+ cp $4F
+ jr nz,.next3
+ pop hl
+ FuncCoord 1, 16 ; $c4e1
+ ld hl,Coord
+ push hl
+ jp Next19E8
+
+.next3 ; Check against a dictionary
+ and a
+ jp z,Char00
+ cp $4C
+ jp z,Char4C
+ cp $4B
+ jp z,Char4B
+ cp $51
+ jp z,Char51
+ cp $49
+ jp z,Char49
+ cp $52
+ jp z,Char52
+ cp $53
+ jp z,Char53
+ cp $54
+ jp z,Char54
+ cp $5B
+ jp z,Char5B
+ cp $5E
+ jp z,Char5E
+ cp $5C
+ jp z,Char5C
+ cp $5D
+ jp z,Char5D
+ cp $55
+ jp z,Char55
+ cp $56
+ jp z,Char56
+ cp $57
+ jp z,Char57
+ cp $58
+ jp z,Char58
+ cp $4A
+ jp z,Char4A
+ cp $5F
+ jp z,Char5F
+ cp $59
+ jp z,Char59
+ cp $5A
+ jp z,Char5A
+ ld [hli],a
+ call PrintLetterDelay
+Next19E8:: ; 19e8 (0:19e8)
+ inc de
+ jp PlaceNextChar
+
+Char00:: ; 19ec (0:19ec)
+ ld b,h
+ ld c,l
+ pop hl
+ ld de,Char00Text
+ dec de
+ ret
+
+Char00Text:: ; 0x19f4 “%d ERROR.”
+ TX_FAR _Char00Text
+ db "@"
+
+Char52:: ; 0x19f9 player’s name
+ push de
+ ld de,W_PLAYERNAME
+ jr FinishDTE
+
+Char53:: ; 19ff (0:19ff) ; rival’s name
+ push de
+ ld de,W_RIVALNAME
+ jr FinishDTE
+
+Char5D:: ; 1a05 (0:1a05) ; TRAINER
+ push de
+ ld de,Char5DText
+ jr FinishDTE
+
+Char5C:: ; 1a0b (0:1a0b) ; TM
+ push de
+ ld de,Char5CText
+ jr FinishDTE
+
+Char5B:: ; 1a11 (0:1a11) ; PC
+ push de
+ ld de,Char5BText
+ jr FinishDTE
+
+Char5E:: ; 1a17 (0:1a17) ; ROCKET
+ push de
+ ld de,Char5EText
+ jr FinishDTE
+
+Char54:: ; 1a1d (0:1a1d) ; POKé
+ push de
+ ld de,Char54Text
+ jr FinishDTE
+
+Char56:: ; 1a23 (0:1a23) ; ……
+ push de
+ ld de,Char56Text
+ jr FinishDTE
+
+Char4A:: ; 1a29 (0:1a29) ; PKMN
+ push de
+ ld de,Char4AText
+ jr FinishDTE
+
+Char59:: ; 1a2f (0:1a2f)
+; depending on whose turn it is, print
+; enemy active monster’s name, prefixed with “Enemy ”
+; or
+; player active monster’s name
+; (like Char5A but flipped)
+ ld a,[H_WHOSETURN]
+ xor 1
+ jr MonsterNameCharsCommon
+
+Char5A:: ; 1a35 (0:1a35)
+; depending on whose turn it is, print
+; player active monster’s name
+; or
+; enemy active monster’s name, prefixed with “Enemy ”
+ ld a,[H_WHOSETURN]
+MonsterNameCharsCommon:: ; 1a37 (0:1a37)
+ push de
+ and a
+ jr nz,.Enemy
+ ld de,W_PLAYERMONNAME ; player active monster name
+ jr FinishDTE
+
+.Enemy ; 1A40
+ ; print “Enemy ”
+ ld de,Char5AText
+ call PlaceString
+
+ ld h,b
+ ld l,c
+ ld de,W_ENEMYMONNAME ; enemy active monster name
+
+FinishDTE:: ; 1a4b (0:1a4b)
+ call PlaceString
+ ld h,b
+ ld l,c
+ pop de
+ inc de
+ jp PlaceNextChar
+
+Char5CText:: ; 1a55 (0:1a55)
+ db "TM@"
+Char5DText:: ; 1a58 (0:1a58)
+ db "TRAINER@"
+Char5BText:: ; 1a60 (0:1a60)
+ db "PC@"
+Char5EText:: ; 1a63 (0:1a63)
+ db "ROCKET@"
+Char54Text:: ; 1a6a (0:1a6a)
+ db "POKé@"
+Char56Text:: ; 1a6f (0:1a6f)
+ db "……@"
+Char5AText:: ; 1a72 (0:1a72)
+ db "Enemy @"
+Char4AText:: ; 1a79 (0:1a79)
+ db $E1,$E2,"@" ; PKMN
+
+Char55:: ; 1a7c (0:1a7c)
+ push de
+ ld b,h
+ ld c,l
+ ld hl,Char55Text
+ call TextCommandProcessor
+ ld h,b
+ ld l,c
+ pop de
+ inc de
+ jp PlaceNextChar
+
+Char55Text:: ; 1a8c (0:1a8c)
+; equivalent to Char4B
+ TX_FAR _Char55Text
+ db "@"
+
+Char5F:: ; 1a91 (0:1a91)
+; ends a Pokédex entry
+ ld [hl],"."
+ pop hl
+ ret
+
+Char58:: ; 1a95 (0:1a95)
+ ld a,[$D12B]
+ cp 4
+ jp z,Next1AA2
+ ld a,$EE
+ FuncCoord 18, 16 ; $c4f2
+ ld [Coord],a
+Next1AA2:: ; 1aa2 (0:1aa2)
+ call ProtectedDelay3
+ call ManualTextScroll
+ ld a,$7F
+ FuncCoord 18, 16 ; $c4f2
+ ld [Coord],a
+Char57:: ; 1aad (0:1aad)
+ pop hl
+ ld de,Char58Text
+ dec de
+ ret
+
+Char58Text:: ; 1ab3 (0:1ab3)
+ db "@"
+
+Char51:: ; 1ab4 (0:1ab4)
+ push de
+ ld a,$EE
+ FuncCoord 18, 16 ; $c4f2
+ ld [Coord],a
+ call ProtectedDelay3
+ call ManualTextScroll
+ FuncCoord 1, 13 ; $c4a5
+ ld hl,Coord
+ ld bc,$0412
+ call ClearScreenArea
+ ld c,$14
+ call DelayFrames
+ pop de
+ FuncCoord 1, 14 ; $c4b9
+ ld hl,Coord
+ jp Next19E8
+
+Char49:: ; 1ad5 (0:1ad5)
+ push de
+ ld a,$EE
+ FuncCoord 18, 16 ; $c4f2
+ ld [Coord],a
+ call ProtectedDelay3
+ call ManualTextScroll
+ FuncCoord 1, 10 ; $c469
+ ld hl,Coord
+ ld bc,$0712
+ call ClearScreenArea
+ ld c,$14
+ call DelayFrames
+ pop de
+ pop hl
+ FuncCoord 1, 11 ; $c47d
+ ld hl,Coord
+ push hl
+ jp Next19E8
+
+Char4B:: ; 1af8 (0:1af8)
+ ld a,$EE
+ FuncCoord 18, 16 ; $c4f2
+ ld [Coord],a
+ call ProtectedDelay3
+ push de
+ call ManualTextScroll
+ pop de
+ ld a,$7F
+ FuncCoord 18, 16 ; $c4f2
+ ld [Coord],a
+ ;fall through
+Char4C:: ; 1b0a (0:1b0a)
+ push de
+ call Next1B18
+ call Next1B18
+ FuncCoord 1, 16 ; $c4e1
+ ld hl,Coord
+ pop de
+ jp Next19E8
+
+Next1B18:: ; 1b18 (0:1b18)
+ FuncCoord 0, 14 ; $c4b8
+ ld hl,Coord
+ FuncCoord 0, 13 ; $c4a4
+ ld de,Coord
+ ld b,$3C
+.next
+ ld a,[hli]
+ ld [de],a
+ inc de
+ dec b
+ jr nz,.next
+ FuncCoord 1, 16 ; $c4e1
+ ld hl,Coord
+ ld a,$7F
+ ld b,$12
+.next2
+ ld [hli],a
+ dec b
+ jr nz,.next2
+
+ ; wait five frames
+ ld b,5
+.WaitFrame
+ call DelayFrame
+ dec b
+ jr nz,.WaitFrame
+
+ ret
+
+ProtectedDelay3:: ; 1b3a (0:1b3a)
+ push bc
+ call Delay3
+ pop bc
+ ret
+
+TextCommandProcessor:: ; 1b40 (0:1b40)
+ ld a,[$d358]
+ push af
+ set 1,a
+ ld e,a
+ ld a,[$fff4]
+ xor e
+ ld [$d358],a
+ ld a,c
+ ld [$cc3a],a
+ ld a,b
+ ld [$cc3b],a
+
+NextTextCommand:: ; 1b55 (0:1b55)
+ ld a,[hli]
+ cp a, "@" ; terminator
+ jr nz,.doTextCommand
+ pop af
+ ld [$d358],a
+ ret
+.doTextCommand
+ push hl
+ cp a,$17
+ jp z,TextCommand17
+ cp a,$0e
+ jp nc,TextCommand0B ; if a != 0x17 and a >= 0xE, go to command 0xB
+; if a < 0xE, use a jump table
+ ld hl,TextCommandJumpTable
+ push bc
+ add a
+ ld b,$00
+ ld c,a
+ add hl,bc
+ pop bc
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a
+ jp [hl]
+
+; draw box
+; 04AAAABBCC
+; AAAA = address of upper left corner
+; BB = height
+; CC = width
+TextCommand04:: ; 1b78 (0:1b78)
+ pop hl
+ ld a,[hli]
+ ld e,a
+ ld a,[hli]
+ ld d,a
+ ld a,[hli]
+ ld b,a
+ ld a,[hli]
+ ld c,a
+ push hl
+ ld h,d
+ ld l,e
+ call TextBoxBorder
+ pop hl
+ jr NextTextCommand
+
+; place string inline
+; 00{string}
+TextCommand00:: ; 1b8a (0:1b8a)
+ pop hl
+ ld d,h
+ ld e,l
+ ld h,b
+ ld l,c
+ call PlaceString
+ ld h,d
+ ld l,e
+ inc hl
+ jr NextTextCommand
+
+; place string from RAM
+; 01AAAA
+; AAAA = address of string
+TextCommand01:: ; 1b97 (0:1b97)
+ pop hl
+ ld a,[hli]
+ ld e,a
+ ld a,[hli]
+ ld d,a
+ push hl
+ ld h,b
+ ld l,c
+ call PlaceString
+ pop hl
+ jr NextTextCommand
+
+; print BCD number
+; 02AAAABB
+; AAAA = address of BCD number
+; BB
+; bits 0-4 = length in bytes
+; bits 5-7 = unknown flags
+TextCommand02:: ; 1ba5 (0:1ba5)
+ pop hl
+ ld a,[hli]
+ ld e,a
+ ld a,[hli]
+ ld d,a
+ ld a,[hli]
+ push hl
+ ld h,b
+ ld l,c
+ ld c,a
+ call PrintBCDNumber
+ ld b,h
+ ld c,l
+ pop hl
+ jr NextTextCommand
+
+; repoint destination address
+; 03AAAA
+; AAAA = new destination address
+TextCommand03:: ; 1bb7 (0:1bb7)
+ pop hl
+ ld a,[hli]
+ ld [$cc3a],a
+ ld c,a
+ ld a,[hli]
+ ld [$cc3b],a
+ ld b,a
+ jp NextTextCommand
+
+; repoint destination to second line of dialogue text box
+; 05
+; (no arguments)
+TextCommand05:: ; 1bc5 (0:1bc5)
+ pop hl
+ FuncCoord 1, 16 ; $c4e1
+ ld bc,Coord ; address of second line of dialogue text box
+ jp NextTextCommand
+
+; blink arrow and wait for A or B to be pressed
+; 06
+; (no arguments)
+TextCommand06:: ; 1bcc (0:1bcc)
+ ld a,[W_ISLINKBATTLE]
+ cp a,$04
+ jp z,TextCommand0D
+ ld a,$ee ; down arrow
+ FuncCoord 18, 16 ; $c4f2
+ ld [Coord],a ; place down arrow in lower right corner of dialogue text box
+ push bc
+ call ManualTextScroll ; blink arrow and wait for A or B to be pressed
+ pop bc
+ ld a," "
+ FuncCoord 18, 16 ; $c4f2
+ ld [Coord],a ; overwrite down arrow with blank space
+ pop hl
+ jp NextTextCommand
+
+; scroll text up one line
+; 07
+; (no arguments)
+TextCommand07:: ; 1be7 (0:1be7)
+ ld a," "
+ FuncCoord 18, 16 ; $c4f2
+ ld [Coord],a ; place blank space in lower right corner of dialogue text box
+ call Next1B18 ; scroll up text
+ call Next1B18
+ pop hl
+ FuncCoord 1, 16 ; $c4e1
+ ld bc,Coord ; address of second line of dialogue text box
+ jp NextTextCommand
+
+; execute asm inline
+; 08{code}
+TextCommand08:: ; 1bf9 (0:1bf9)
+ pop hl
+ ld de,NextTextCommand
+ push de ; return address
+ jp [hl]
+
+; print decimal number (converted from binary number)
+; 09AAAABB
+; AAAA = address of number
+; BB
+; bits 0-3 = how many digits to display
+; bits 4-7 = how long the number is in bytes
+TextCommand09:: ; 1bff (0:1bff)
+ pop hl
+ ld a,[hli]
+ ld e,a
+ ld a,[hli]
+ ld d,a
+ ld a,[hli]
+ push hl
+ ld h,b
+ ld l,c
+ ld b,a
+ and a,$0f
+ ld c,a
+ ld a,b
+ and a,$f0
+ swap a
+ set 6,a
+ ld b,a
+ call PrintNumber
+ ld b,h
+ ld c,l
+ pop hl
+ jp NextTextCommand
+
+; wait half a second if the user doesn't hold A or B
+; 0A
+; (no arguments)
+TextCommand0A:: ; 1c1d (0:1c1d)
+ push bc
+ call GetJoypadState
+ ld a,[H_CURRENTPRESSEDBUTTONS]
+ and a,%00000011 ; A and B buttons
+ jr nz,.skipDelay
+ ld c,30
+ call DelayFrames
+.skipDelay
+ pop bc
+ pop hl
+ jp NextTextCommand
+
+; plays sounds
+; this actually handles various command ID's, not just 0B
+; (no arguments)
+TextCommand0B:: ; 1c31 (0:1c31)
+ pop hl
+ push bc
+ dec hl
+ ld a,[hli]
+ ld b,a ; b = command number that got us here
+ push hl
+ ld hl,TextCommandSounds
+.loop
+ ld a,[hli]
+ cp b
+ jr z,.matchFound
+ inc hl
+ jr .loop
+.matchFound
+ cp a,$14
+ jr z,.pokemonCry
+ cp a,$15
+ jr z,.pokemonCry
+ cp a,$16
+ jr z,.pokemonCry
+ ld a,[hl]
+ call PlaySound
+ call WaitForSoundToFinish
+ pop hl
+ pop bc
+ jp NextTextCommand
+.pokemonCry
+ push de
+ ld a,[hl]
+ call PlayCry
+ pop de
+ pop hl
+ pop bc
+ jp NextTextCommand
+
+; format: text command ID, sound ID or cry ID
+TextCommandSounds:: ; 1c64 (0:1c64)
+ db $0B,(SFX_02_3a - SFX_Headers_02) / 3
+ db $12,(SFX_02_46 - SFX_Headers_02) / 3
+ db $0E,(SFX_02_41 - SFX_Headers_02) / 3
+ db $0F,(SFX_02_3a - SFX_Headers_02) / 3
+ db $10,(SFX_02_3b - SFX_Headers_02) / 3
+ db $11,(SFX_02_42 - SFX_Headers_02) / 3
+ db $13,(SFX_02_44 - SFX_Headers_02) / 3
+ db $14,NIDORINA ; used in OakSpeech
+ db $15,PIDGEOT ; used in SaffronCityText12
+ db $16,DEWGONG ; unused?
+
+; draw ellipses
+; 0CAA
+; AA = number of ellipses to draw
+TextCommand0C:: ; 1c78 (0:1c78)
+ pop hl
+ ld a,[hli]
+ ld d,a
+ push hl
+ ld h,b
+ ld l,c
+.loop
+ ld a,$75 ; ellipsis
+ ld [hli],a
+ push de
+ call GetJoypadState
+ pop de
+ ld a,[H_CURRENTPRESSEDBUTTONS] ; joypad state
+ and a,%00000011 ; is A or B button pressed?
+ jr nz,.skipDelay ; if so, skip the delay
+ ld c,10
+ call DelayFrames
+.skipDelay
+ dec d
+ jr nz,.loop
+ ld b,h
+ ld c,l
+ pop hl
+ jp NextTextCommand
+
+; wait for A or B to be pressed
+; 0D
+; (no arguments)
+TextCommand0D:: ; 1c9a (0:1c9a)
+ push bc
+ call ManualTextScroll ; wait for A or B to be pressed
+ pop bc
+ pop hl
+ jp NextTextCommand
+
+; process text commands in another ROM bank
+; 17AAAABB
+; AAAA = address of text commands
+; BB = bank
+TextCommand17:: ; 1ca3 (0:1ca3)
+ pop hl
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[hli]
+ ld e,a
+ ld a,[hli]
+ ld d,a
+ ld a,[hli]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ push hl
+ ld l,e
+ ld h,d
+ call TextCommandProcessor
+ pop hl
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ jp NextTextCommand
+
+TextCommandJumpTable:: ; 1cc1 (0:1cc1)
+ dw TextCommand00
+ dw TextCommand01
+ dw TextCommand02
+ dw TextCommand03
+ dw TextCommand04
+ dw TextCommand05
+ dw TextCommand06
+ dw TextCommand07
+ dw TextCommand08
+ dw TextCommand09
+ dw TextCommand0A
+ dw TextCommand0B
+ dw TextCommand0C
+ dw TextCommand0D
+
+; this function seems to be used only once
+; it store the address of a row and column of the VRAM background map in hl
+; INPUT: h - row, l - column, b - high byte of background tile map address in VRAM
+GetRowColAddressBgMap:: ; 1cdd (0:1cdd)
+ xor a
+ srl h
+ rr a
+ srl h
+ rr a
+ srl h
+ rr a
+ or l
+ ld l,a
+ ld a,b
+ or h
+ ld h,a
+ ret
+
+; clears a VRAM background map with blank space tiles
+; INPUT: h - high byte of background tile map address in VRAM
+ClearBgMap:: ; 1cf0 (0:1cf0)
+ ld a," "
+ jr .next
+ ld a,l
+.next
+ ld de,$400 ; size of VRAM background map
+ ld l,e
+.loop
+ ld [hli],a
+ dec e
+ jr nz,.loop
+ dec d
+ jr nz,.loop
+ ret
+
+; When the player takes a step, a row or column of 2x2 tile blocks at the edge
+; of the screen toward which they moved is exposed and has to be redrawn.
+; This function does the redrawing.
+RedrawExposedScreenEdge:: ; 1d01 (0:1d01)
+ ld a,[H_SCREENEDGEREDRAW]
+ and a
+ ret z
+ ld b,a
+ xor a
+ ld [H_SCREENEDGEREDRAW],a
+ dec b
+ jr nz,.redrawRow
+.redrawColumn
+ ld hl,wScreenEdgeTiles
+ ld a,[H_SCREENEDGEREDRAWADDR]
+ ld e,a
+ ld a,[H_SCREENEDGEREDRAWADDR + 1]
+ ld d,a
+ ld c,18 ; screen height
+.loop1
+ ld a,[hli]
+ ld [de],a
+ inc de
+ ld a,[hli]
+ ld [de],a
+ ld a,31
+ add e
+ ld e,a
+ jr nc,.noCarry
+ inc d
+.noCarry
+; the following 4 lines wrap us from bottom to top if necessary
+ ld a,d
+ and a,$03
+ or a,$98
+ ld d,a
+ dec c
+ jr nz,.loop1
+ xor a
+ ld [H_SCREENEDGEREDRAW],a
+ ret
+.redrawRow
+ ld hl,wScreenEdgeTiles
+ ld a,[H_SCREENEDGEREDRAWADDR]
+ ld e,a
+ ld a,[H_SCREENEDGEREDRAWADDR + 1]
+ ld d,a
+ push de
+ call .drawHalf ; draw upper half
+ pop de
+ ld a,32 ; width of VRAM background map
+ add e
+ ld e,a
+ ; draw lower half
+.drawHalf
+ ld c,10
+.loop2
+ ld a,[hli]
+ ld [de],a
+ inc de
+ ld a,[hli]
+ ld [de],a
+ ld a,e
+ inc a
+; the following 6 lines wrap us from the right edge to the left edge if necessary
+ and a,$1f
+ ld b,a
+ ld a,e
+ and a,$e0
+ or b
+ ld e,a
+ dec c
+ jr nz,.loop2
+ ret
+
+; This function automatically transfers tile number data from the tile map at
+; wTileMap to VRAM during V-blank. Note that it only transfers one third of the
+; background per V-blank. It cycles through which third it draws.
+; This transfer is turned off when walking around the map, but is turned
+; on when talking to sprites, battling, using menus, etc. This is because
+; the above function, RedrawExposedScreenEdge, is used when walking to
+; improve efficiency.
+AutoBgMapTransfer:: ; 1d57 (0:1d57)
+ ld a,[H_AUTOBGTRANSFERENABLED]
+ and a
+ ret z
+ ld hl,[sp + 0]
+ ld a,h
+ ld [H_SPTEMP],a
+ ld a,l
+ ld [H_SPTEMP + 1],a ; save stack pinter
+ ld a,[H_AUTOBGTRANSFERPORTION]
+ and a
+ jr z,.transferTopThird
+ dec a
+ jr z,.transferMiddleThird
+.transferBottomThird
+ FuncCoord 0,12
+ ld hl,Coord
+ ld sp,hl
+ ld a,[H_AUTOBGTRANSFERDEST + 1]
+ ld h,a
+ ld a,[H_AUTOBGTRANSFERDEST]
+ ld l,a
+ ld de,(12 * 32)
+ add hl,de
+ xor a ; TRANSFERTOP
+ jr .doTransfer
+.transferTopThird
+ FuncCoord 0,0
+ ld hl,Coord
+ ld sp,hl
+ ld a,[H_AUTOBGTRANSFERDEST + 1]
+ ld h,a
+ ld a,[H_AUTOBGTRANSFERDEST]
+ ld l,a
+ ld a,TRANSFERMIDDLE
+ jr .doTransfer
+.transferMiddleThird
+ FuncCoord 0,6
+ ld hl,Coord
+ ld sp,hl
+ ld a,[H_AUTOBGTRANSFERDEST + 1]
+ ld h,a
+ ld a,[H_AUTOBGTRANSFERDEST]
+ ld l,a
+ ld de,(6 * 32)
+ add hl,de
+ ld a,TRANSFERBOTTOM
+.doTransfer
+ ld [H_AUTOBGTRANSFERPORTION],a ; store next portion
+ ld b,6
+
+; unrolled loop and using pop for speed
+TransferBgRows:: ; 1d9e (0:1d9e)
+ pop de
+ ld [hl],e
+ inc l
+ ld [hl],d
+ inc l
+ pop de
+ ld [hl],e
+ inc l
+ ld [hl],d
+ inc l
+ pop de
+ ld [hl],e
+ inc l
+ ld [hl],d
+ inc l
+ pop de
+ ld [hl],e
+ inc l
+ ld [hl],d
+ inc l
+ pop de
+ ld [hl],e
+ inc l
+ ld [hl],d
+ inc l
+ pop de
+ ld [hl],e
+ inc l
+ ld [hl],d
+ inc l
+ pop de
+ ld [hl],e
+ inc l
+ ld [hl],d
+ inc l
+ pop de
+ ld [hl],e
+ inc l
+ ld [hl],d
+ inc l
+ pop de
+ ld [hl],e
+ inc l
+ ld [hl],d
+ inc l
+ pop de
+ ld [hl],e
+ inc l
+ ld [hl],d
+ ld a,13
+ add l
+ ld l,a
+ jr nc,.noCarry
+ inc h
+.noCarry
+ dec b
+ jr nz,TransferBgRows
+ ld a,[H_SPTEMP]
+ ld h,a
+ ld a,[H_SPTEMP + 1]
+ ld l,a
+ ld sp,hl ; restore stack pointer
+ ret
+
+; Copies [H_VBCOPYBGNUMROWS] rows from H_VBCOPYBGSRC to H_VBCOPYBGDEST.
+; If H_VBCOPYBGSRC is XX00, the transfer is disabled.
+VBlankCopyBgMap:: ; 1de1 (0:1de1)
+ ld a,[H_VBCOPYBGSRC] ; doubles as enabling byte
+ and a
+ ret z
+ ld hl,[sp + 0]
+ ld a,h
+ ld [H_SPTEMP],a
+ ld a,l
+ ld [H_SPTEMP + 1],a ; save stack pointer
+ ld a,[H_VBCOPYBGSRC]
+ ld l,a
+ ld a,[H_VBCOPYBGSRC + 1]
+ ld h,a
+ ld sp,hl
+ ld a,[H_VBCOPYBGDEST]
+ ld l,a
+ ld a,[H_VBCOPYBGDEST + 1]
+ ld h,a
+ ld a,[H_VBCOPYBGNUMROWS]
+ ld b,a
+ xor a
+ ld [H_VBCOPYBGSRC],a ; disable transfer so it doesn't continue next V-blank
+ jr TransferBgRows
+
+
+VBlankCopyDouble::
+; Copy [H_VBCOPYDOUBLESIZE] 1bpp tiles
+; from H_VBCOPYDOUBLESRC to H_VBCOPYDOUBLEDEST.
+
+; While we're here, convert to 2bpp.
+; The process is straightforward:
+; copy each byte twice.
+
+ ld a, [H_VBCOPYDOUBLESIZE]
+ and a
+ ret z
+
+ ld hl, [sp + 0]
+ ld a, h
+ ld [H_SPTEMP], a
+ ld a, l
+ ld [H_SPTEMP + 1], a
+
+ ld a, [H_VBCOPYDOUBLESRC]
+ ld l, a
+ ld a, [H_VBCOPYDOUBLESRC + 1]
+ ld h, a
+ ld sp, hl
+
+ ld a, [H_VBCOPYDOUBLEDEST]
+ ld l, a
+ ld a, [H_VBCOPYDOUBLEDEST + 1]
+ ld h, a
+
+ ld a, [H_VBCOPYDOUBLESIZE]
+ ld b, a
+ xor a ; transferred
+ ld [H_VBCOPYDOUBLESIZE], a
+
+.loop
+ rept 3
+ pop de
+ ld [hl], e
+ inc l
+ ld [hl], e
+ inc l
+ ld [hl], d
+ inc l
+ ld [hl], d
+ inc l
+ endr
+
+ pop de
+ ld [hl], e
+ inc l
+ ld [hl], e
+ inc l
+ ld [hl], d
+ inc l
+ ld [hl], d
+ inc hl
+ dec b
+ jr nz, .loop
+
+ ld a, l
+ ld [H_VBCOPYDOUBLEDEST], a
+ ld a, h
+ ld [H_VBCOPYDOUBLEDEST + 1], a
+
+ ld hl, [sp + 0]
+ ld a, l
+ ld [H_VBCOPYDOUBLESRC], a
+ ld a, h
+ ld [H_VBCOPYDOUBLESRC + 1], a
+
+ ld a, [H_SPTEMP]
+ ld h, a
+ ld a, [H_SPTEMP + 1]
+ ld l, a
+ ld sp, hl
+
+ ret
+
+
+VBlankCopy::
+; Copy [H_VBCOPYSIZE] 2bpp tiles
+; from H_VBCOPYSRC to H_VBCOPYDEST.
+
+; Source and destination addresses
+; are updated, so transfer can
+; continue in subsequent calls.
+
+ ld a, [H_VBCOPYSIZE]
+ and a
+ ret z
+
+ ld hl, [sp + 0]
+ ld a, h
+ ld [H_SPTEMP], a
+ ld a, l
+ ld [H_SPTEMP + 1], a
+
+ ld a, [H_VBCOPYSRC]
+ ld l, a
+ ld a, [H_VBCOPYSRC + 1]
+ ld h, a
+ ld sp, hl
+
+ ld a, [H_VBCOPYDEST]
+ ld l, a
+ ld a, [H_VBCOPYDEST + 1]
+ ld h, a
+
+ ld a, [H_VBCOPYSIZE]
+ ld b, a
+ xor a ; transferred
+ ld [H_VBCOPYSIZE], a
+
+.loop
+ rept 7
+ pop de
+ ld [hl], e
+ inc l
+ ld [hl], d
+ inc l
+ endr
+
+ pop de
+ ld [hl], e
+ inc l
+ ld [hl], d
+ inc hl
+ dec b
+ jr nz, .loop
+
+ ld a, l
+ ld [H_VBCOPYDEST], a
+ ld a, h
+ ld [H_VBCOPYDEST + 1], a
+
+ ld hl, [sp + 0]
+ ld a, l
+ ld [H_VBCOPYSRC], a
+ ld a, h
+ ld [H_VBCOPYSRC + 1], a
+
+ ld a, [H_SPTEMP]
+ ld h, a
+ ld a, [H_SPTEMP + 1]
+ ld l, a
+ ld sp, hl
+
+ ret
+
+
+UpdateMovingBgTiles::
+; Animate water and flower
+; tiles in the overworld.
+
+ ld a, [$ffd7]
+ and a
+ ret z
+
+ ld a, [$ffd8]
+ inc a
+ ld [$ffd8], a
+ cp 20
+ ret c
+ cp 21
+ jr z, .flower
+
+ ld hl, $9140
+ ld c, $10
+
+ ld a, [$d085]
+ inc a
+ and 7
+ ld [$d085], a
+
+ and 4
+ jr nz, .left
+.right
+ ld a, [hl]
+ rrca
+ ld [hli], a
+ dec c
+ jr nz, .right
+ jr .done
+.left
+ ld a, [hl]
+ rlca
+ ld [hli], a
+ dec c
+ jr nz, .left
+.done
+ ld a, [$ffd7]
+ rrca
+ ret nc
+ xor a
+ ld [$ffd8], a
+ ret
+
+.flower
+ xor a
+ ld [$ffd8], a
+
+ ld a, [$d085]
+ and 3
+ cp 2
+ ld hl, FlowerTile1
+ jr c, .copy
+ ld hl, FlowerTile2
+ jr z, .copy
+ ld hl, FlowerTile3
+.copy
+ ld de, $9030
+ ld c, $10
+.loop
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec c
+ jr nz, .loop
+ ret
+
+FlowerTile1: INCBIN "gfx/tilesets/flower/flower1.2bpp"
+FlowerTile2: INCBIN "gfx/tilesets/flower/flower2.2bpp"
+FlowerTile3: INCBIN "gfx/tilesets/flower/flower3.2bpp"
+
+
+SoftReset::
+ call StopAllSounds
+ call GBPalWhiteOut
+ ld c, $20
+ call DelayFrames
+ ; fallthrough
+
+Init::
+; Program init.
+
+rLCDC_DEFAULT EQU %11100011
+; * LCD enabled
+; * Window tile map at $9C00
+; * Window display enabled
+; * BG and window tile data at $8800
+; * BG tile map at $9800
+; * 8x8 OBJ size
+; * OBJ display enabled
+; * BG display enabled
+
+ di
+
+ xor a
+ ld [rIF], a
+ ld [rIE], a
+ ld [$ff43], a
+ ld [$ff42], a
+ ld [$ff01], a
+ ld [$ff02], a
+ ld [$ff4b], a
+ ld [$ff4a], a
+ ld [$ff06], a
+ ld [$ff07], a
+ ld [$ff47], a
+ ld [$ff48], a
+ ld [$ff49], a
+
+ ld a, rLCDC_ENABLE_MASK
+ ld [rLCDC], a
+ call DisableLCD
+
+ ld sp, wStack
+
+ ld hl, $c000 ; start of WRAM
+ ld bc, $2000 ; size of WRAM
+.loop
+ ld [hl], 0
+ inc hl
+ dec bc
+ ld a, b
+ or c
+ jr nz, .loop
+
+ call ClearVram
+
+ ld hl, $ff80
+ ld bc, $ffff - $ff80
+ call FillMemory
+
+ call ClearSprites
+
+ ld a, Bank(WriteDMACodeToHRAM)
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+ call WriteDMACodeToHRAM
+
+ xor a
+ ld [$ffd7], a
+ ld [$ff41], a
+ ld [$ffae], a
+ ld [$ffaf], a
+ ld [$ff0f], a
+ ld a, 1 << VBLANK + 1 << TIMER + 1 << SERIAL
+ ld [rIE], a
+
+ ld a, 144 ; move the window off-screen
+ ld [$ffb0], a
+ ld [rWY], a
+ ld a, 7
+ ld [rWX], a
+
+ ld a, $ff
+ ld [$ffaa], a
+
+ ld h, $9800 / $100 ; bg map 0
+ call ClearBgMap
+ ld h, $9c00 / $100 ; bg map 1
+ call ClearBgMap
+
+ ld a, rLCDC_DEFAULT
+ ld [rLCDC], a
+ ld a, $10
+ ld [H_SOFTRESETCOUNTER], a
+ call StopAllSounds
+
+ ei
+
+ ld a, $40 ; PREDEF_SGB_BORDER
+ call Predef
+
+ ld a, $1f
+ ld [$c0ef], a
+ ld [$c0f0], a
+ ld a, $9c
+ ld [$ffbd], a
+ xor a
+ ld [$ffbc], a
+ dec a
+ ld [$cfcb], a
+
+ ld a, $32 ; PREDEF_INTRO
+ call Predef
+
+ call DisableLCD
+ call ClearVram
+ call GBPalNormal
+ call ClearSprites
+ ld a, rLCDC_DEFAULT
+ ld [rLCDC], a
+
+ jp SetDefaultNamesBeforeTitlescreen
+
+ClearVram:
+ ld hl, $8000
+ ld bc, $2000
+ xor a
+ jp FillMemory
+
+
+StopAllSounds::
+ ld a, Bank(Func_9876)
+ ld [$c0ef], a
+ ld [$c0f0], a
+ xor a
+ ld [wMusicHeaderPointer], a
+ ld [$c0ee], a
+ ld [$cfca], a
+ dec a
+ jp PlaySound
+
+
+VBlank::
+
+ push af
+ push bc
+ push de
+ push hl
+
+ ld a, [H_LOADEDROMBANK]
+ ld [$d122], a
+
+ ld a, [$ffae]
+ ld [rSCX], a
+ ld a, [$ffaf]
+ ld [rSCY], a
+
+ ld a, [$d0a0]
+ and a
+ jr nz, .ok
+ ld a, [$ffb0]
+ ld [rWY], a
+.ok
+
+ call AutoBgMapTransfer
+ call VBlankCopyBgMap
+ call RedrawExposedScreenEdge
+ call VBlankCopy
+ call VBlankCopyDouble
+ call UpdateMovingBgTiles
+ call $ff80 ; hOAMDMA
+ ld a, Bank(PrepareOAMData)
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+ call PrepareOAMData
+
+ ; VBlank-sensitive operations end.
+
+ call Random
+
+ ld a, [H_VBLANKOCCURRED]
+ and a
+ jr z, .vblanked
+ xor a
+ ld [H_VBLANKOCCURRED], a
+.vblanked
+
+ ld a, [H_FRAMECOUNTER]
+ and a
+ jr z, .decced
+ dec a
+ ld [H_FRAMECOUNTER], a
+.decced
+
+ call Func_28cb
+
+ ld a, [$c0ef] ; music ROM bank
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+
+ cp BANK(Func_9103)
+ jr nz, .notbank2
+.bank2
+ call Func_9103
+ jr .afterMusic
+.notbank2
+ cp 8
+ jr nz, .bank1F
+.bank8
+ call Func_2136e
+ call Func_21879
+ jr .afterMusic
+.bank1F
+ call Func_7d177
+.afterMusic
+
+ callba Func_18dee ; keep track of time played
+
+ ld a, [$fff9]
+ and a
+ call z, ReadJoypad
+
+ ld a, [$d122]
+ ld [H_LOADEDROMBANK], a
+ ld [MBC3RomBank], a
+
+ pop hl
+ pop de
+ pop bc
+ pop af
+ reti
+
+
+DelayFrame::
+; Wait for the next vblank interrupt.
+; As a bonus, this saves battery.
+
+NOT_VBLANKED EQU 1
+
+ ld a, NOT_VBLANKED
+ ld [H_VBLANKOCCURRED], a
+.halt
+ ; XXX this is a hack--rgbasm adds
+ ; a nop after halts by default.
+ db $76 ; halt
+
+ ld a, [H_VBLANKOCCURRED]
+ and a
+ jr nz, .halt
+ ret
+
+
+; These routines manage gradual fading
+; (e.g., entering a doorway)
+LoadGBPal:: ; 20ba (0:20ba)
+ ld a,[$d35d] ;tells if cur.map is dark (requires HM5_FLASH?)
+ ld b,a
+ ld hl,GBPalTable_00 ;16
+ ld a,l
+ sub b
+ ld l,a
+ jr nc,.jr0
+ dec h
+.jr0
+ ld a,[hli]
+ ld [rBGP],a
+ ld a,[hli]
+ ld [rOBP0],a
+ ld a,[hli]
+ ld [rOBP1],a
+ ret
+
+GBFadeOut1:: ; 20d1 (0:20d1)
+ ld hl,IncGradGBPalTable_01 ;0d
+ ld b,$04
+ jr GBFadeOutCommon
+
+GBFadeOut2:: ; 20d8 (0:20d8)
+ ld hl,IncGradGBPalTable_02 ;1c
+ ld b,$03
+
+GBFadeOutCommon:: ; 20dd (0:20dd)
+ ld a,[hli]
+ ld [rBGP],a
+ ld a,[hli]
+ ld [rOBP0],a
+ ld a,[hli]
+ ld [rOBP1],a
+ ld c,8
+ call DelayFrames
+ dec b
+ jr nz,GBFadeOutCommon
+ ret
+
+GBFadeIn1:: ; 20ef (0:20ef)
+ ld hl,DecGradGBPalTable_01 ;18
+ ld b,$04
+ jr GBFadeInCommon
+
+GBFadeIn2:: ; 20f6 (0:20f6)
+ ld hl,DecGradGBPalTable_02 ;21
+ ld b,$03
+
+GBFadeInCommon:: ; 20fb (0:20fb)
+ ld a,[hld]
+ ld [rOBP1],a
+ ld a,[hld]
+ ld [rOBP0],a
+ ld a,[hld]
+ ld [rBGP],a
+ ld c,8
+ call DelayFrames
+ dec b
+ jr nz,GBFadeInCommon
+ ret
+
+IncGradGBPalTable_01:: ; 210d (0:210d)
+ db %11111111 ;BG Pal
+ db %11111111 ;OBJ Pal 1
+ db %11111111 ;OBJ Pal 2
+ ;and so on...
+ db %11111110
+ db %11111110
+ db %11111000
+
+ db %11111001
+ db %11100100
+ db %11100100
+GBPalTable_00:: ; 2116 (0:2116)
+ db %11100100
+ db %11010000
+DecGradGBPalTable_01:: ; 2118 (0:2118)
+ db %11100000
+ ;19
+ db %11100100
+ db %11010000
+ db %11100000
+IncGradGBPalTable_02:: ; 211c (0:211c)
+ db %10010000
+ db %10000000
+ db %10010000
+
+ db %01000000
+ db %01000000
+DecGradGBPalTable_02:: ; 2121 (0:2121)
+ db %01000000
+
+ db %00000000
+ db %00000000
+ db %00000000
+
+Serial:: ; 2125 (0:2125)
+ push af
+ push bc
+ push de
+ push hl
+ ld a, [$ffaa]
+ inc a
+ jr z, .asm_2142
+ ld a, [$ff01]
+ ld [$ffad], a
+ ld a, [$ffac]
+ ld [$ff01], a
+ ld a, [$ffaa]
+ cp $2
+ jr z, .asm_2162
+ ld a, $80
+ ld [$ff02], a
+ jr .asm_2162
+.asm_2142
+ ld a, [$ff01]
+ ld [$ffad], a
+ ld [$ffaa], a
+ cp $2
+ jr z, .asm_215f
+ xor a
+ ld [$ff01], a
+ ld a, $3
+ ld [rDIV], a ; $ff04
+.asm_2153
+ ld a, [rDIV] ; $ff04
+ bit 7, a
+ jr nz, .asm_2153
+ ld a, $80
+ ld [$ff02], a
+ jr .asm_2162
+.asm_215f
+ xor a
+ ld [$ff01], a
+.asm_2162
+ ld a, $1
+ ld [$ffa9], a
+ ld a, $fe
+ ld [$ffac], a
+ pop hl
+ pop de
+ pop bc
+ pop af
+ reti
+
+Func_216f:: ; 216f (0:216f)
+ ld a, $1
+ ld [$ffab], a
+.asm_2173
+ ld a, [hl]
+ ld [$ffac], a
+ call Func_219a
+ push bc
+ ld b, a
+ inc hl
+ ld a, $30
+.asm_217e
+ dec a
+ jr nz, .asm_217e
+ ld a, [$ffab]
+ and a
+ ld a, b
+ pop bc
+ jr z, .asm_2192
+ dec hl
+ cp $fd
+ jr nz, .asm_2173
+ xor a
+ ld [$ffab], a
+ jr .asm_2173
+.asm_2192
+ ld [de], a
+ inc de
+ dec bc
+ ld a, b
+ or c
+ jr nz, .asm_2173
+ ret
+
+Func_219a:: ; 219a (0:219a)
+ xor a
+ ld [$ffa9], a
+ ld a, [$ffaa]
+ cp $2
+ jr nz, .asm_21a7
+ ld a, $81
+ ld [$ff02], a
+.asm_21a7
+ ld a, [$ffa9]
+ and a
+ jr nz, .asm_21f1
+ ld a, [$ffaa]
+ cp $1
+ jr nz, .asm_21cc
+ call Func_2237
+ jr z, .asm_21cc
+ call Func_2231
+ push hl
+ ld hl, $cc48
+ inc [hl]
+ jr nz, .asm_21c3
+ dec hl
+ inc [hl]
+.asm_21c3
+ pop hl
+ call Func_2237
+ jr nz, .asm_21a7
+ jp Func_223f
+.asm_21cc
+ ld a, [rIE] ; $ffff
+ and $f
+ cp $8
+ jr nz, .asm_21a7
+ ld a, [W_NUMHITS] ; $d074
+ dec a
+ ld [W_NUMHITS], a ; $d074
+ jr nz, .asm_21a7
+ ld a, [$d075]
+ dec a
+ ld [$d075], a
+ jr nz, .asm_21a7
+ ld a, [$ffaa]
+ cp $1
+ jr z, .asm_21f1
+ ld a, $ff
+.asm_21ee
+ dec a
+ jr nz, .asm_21ee
+.asm_21f1
+ xor a
+ ld [$ffa9], a
+ ld a, [rIE] ; $ffff
+ and $f
+ sub $8
+ jr nz, .asm_2204
+ ld [W_NUMHITS], a ; $d074
+ ld a, $50
+ ld [$d075], a
+.asm_2204
+ ld a, [$ffad]
+ cp $fe
+ ret nz
+ call Func_2237
+ jr z, .asm_221f
+ push hl
+ ld hl, $cc48
+ ld a, [hl]
+ dec a
+ ld [hld], a
+ inc a
+ jr nz, .asm_2219
+ dec [hl]
+.asm_2219
+ pop hl
+ call Func_2237
+ jr z, Func_223f
+.asm_221f
+ ld a, [rIE] ; $ffff
+ and $f
+ cp $8
+ ld a, $fe
+ ret z
+ ld a, [hl]
+ ld [$ffac], a
+ call DelayFrame
+ jp Func_219a
+
+Func_2231:: ; 2231 (0:2231)
+ ld a, $f
+.asm_2233
+ dec a
+ jr nz, .asm_2233
+ ret
+
+Func_2237:: ; 2237 (0:2237)
+ push hl
+ ld hl, $cc47
+ ld a, [hli]
+ or [hl]
+ pop hl
+ ret
+
+Func_223f:: ; 223f (0:223f)
+ dec a
+ ld [$cc47], a
+ ld [$cc48], a
+ ret
+
+Func_2247:: ; 2247 (0:2247)
+ ld hl, $cc42
+ ld de, $cc3d
+ ld c, $2
+ ld a, $1
+ ld [$ffab], a
+.asm_2253
+ call DelayFrame
+ ld a, [hl]
+ ld [$ffac], a
+ call Func_219a
+ ld b, a
+ inc hl
+ ld a, [$ffab]
+ and a
+ ld a, $0
+ ld [$ffab], a
+ jr nz, .asm_2253
+ ld a, b
+ ld [de], a
+ inc de
+ dec c
+ jr nz, .asm_2253
+ ret
+
+Func_226e:: ; 226e (0:226e)
+ call SaveScreenTilesToBuffer1
+ callab PrintWaitingText
+ call Func_227f
+ jp LoadScreenTilesFromBuffer1
+
+Func_227f:: ; 227f (0:227f)
+ ld a, $ff
+ ld [$cc3e], a
+.asm_2284
+ call Func_22c3
+ call DelayFrame
+ call Func_2237
+ jr z, .asm_22a0
+ push hl
+ ld hl, $cc48
+ dec [hl]
+ jr nz, .asm_229f
+ dec hl
+ dec [hl]
+ jr nz, .asm_229f
+ pop hl
+ xor a
+ jp Func_223f
+.asm_229f
+ pop hl
+.asm_22a0
+ ld a, [$cc3e]
+ inc a
+ jr z, .asm_2284
+ ld b, $a
+.asm_22a8
+ call DelayFrame
+ call Func_22c3
+ dec b
+ jr nz, .asm_22a8
+ ld b, $a
+.asm_22b3
+ call DelayFrame
+ call Func_22ed
+ dec b
+ jr nz, .asm_22b3
+ ld a, [$cc3e]
+ ld [$cc3d], a
+ ret
+
+Func_22c3:: ; 22c3 (0:22c3)
+ call asm_22d7
+ ld a, [$cc42]
+ add $60
+ ld [$ffac], a
+ ld a, [$ffaa]
+ cp $2
+ jr nz, asm_22d7
+ ld a, $81
+ ld [$ff02], a
+asm_22d7:: ; 22d7 (0:22d7)
+ ld a, [$ffad]
+ ld [$cc3d], a
+ and $f0
+ cp $60
+ ret nz
+ xor a
+ ld [$ffad], a
+ ld a, [$cc3d]
+ and $f
+ ld [$cc3e], a
+ ret
+
+Func_22ed:: ; 22ed (0:22ed)
+ xor a
+ ld [$ffac], a
+ ld a, [$ffaa]
+ cp $2
+ ret nz
+ ld a, $81
+ ld [$ff02], a
+ ret
+
+Func_22fa:: ; 22fa (0:22fa)
+ ld a, $2
+ ld [$ff01], a
+ xor a
+ ld [$ffad], a
+ ld a, $80
+ ld [$ff02], a
+ ret
+
+; timer interrupt is apparently not invoked anyway
+Timer:: ; 2306 (0:2306)
+ reti
+
+Func_2307:: ; 2307 (0:2307)
+ call WaitForSoundToFinish
+ xor a
+ ld c, a
+ ld d, a
+ ld [$cfca], a
+ jr asm_2324
+
+Func_2312:: ; 2312 (0:2312)
+ ld c, $a
+ ld d, $0
+ ld a, [$d72e]
+ bit 5, a
+ jr z, asm_2324
+ xor a
+ ld [$cfca], a
+ ld c, $8
+ ld d, c
+asm_2324:: ; 2324 (0:2324)
+ ld a, [$d700]
+ and a
+ jr z, .asm_2343
+ cp $2
+ jr z, .asm_2332
+ ld a, MUSIC_BIKE_RIDING
+ jr .asm_2334
+.asm_2332
+ ld a, MUSIC_SURFING
+.asm_2334
+ ld b, a
+ ld a, d
+ and a
+ ld a, Bank(Func_7d8ea)
+ jr nz, .asm_233e
+ ld [$c0ef], a
+.asm_233e
+ ld [$c0f0], a
+ jr .asm_234c
+.asm_2343
+ ld a, [$d35b]
+ ld b, a
+ call Func_2385
+ jr c, .asm_2351
+.asm_234c
+ ld a, [$cfca]
+ cp b
+ ret z
+.asm_2351
+ ld a, c
+ ld [wMusicHeaderPointer], a
+ ld a, b
+ ld [$cfca], a
+ ld [$c0ee], a
+ jp PlaySound
+
+Func_235f:: ; 235f (0:235f)
+ ld a, [$c0ef]
+ ld b, a
+ cp $2
+ jr nz, .checkForBank08
+.bank02
+ ld hl, Func_9103
+ jr .asm_2378
+.checkForBank08
+ cp $8
+ jr nz, .bank1F
+.bank08
+ ld hl, Func_21879
+ jr .asm_2378
+.bank1F
+ ld hl, Func_7d177
+.asm_2378
+ ld c, $6
+.asm_237a
+ push bc
+ push hl
+ call Bankswitch
+ pop hl
+ pop bc
+ dec c
+ jr nz, .asm_237a
+ ret
+
+Func_2385:: ; 2385 (0:2385)
+ ld a, [$d35c]
+ ld e, a
+ ld a, [$c0ef]
+ cp e
+ jr nz, .asm_2394
+ ld [$c0f0], a
+ and a
+ ret
+.asm_2394
+ ld a, c
+ and a
+ ld a, e
+ jr nz, .asm_239c
+ ld [$c0ef], a
+.asm_239c
+ ld [$c0f0], a
+ scf
+ ret
+
+PlayMusic:: ; 23a1 (0:23a1)
+ ld b, a
+ ld [$c0ee], a
+ xor a
+ ld [wMusicHeaderPointer], a
+ ld a, c
+ ld [$c0ef], a
+ ld [$c0f0], a
+ ld a, b
+
+; plays music specified by a. If value is $ff, music is stopped
+PlaySound:: ; 23b1 (0:23b1)
+ push hl
+ push de
+ push bc
+ ld b, a
+ ld a, [$c0ee]
+ and a
+ jr z, .asm_23c8
+ xor a
+ ld [$c02a], a
+ ld [$c02b], a
+ ld [$c02c], a
+ ld [$c02d], a
+.asm_23c8
+ ld a, [wMusicHeaderPointer]
+ and a
+ jr z, .asm_23e3
+ ld a, [$c0ee]
+ and a
+ jr z, .asm_2425
+ xor a
+ ld [$c0ee], a
+ ld a, [$cfca]
+ cp $ff
+ jr nz, .asm_2414
+ xor a
+ ld [wMusicHeaderPointer], a
+.asm_23e3
+ xor a
+ ld [$c0ee], a
+ ld a, [H_LOADEDROMBANK]
+ ld [$ffb9], a
+ ld a, [$c0ef]
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ cp $2
+ jr nz, .checkForBank08
+.bank02
+ ld a, b
+ call Func_9876
+ jr .asm_240b
+.checkForBank08
+ cp $8
+ jr nz, .bank1F
+.bank08
+ ld a, b
+ call Func_22035
+ jr .asm_240b
+.bank1F
+ ld a, b
+ call Func_7d8ea
+.asm_240b
+ ld a, [$ffb9]
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ jr .asm_2425
+.asm_2414
+ ld a, b
+ ld [$cfca], a
+ ld a, [wMusicHeaderPointer]
+ ld [$cfc8], a
+ ld [$cfc9], a
+ ld a, b
+ ld [wMusicHeaderPointer], a
+.asm_2425
+ pop bc
+ pop de
+ pop hl
+ ret
+
+UpdateSprites:: ; 2429 (0:2429)
+ ld a, [$cfcb]
+ dec a
+ ret nz
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, Bank(_UpdateSprites)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ call _UpdateSprites
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+INCLUDE "data/mart_inventories.asm"
+
+TextScriptEndingChar:: ; 24d6 (0:24d6)
+ db "@"
+TextScriptEnd:: ; 24d7 (0:24d7)
+ ld hl,TextScriptEndingChar
+ ret
+
+ExclamationText:: ; 24db (0:24db)
+ TX_FAR _ExclamationText
+ db "@"
+
+GroundRoseText:: ; 24e0 (0:24e0)
+ TX_FAR _GroundRoseText
+ db "@"
+
+BoulderText:: ; 24e5 (0:24e5)
+ TX_FAR _BoulderText
+ db "@"
+
+MartSignText:: ; 24ea (0:24ea)
+ TX_FAR _MartSignText
+ db "@"
+
+PokeCenterSignText:: ; 24ef (0:24ef)
+ TX_FAR _PokeCenterSignText
+ db "@"
+
+Predef5CText:: ; 24f4 (0:24f4)
+; XXX better label (what does predef $5C do?)
+ db $08 ; asm
+ ld a, $5c
+ call Predef
+ jp TextScriptEnd
+
+; bankswitches and runs _UncompressSpriteData
+; bank is given in a, sprite input stream is pointed to in W_SPRITEINPUTPTR
+UncompressSpriteData:: ; 24fd (0:24fd)
+ ld b, a
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, b
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ld a, $a
+ ld [$0], a
+ xor a
+ ld [$4000], a
+ call _UncompressSpriteData
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+; initializes necessary data to load a sprite and runs UncompressSpriteDataLoop
+_UncompressSpriteData:: ; 251a (0:251a)
+ ld hl, S_SPRITEBUFFER1
+ ld c, (2*SPRITEBUFFERSIZE) % $100
+ ld b, (2*SPRITEBUFFERSIZE) / $100
+ xor a
+ call FillMemory ; clear sprite buffer 1 and 2
+ ld a, $1
+ ld [W_SPRITEINPUTBITCOUNTER], a
+ ld a, $3
+ ld [W_SPRITEOUTPUTBITOFFSET], a
+ xor a
+ ld [W_SPRITECURPOSX], a
+ ld [W_SPRITECURPOSY], a
+ ld [W_SPRITELOADFLAGS], a ; $d0a8
+ call ReadNextInputByte ; first byte of input determines sprite width (high nybble) and height (low nybble) in tiles (8x8 pixels)
+ ld b, a
+ and $f
+ add a
+ add a
+ add a
+ ld [W_SPRITEHEIGHT], a
+ ld a, b
+ swap a
+ and $f
+ add a
+ add a
+ add a
+ ld [W_SPRITEWITDH], a
+ call ReadNextInputBit
+ ld [W_SPRITELOADFLAGS], a ; initialite bit1 to 0 and bit0 to the first input bit
+ ; this will load two chunks of data to S_SPRITEBUFFER1 and S_SPRITEBUFFER2
+ ; bit 0 decides in which one the first chunk is placed
+ ; fall through
+
+; uncompresses a chunk from the sprite input data stream (pointed to at $d0da) into S_SPRITEBUFFER1 or S_SPRITEBUFFER2
+; each chunk is a 1bpp sprite. A 2bpp sprite consist of two chunks which are merged afterwards
+; note that this is an endless loop which is terminated during a call to MoveToNextBufferPosition by manipulating the stack
+UncompressSpriteDataLoop:: ; 2556 (0:2556)
+ ld hl, S_SPRITEBUFFER1
+ ld a, [W_SPRITELOADFLAGS] ; $d0a8
+ bit 0, a
+ jr z, .useSpriteBuffer1 ; check which buffer to use
+ ld hl, S_SPRITEBUFFER2
+.useSpriteBuffer1
+ call StoreSpriteOutputPointer
+ ld a, [W_SPRITELOADFLAGS] ; $d0a8
+ bit 1, a
+ jr z, .startDecompression ; check if last iteration
+ call ReadNextInputBit ; if last chunk, read 1-2 bit unpacking mode
+ and a
+ jr z, .unpackingMode0 ; 0 -> mode 0
+ call ReadNextInputBit ; 1 0 -> mode 1
+ inc a ; 1 1 -> mode 2
+.unpackingMode0
+ ld [W_SPRITEUNPACKMODE], a
+.startDecompression
+ call ReadNextInputBit
+ and a
+ jr z, .readRLEncodedZeros ; if first bit is 0, the input starts with zeroes, otherwise with (non-zero) input
+.readNextInput
+ call ReadNextInputBit
+ ld c, a
+ call ReadNextInputBit
+ sla c
+ or c ; read next two bits into c
+ and a
+ jr z, .readRLEncodedZeros ; 00 -> RLEncoded zeroes following
+ call WriteSpriteBitsToBuffer ; otherwise write input to output and repeat
+ call MoveToNextBufferPosition
+ jr .readNextInput
+.readRLEncodedZeros
+ ld c, $0 ; number of zeroes it length encoded, the number
+.countConsecutiveOnesLoop ; of consecutive ones determines the number of bits the number has
+ call ReadNextInputBit
+ and a
+ jr z, .countConsecutiveOnesFinished
+ inc c
+ jr .countConsecutiveOnesLoop
+.countConsecutiveOnesFinished
+ ld a, c
+ add a
+ ld hl, LengthEncodingOffsetList
+ add l
+ ld l, a
+ jr nc, .noCarry
+ inc h
+.noCarry
+ ld a, [hli] ; read offset that is added to the number later on
+ ld e, a ; adding an offset of 2^length - 1 makes every integer uniquely
+ ld d, [hl] ; representable in the length encoding and saves bits
+ push de
+ inc c
+ ld e, $0
+ ld d, e
+.readNumberOfZerosLoop ; reads the next c+1 bits of input
+ call ReadNextInputBit
+ or e
+ ld e, a
+ dec c
+ jr z, .readNumberOfZerosDone
+ sla e
+ rl d
+ jr .readNumberOfZerosLoop
+.readNumberOfZerosDone
+ pop hl ; add the offset
+ add hl, de
+ ld e, l
+ ld d, h
+.writeZerosLoop
+ ld b, e
+ xor a ; write 00 to buffer
+ call WriteSpriteBitsToBuffer
+ ld e, b
+ call MoveToNextBufferPosition
+ dec de
+ ld a, d
+ and a
+ jr nz, .continueLoop
+ ld a, e
+ and a
+.continueLoop
+ jr nz, .writeZerosLoop
+ jr .readNextInput
+
+; moves output pointer to next position
+; also cancels the calling function if the all output is done (by removing the return pointer from stack)
+; and calls postprocessing functions according to the unpack mode
+MoveToNextBufferPosition:: ; 25d8 (0:25d8)
+ ld a, [W_SPRITEHEIGHT]
+ ld b, a
+ ld a, [W_SPRITECURPOSY]
+ inc a
+ cp b
+ jr z, .curColumnDone
+ ld [W_SPRITECURPOSY], a
+ ld a, [W_SPRITEOUTPUTPTR]
+ inc a
+ ld [W_SPRITEOUTPUTPTR], a
+ ret nz
+ ld a, [W_SPRITEOUTPUTPTR+1]
+ inc a
+ ld [W_SPRITEOUTPUTPTR+1], a
+ ret
+.curColumnDone
+ xor a
+ ld [W_SPRITECURPOSY], a
+ ld a, [W_SPRITEOUTPUTBITOFFSET]
+ and a
+ jr z, .bitOffsetsDone
+ dec a
+ ld [W_SPRITEOUTPUTBITOFFSET], a
+ ld hl, W_SPRITEOUTPUTPTRCACHED
+ ld a, [hli]
+ ld [W_SPRITEOUTPUTPTR], a
+ ld a, [hl]
+ ld [W_SPRITEOUTPUTPTR+1], a
+ ret
+.bitOffsetsDone
+ ld a, $3
+ ld [W_SPRITEOUTPUTBITOFFSET], a
+ ld a, [W_SPRITECURPOSX]
+ add $8
+ ld [W_SPRITECURPOSX], a
+ ld b, a
+ ld a, [W_SPRITEWITDH]
+ cp b
+ jr z, .allColumnsDone
+ ld a, [W_SPRITEOUTPUTPTR]
+ ld l, a
+ ld a, [W_SPRITEOUTPUTPTR+1]
+ ld h, a
+ inc hl
+ jp StoreSpriteOutputPointer
+.allColumnsDone
+ pop hl
+ xor a
+ ld [W_SPRITECURPOSX], a
+ ld a, [W_SPRITELOADFLAGS] ; $d0a8
+ bit 1, a
+ jr nz, .done ; test if there is one more sprite to go
+ xor $1
+ set 1, a
+ ld [W_SPRITELOADFLAGS], a ; $d0a8
+ jp UncompressSpriteDataLoop
+.done
+ jp UnpackSprite
+
+; writes 2 bits (from a) to the output buffer (pointed to from W_SPRITEOUTPUTPTR)
+WriteSpriteBitsToBuffer:: ; 2649 (0:2649)
+ ld e, a
+ ld a, [W_SPRITEOUTPUTBITOFFSET]
+ and a
+ jr z, .offset0
+ cp $2
+ jr c, .offset1
+ jr z, .offset2
+ rrc e ; offset 3
+ rrc e
+ jr .offset0
+.offset1
+ sla e
+ sla e
+ jr .offset0
+.offset2
+ swap e
+.offset0
+ ld a, [W_SPRITEOUTPUTPTR]
+ ld l, a
+ ld a, [W_SPRITEOUTPUTPTR+1]
+ ld h, a
+ ld a, [hl]
+ or e
+ ld [hl], a
+ ret
+
+; reads next bit from input stream and returns it in a
+ReadNextInputBit:: ; 2670 (0:2670)
+ ld a, [W_SPRITEINPUTBITCOUNTER]
+ dec a
+ jr nz, .curByteHasMoreBitsToRead
+ call ReadNextInputByte
+ ld [W_SPRITEINPUTCURBYTE], a
+ ld a, $8
+.curByteHasMoreBitsToRead
+ ld [W_SPRITEINPUTBITCOUNTER], a
+ ld a, [W_SPRITEINPUTCURBYTE]
+ rlca
+ ld [W_SPRITEINPUTCURBYTE], a
+ and $1
+ ret
+
+; reads next byte from input stream and returns it in a
+ReadNextInputByte:: ; 268b (0:268b)
+ ld a, [W_SPRITEINPUTPTR]
+ ld l, a
+ ld a, [W_SPRITEINPUTPTR+1]
+ ld h, a
+ ld a, [hli]
+ ld b, a
+ ld a, l
+ ld [W_SPRITEINPUTPTR], a
+ ld a, h
+ ld [W_SPRITEINPUTPTR+1], a
+ ld a, b
+ ret
+
+; the nth item is 2^n - 1
+LengthEncodingOffsetList:: ; 269f (0:269f)
+ dw %0000000000000001
+ dw %0000000000000011
+ dw %0000000000000111
+ dw %0000000000001111
+ dw %0000000000011111
+ dw %0000000000111111
+ dw %0000000001111111
+ dw %0000000011111111
+ dw %0000000111111111
+ dw %0000001111111111
+ dw %0000011111111111
+ dw %0000111111111111
+ dw %0001111111111111
+ dw %0011111111111111
+ dw %0111111111111111
+ dw %1111111111111111
+
+; unpacks the sprite data depending on the unpack mode
+UnpackSprite:: ; 26bf (0:26bf)
+ ld a, [W_SPRITEUNPACKMODE]
+ cp $2
+ jp z, UnpackSpriteMode2
+ and a
+ jp nz, XorSpriteChunks
+ ld hl, S_SPRITEBUFFER1
+ call SpriteDifferentialDecode
+ ld hl, S_SPRITEBUFFER2
+ ; fall through
+
+; decodes differential encoded sprite data
+; input bit value 0 preserves the current bit value and input bit value 1 toggles it (starting from initial value 0).
+SpriteDifferentialDecode:: ; 26d4 (0:26d4)
+ xor a
+ ld [W_SPRITECURPOSX], a
+ ld [W_SPRITECURPOSY], a
+ call StoreSpriteOutputPointer
+ ld a, [W_SPRITEFLIPPED]
+ and a
+ jr z, .notFlipped
+ ld hl, DecodeNybble0TableFlipped
+ ld de, DecodeNybble1TableFlipped
+ jr .storeDecodeTablesPointers
+.notFlipped
+ ld hl, DecodeNybble0Table
+ ld de, DecodeNybble1Table
+.storeDecodeTablesPointers
+ ld a, l
+ ld [W_SPRITEDECODETABLE0PTR], a
+ ld a, h
+ ld [W_SPRITEDECODETABLE0PTR+1], a
+ ld a, e
+ ld [W_SPRITEDECODETABLE1PTR], a
+ ld a, d
+ ld [W_SPRITEDECODETABLE1PTR+1], a
+ ld e, $0 ; last decoded nybble, initialized to 0
+.decodeNextByteLoop
+ ld a, [W_SPRITEOUTPUTPTR]
+ ld l, a
+ ld a, [W_SPRITEOUTPUTPTR+1]
+ ld h, a
+ ld a, [hl]
+ ld b, a
+ swap a
+ and $f
+ call DifferentialDecodeNybble ; decode high nybble
+ swap a
+ ld d, a
+ ld a, b
+ and $f
+ call DifferentialDecodeNybble ; decode low nybble
+ or d
+ ld b, a
+ ld a, [W_SPRITEOUTPUTPTR]
+ ld l, a
+ ld a, [W_SPRITEOUTPUTPTR+1]
+ ld h, a
+ ld a, b
+ ld [hl], a ; write back decoded data
+ ld a, [W_SPRITEHEIGHT]
+ add l ; move on to next column
+ jr nc, .noCarry
+ inc h
+.noCarry
+ ld [W_SPRITEOUTPUTPTR], a
+ ld a, h
+ ld [W_SPRITEOUTPUTPTR+1], a
+ ld a, [W_SPRITECURPOSX]
+ add $8
+ ld [W_SPRITECURPOSX], a
+ ld b, a
+ ld a, [W_SPRITEWITDH]
+ cp b
+ jr nz, .decodeNextByteLoop ; test if current row is done
+ xor a
+ ld e, a
+ ld [W_SPRITECURPOSX], a
+ ld a, [W_SPRITECURPOSY] ; move on to next row
+ inc a
+ ld [W_SPRITECURPOSY], a
+ ld b, a
+ ld a, [W_SPRITEHEIGHT]
+ cp b
+ jr z, .done ; test if all rows finished
+ ld a, [W_SPRITEOUTPUTPTRCACHED]
+ ld l, a
+ ld a, [W_SPRITEOUTPUTPTRCACHED+1]
+ ld h, a
+ inc hl
+ call StoreSpriteOutputPointer
+ jr .decodeNextByteLoop
+.done
+ xor a
+ ld [W_SPRITECURPOSY], a
+ ret
+
+; decodes the nybble stored in a. Last decoded data is assumed to be in e (needed to determine if initial value is 0 or 1)
+DifferentialDecodeNybble:: ; 276d (0:276d)
+ srl a ; c=a%2, a/=2
+ ld c, $0
+ jr nc, .evenNumber
+ ld c, $1
+.evenNumber
+ ld l, a
+ ld a, [W_SPRITEFLIPPED]
+ and a
+ jr z, .notFlipped ; determine if initial value is 0 or one
+ bit 3, e ; if flipped, consider MSB of last data
+ jr .selectLookupTable
+.notFlipped
+ bit 0, e ; else consider LSB
+.selectLookupTable
+ ld e, l
+ jr nz, .initialValue1 ; load the appropriate table
+ ld a, [W_SPRITEDECODETABLE0PTR]
+ ld l, a
+ ld a, [W_SPRITEDECODETABLE0PTR+1]
+ jr .tableLookup
+.initialValue1
+ ld a, [W_SPRITEDECODETABLE1PTR]
+ ld l, a
+ ld a, [W_SPRITEDECODETABLE1PTR+1]
+.tableLookup
+ ld h, a
+ ld a, e
+ add l
+ ld l, a
+ jr nc, .noCarry
+ inc h
+.noCarry
+ ld a, [hl]
+ bit 0, c
+ jr nz, .selectLowNybble
+ swap a ; select high nybble
+.selectLowNybble
+ and $f
+ ld e, a ; update last decoded data
+ ret
+
+DecodeNybble0Table:: ; 27a7 (0:27a7)
+ dn $0, $1
+ dn $3, $2
+ dn $7, $6
+ dn $4, $5
+ dn $f, $e
+ dn $c, $d
+ dn $8, $9
+ dn $b, $a
+DecodeNybble1Table:: ; 27af (0:27af)
+ dn $f, $e
+ dn $c, $d
+ dn $8, $9
+ dn $b, $a
+ dn $0, $1
+ dn $3, $2
+ dn $7, $6
+ dn $4, $5
+DecodeNybble0TableFlipped:: ; 27b7 (0:27b7)
+ dn $0, $8
+ dn $c, $4
+ dn $e, $6
+ dn $2, $a
+ dn $f, $7
+ dn $3, $b
+ dn $1, $9
+ dn $d, $5
+DecodeNybble1TableFlipped:: ; 27bf (0:27bf)
+ dn $f, $7
+ dn $3, $b
+ dn $1, $9
+ dn $d, $5
+ dn $0, $8
+ dn $c, $4
+ dn $e, $6
+ dn $2, $a
+
+; combines the two loaded chunks with xor (the chunk loaded second is the destination). The source chunk is differeintial decoded beforehand.
+XorSpriteChunks:: ; 27c7 (0:27c7)
+ xor a
+ ld [W_SPRITECURPOSX], a
+ ld [W_SPRITECURPOSY], a
+ call ResetSpriteBufferPointers
+ ld a, [W_SPRITEOUTPUTPTR] ; points to buffer 1 or 2, depending on flags
+ ld l, a
+ ld a, [W_SPRITEOUTPUTPTR+1]
+ ld h, a
+ call SpriteDifferentialDecode ; decode buffer 1 or 2, depending on flags
+ call ResetSpriteBufferPointers
+ ld a, [W_SPRITEOUTPUTPTR] ; source buffer, points to buffer 1 or 2, depending on flags
+ ld l, a
+ ld a, [W_SPRITEOUTPUTPTR+1]
+ ld h, a
+ ld a, [W_SPRITEOUTPUTPTRCACHED] ; destination buffer, points to buffer 2 or 1, depending on flags
+ ld e, a
+ ld a, [W_SPRITEOUTPUTPTRCACHED+1]
+ ld d, a
+.xorChunksLoop
+ ld a, [W_SPRITEFLIPPED]
+ and a
+ jr z, .notFlipped
+ push de
+ ld a, [de]
+ ld b, a
+ swap a
+ and $f
+ call ReverseNybble ; if flipped reverse the nybbles in the destination buffer
+ swap a
+ ld c, a
+ ld a, b
+ and $f
+ call ReverseNybble
+ or c
+ pop de
+ ld [de], a
+.notFlipped
+ ld a, [hli]
+ ld b, a
+ ld a, [de]
+ xor b
+ ld [de], a
+ inc de
+ ld a, [W_SPRITECURPOSY]
+ inc a
+ ld [W_SPRITECURPOSY], a ; go to next row
+ ld b, a
+ ld a, [W_SPRITEHEIGHT]
+ cp b
+ jr nz, .xorChunksLoop ; test if column finished
+ xor a
+ ld [W_SPRITECURPOSY], a
+ ld a, [W_SPRITECURPOSX]
+ add $8
+ ld [W_SPRITECURPOSX], a ; go to next column
+ ld b, a
+ ld a, [W_SPRITEWITDH]
+ cp b
+ jr nz, .xorChunksLoop ; test if all columns finished
+ xor a
+ ld [W_SPRITECURPOSX], a
+ ret
+
+; reverses the bits in the nybble given in register a
+ReverseNybble:: ; 2837 (0:2837)
+ ld de, NybbleReverseTable
+ add e
+ ld e, a
+ jr nc, .asm_283f
+ inc d
+.asm_283f
+ ld a, [de]
+ ret
+
+; resets sprite buffer pointers to buffer 1 and 2, depending on W_SPRITELOADFLAGS
+ResetSpriteBufferPointers:: ; 2841 (0:2841)
+ ld a, [W_SPRITELOADFLAGS] ; $d0a8
+ bit 0, a
+ jr nz, .buffer2Selected
+ ld de, S_SPRITEBUFFER1
+ ld hl, S_SPRITEBUFFER2
+ jr .storeBufferPointers
+.buffer2Selected
+ ld de, S_SPRITEBUFFER2
+ ld hl, S_SPRITEBUFFER1
+.storeBufferPointers
+ ld a, l
+ ld [W_SPRITEOUTPUTPTR], a
+ ld a, h
+ ld [W_SPRITEOUTPUTPTR+1], a
+ ld a, e
+ ld [W_SPRITEOUTPUTPTRCACHED], a
+ ld a, d
+ ld [W_SPRITEOUTPUTPTRCACHED+1], a
+ ret
+
+; maps each nybble to its reverse
+NybbleReverseTable:: ; 2867 (0:2867)
+ db $0, $8, $4, $c, $2, $a, $6 ,$e, $1, $9, $5, $d, $3, $b, $7 ,$f
+
+; combines the two loaded chunks with xor (the chunk loaded second is the destination). Both chunks are differeintial decoded beforehand.
+UnpackSpriteMode2:: ; 2877 (0:2877)
+ call ResetSpriteBufferPointers
+ ld a, [W_SPRITEFLIPPED]
+ push af
+ xor a
+ ld [W_SPRITEFLIPPED], a ; temporarily clear flipped flag for decoding the destination chunk
+ ld a, [W_SPRITEOUTPUTPTRCACHED]
+ ld l, a
+ ld a, [W_SPRITEOUTPUTPTRCACHED+1]
+ ld h, a
+ call SpriteDifferentialDecode
+ call ResetSpriteBufferPointers
+ pop af
+ ld [W_SPRITEFLIPPED], a
+ jp XorSpriteChunks
+
+; stores hl into the output pointers
+StoreSpriteOutputPointer:: ; 2897 (0:2897)
+ ld a, l
+ ld [W_SPRITEOUTPUTPTR], a
+ ld [W_SPRITEOUTPUTPTRCACHED], a
+ ld a, h
+ ld [W_SPRITEOUTPUTPTR+1], a
+ ld [W_SPRITEOUTPUTPTRCACHED+1], a
+ ret
+
+ResetPlayerSpriteData:: ; 28a6 (0:28a6)
+ ld hl, wSpriteStateData1
+ call ResetPlayerSpriteData_ClearSpriteData
+ ld hl, wSpriteStateData2
+ call ResetPlayerSpriteData_ClearSpriteData
+ ld a, $1
+ ld [wSpriteStateData1], a
+ ld [$c20e], a
+ ld hl, $c104
+ ld [hl], $3c ; set Y screen pos
+ inc hl
+ inc hl
+ ld [hl], $40 ; set X screen pos
+ ret
+
+; overwrites sprite data with zeroes
+ResetPlayerSpriteData_ClearSpriteData:: ; 28c4 (0:28c4)
+ ld bc, $10
+ xor a
+ jp FillMemory
+
+Func_28cb:: ; 28cb (0:28cb)
+ ld a, [wMusicHeaderPointer]
+ and a
+ jr nz, .asm_28dc
+ ld a, [$d72c]
+ bit 1, a
+ ret nz
+ ld a, $77
+ ld [$ff24], a
+ ret
+.asm_28dc
+ ld a, [$cfc9]
+ and a
+ jr z, .asm_28e7
+ dec a
+ ld [$cfc9], a
+ ret
+.asm_28e7
+ ld a, [$cfc8]
+ ld [$cfc9], a
+ ld a, [$ff24]
+ and a
+ jr z, .asm_2903
+ ld b, a
+ and $f
+ dec a
+ ld c, a
+ ld a, b
+ and $f0
+ swap a
+ dec a
+ swap a
+ or c
+ ld [$ff24], a
+ ret
+.asm_2903
+ ld a, [wMusicHeaderPointer]
+ ld b, a
+ xor a
+ ld [wMusicHeaderPointer], a
+ ld a, $ff
+ ld [$c0ee], a
+ call PlaySound
+ ld a, [$c0f0]
+ ld [$c0ef], a
+ ld a, b
+ ld [$c0ee], a
+ jp PlaySound
+
+; this function is used to display sign messages, sprite dialog, etc.
+; INPUT: [$ff8c] = sprite ID or text ID
+DisplayTextID:: ; 2920 (0:2920)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ callba DisplayTextIDInit ; initialization
+ ld hl,$cf11
+ bit 0,[hl]
+ res 0,[hl]
+ jr nz,.skipSwitchToMapBank
+ ld a,[W_CURMAP]
+ call SwitchToMapRomBank
+.skipSwitchToMapBank
+ ld a,30 ; half a second
+ ld [H_FRAMECOUNTER],a ; used as joypad poll timer
+ ld hl,W_MAPTEXTPTR
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a ; hl = map text pointer
+ ld d,$00
+ ld a,[$ff8c] ; text ID
+ ld [$cf13],a
+ and a
+ jp z,DisplayStartMenu
+ cp a,$d3 ; safari game over
+ jp z,DisplaySafariGameOverText
+ cp a,$d0 ; fainted
+ jp z,DisplayPokemonFaintedText
+ cp a,$d1 ; blacked out
+ jp z,DisplayPlayerBlackedOutText
+ cp a,$d2 ; repel wore off
+ jp z,DisplayRepelWoreOffText
+ ld a,[$d4e1] ; number of sprites
+ ld e,a
+ ld a,[$ff8c] ; sprite ID
+ cp e
+ jr z,.spriteHandling
+ jr nc,.skipSpriteHandling
+.spriteHandling
+; get the text ID of the sprite
+ push hl
+ push de
+ push bc
+ callba Func_13074 ; update the graphics of the sprite the player is talking to (to face the right direction)
+ pop bc
+ pop de
+ ld hl,W_MAPSPRITEDATA ; NPC text entries
+ ld a,[$ff8c]
+ dec a
+ add a
+ add l
+ ld l,a
+ jr nc,.noCarry
+ inc h
+.noCarry
+ inc hl
+ ld a,[hl] ; a = text ID of the sprite
+ pop hl
+.skipSpriteHandling
+; look up the address of the text in the map's text entries
+ dec a
+ ld e,a
+ sla e
+ add hl,de
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a ; hl = address of the text
+ ld a,[hl] ; a = first byte of text
+; check first byte of text for special cases
+ cp a,$fe ; Pokemart NPC
+ jp z,DisplayPokemartDialogue
+ cp a,$ff ; Pokemon Center NPC
+ jp z,DisplayPokemonCenterDialogue
+ cp a,$fc ; Item Storage PC
+ jp z,FuncTX_ItemStoragePC
+ cp a,$fd ; Bill's PC
+ jp z,FuncTX_BillsPC
+ cp a,$f9 ; Pokemon Center PC
+ jp z,FuncTX_PokemonCenterPC
+ cp a,$f5 ; Vending Machine
+ jr nz,.notVendingMachine
+ callba VendingMachineMenu ; jump banks to vending machine routine
+ jr AfterDisplayingTextID
+.notVendingMachine
+ cp a,$f7 ; slot machine
+ jp z,FuncTX_SlotMachine
+ cp a,$f6 ; cable connection NPC in Pokemon Center
+ jr nz,.notSpecialCase
+ callab CableClubNPC
+ jr AfterDisplayingTextID
+.notSpecialCase
+ call Func_3c59 ; display the text
+ ld a,[$cc3c]
+ and a
+ jr nz,HoldTextDisplayOpen
+
+AfterDisplayingTextID:: ; 29d6 (0:29d6)
+ ld a,[$cc47]
+ and a
+ jr nz,HoldTextDisplayOpen
+ call WaitForTextScrollButtonPress ; wait for a button press after displaying all the text
+
+; loop to hold the dialogue box open as long as the player keeps holding down the A button
+HoldTextDisplayOpen:: ; 29df (0:29df)
+ call GetJoypadState
+ ld a,[H_CURRENTPRESSEDBUTTONS]
+ bit 0,a ; is the A button being pressed?
+ jr nz,HoldTextDisplayOpen
+
+CloseTextDisplay:: ; 29e8 (0:29e8)
+ ld a,[W_CURMAP]
+ call SwitchToMapRomBank
+ ld a,$90
+ ld [$ffb0],a ; move the window off the screen
+ call DelayFrame
+ call LoadGBPal
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED],a ; disable continuous WRAM to VRAM transfer each V-blank
+; loop to make sprites face the directions they originally faced before the dialogue
+ ld hl,$c219
+ ld c,$0f
+ ld de,$0010
+.restoreSpriteFacingDirectionLoop
+ ld a,[hl]
+ dec h
+ ld [hl],a
+ inc h
+ add hl,de
+ dec c
+ jr nz,.restoreSpriteFacingDirectionLoop
+ ld a,BANK(InitMapSprites)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call InitMapSprites ; reload sprite tile pattern data (since it was partially overwritten by text tile patterns)
+ ld hl,$cfc4
+ res 0,[hl]
+ ld a,[$d732]
+ bit 3,a
+ call z,LoadPlayerSpriteGraphics
+ call LoadCurrentMapView
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ jp UpdateSprites ; move sprites
+
+DisplayPokemartDialogue:: ; 2a2e (0:2a2e)
+ push hl
+ ld hl,PokemartGreetingText
+ call PrintText
+ pop hl
+ inc hl
+ call LoadItemList
+ ld a,$02
+ ld [$cf94],a ; selects between subtypes of menus
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,Bank(DisplayPokemartDialogue_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call DisplayPokemartDialogue_
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ jp AfterDisplayingTextID
+
+PokemartGreetingText:: ; 2a55 (0:2a55)
+ TX_FAR _PokemartGreetingText
+ db "@"
+
+LoadItemList:: ; 2a5a (0:2a5a)
+ ld a,$01
+ ld [$cfcb],a
+ ld a,h
+ ld [$d128],a
+ ld a,l
+ ld [$d129],a
+ ld de,$cf7b
+.loop
+ ld a,[hli]
+ ld [de],a
+ inc de
+ cp a,$ff
+ jr nz,.loop
+ ret
+
+DisplayPokemonCenterDialogue:: ; 2a72 (0:2a72)
+ xor a
+ ld [$ff8b],a
+ ld [$ff8c],a
+ ld [$ff8d],a
+ inc hl
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,Bank(DisplayPokemonCenterDialogue_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call DisplayPokemonCenterDialogue_
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ jp AfterDisplayingTextID
+
+DisplaySafariGameOverText:: ; 2a90 (0:2a90)
+ callab PrintSafariGameOverText
+ jp AfterDisplayingTextID
+
+DisplayPokemonFaintedText:: ; 2a9b (0:2a9b)
+ ld hl,PokemonFaintedText
+ call PrintText
+ jp AfterDisplayingTextID
+
+PokemonFaintedText:: ; 2aa4 (0:2aa4)
+ TX_FAR _PokemonFaintedText
+ db "@"
+
+DisplayPlayerBlackedOutText:: ; 2aa9 (0:2aa9)
+ ld hl,PlayerBlackedOutText
+ call PrintText
+ ld a,[$d732]
+ res 5,a
+ ld [$d732],a
+ jp HoldTextDisplayOpen
+
+PlayerBlackedOutText:: ; 2aba (0:2aba)
+ TX_FAR _PlayerBlackedOutText
+ db "@"
+
+DisplayRepelWoreOffText:: ; 2abf (0:2abf)
+ ld hl,RepelWoreOffText
+ call PrintText
+ jp AfterDisplayingTextID
+
+RepelWoreOffText:: ; 2ac8 (0:2ac8)
+ TX_FAR _RepelWoreOffText
+ db "@"
+
+INCLUDE "engine/menu/start_menu.asm"
+
+; function to count how many bits are set in a string of bytes
+; INPUT:
+; hl = address of string of bytes
+; b = length of string of bytes
+; OUTPUT:
+; [$D11E] = number of set bits
+CountSetBits:: ; 2b7f (0:2b7f)
+ ld c,0
+.loop
+ ld a,[hli]
+ ld e,a
+ ld d,8
+.innerLoop ; count how many bits are set in the current byte
+ srl e
+ ld a,0
+ adc c
+ ld c,a
+ dec d
+ jr nz,.innerLoop
+ dec b
+ jr nz,.loop
+ ld a,c
+ ld [$d11e],a ; store number of set bits
+ ret
+
+; subtracts the amount the player paid from their money
+; sets carry flag if there is enough money and unsets carry flag if not
+SubtractAmountPaidFromMoney:: ; 2b96 (0:2b96)
+ ld b,BANK(SubtractAmountPaidFromMoney_)
+ ld hl,SubtractAmountPaidFromMoney_
+ jp Bankswitch
+
+; adds the amount the player sold to their money
+AddAmountSoldToMoney:: ; 2b9e (0:2b9e)
+ ld de,wPlayerMoney + 2
+ ld hl,$ffa1 ; total price of items
+ ld c,3 ; length of money in bytes
+ ld a,$0b
+ call Predef ; add total price to money
+ ld a,$13
+ ld [$d125],a
+ call DisplayTextBoxID ; redraw money text box
+ ld a, (SFX_02_5a - SFX_Headers_02) / 3
+ call PlaySoundWaitForCurrent ; play sound
+ jp WaitForSoundToFinish ; wait until sound is done playing
+
+; function to remove an item (in varying quantities) from the player's bag or PC box
+; INPUT:
+; HL = address of inventory (either wNumBagItems or wNumBoxItems)
+; [$CF92] = index (within the inventory) of the item to remove
+; [$CF96] = quantity to remove
+RemoveItemFromInventory:: ; 2bbb (0:2bbb)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(RemoveItemFromInventory_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call RemoveItemFromInventory_
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; function to add an item (in varying quantities) to the player's bag or PC box
+; INPUT:
+; HL = address of inventory (either wNumBagItems or wNumBoxItems)
+; [$CF91] = item ID
+; [$CF96] = item quantity
+; sets carry flag if successful, unsets carry flag if unsuccessful
+AddItemToInventory:: ; 2bcf (0:2bcf)
+ push bc
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(AddItemToInventory_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call AddItemToInventory_
+ pop bc
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ pop bc
+ ret
+
+; INPUT:
+; [wListMenuID] = list menu ID
+; [$cf8b] = address of the list (2 bytes)
+DisplayListMenuID:: ; 2be6 (0:2be6)
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED],a ; disable auto-transfer
+ ld a,1
+ ld [$ffb7],a ; joypad state update flag
+ ld a,[W_BATTLETYPE]
+ and a ; is it the Old Man battle?
+ jr nz,.specialBattleType
+ ld a,$01 ; hardcoded bank
+ jr .bankswitch
+.specialBattleType ; Old Man battle
+ ld a, Bank(OldManItemList)
+.bankswitch
+ call BankswitchHome
+ ld hl,$d730
+ set 6,[hl] ; turn off letter printing delay
+ xor a
+ ld [$cc35],a ; 0 means no item is currently being swapped
+ ld [$d12a],a
+ ld a,[$cf8b]
+ ld l,a
+ ld a,[$cf8c]
+ ld h,a ; hl = address of the list
+ ld a,[hl]
+ ld [$d12a],a ; [$d12a] = number of list entries
+ ld a,$0d ; list menu text box ID
+ ld [$d125],a
+ call DisplayTextBoxID ; draw the menu text box
+ call UpdateSprites ; move sprites
+ FuncCoord 4,2 ; coordinates of upper left corner of menu text box
+ ld hl,Coord
+ ld de,$090e ; height and width of menu text box
+ ld a,[wListMenuID]
+ and a ; is it a PC pokemon list?
+ jr nz,.skipMovingSprites
+ call UpdateSprites ; move sprites
+.skipMovingSprites
+ ld a,1 ; max menu item ID is 1 if the list has less than 2 entries
+ ld [$cc37],a
+ ld a,[$d12a]
+ cp a,2 ; does the list have less than 2 entries?
+ jr c,.setMenuVariables
+ ld a,2 ; max menu item ID is 2 if the list has at least 2 entries
+.setMenuVariables
+ ld [wMaxMenuItem],a
+ ld a,4
+ ld [wTopMenuItemY],a
+ ld a,5
+ ld [wTopMenuItemX],a
+ ld a,%00000111 ; A button, B button, Select button
+ ld [wMenuWatchedKeys],a
+ ld c,10
+ call DelayFrames
+
+DisplayListMenuIDLoop:: ; 2c53 (0:2c53)
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED],a ; disable transfer
+ call PrintListMenuEntries
+ ld a,1
+ ld [H_AUTOBGTRANSFERENABLED],a ; enable transfer
+ call Delay3
+ ld a,[W_BATTLETYPE]
+ and a ; is it the Old Man battle?
+ jr z,.notOldManBattle
+.oldManBattle
+ ld a,"▶"
+ FuncCoord 5,4
+ ld [Coord],a ; place menu cursor in front of first menu entry
+ ld c,80
+ call DelayFrames
+ xor a
+ ld [wCurrentMenuItem],a
+ ld hl,Coord
+ ld a,l
+ ld [wMenuCursorLocation],a
+ ld a,h
+ ld [wMenuCursorLocation + 1],a
+ jr .buttonAPressed
+.notOldManBattle
+ call LoadGBPal
+ call HandleMenuInput
+ push af
+ call PlaceMenuCursor
+ pop af
+ bit 0,a ; was the A button pressed?
+ jp z,.checkOtherKeys
+.buttonAPressed
+ ld a,[wCurrentMenuItem]
+ call PlaceUnfilledArrowMenuCursor
+ ld a,$01
+ ld [$d12e],a
+ ld [$d12d],a
+ xor a
+ ld [$cc37],a
+ ld a,[wCurrentMenuItem]
+ ld c,a
+ ld a,[wListScrollOffset]
+ add c
+ ld c,a
+ ld a,[$d12a] ; number of list entries
+ and a ; is the list empty?
+ jp z,ExitListMenu ; if so, exit the menu
+ dec a
+ cp c ; did the player select Cancel?
+ jp c,ExitListMenu ; if so, exit the menu
+ ld a,c
+ ld [wWhichPokemon],a
+ ld a,[wListMenuID]
+ cp a,ITEMLISTMENU
+ jr nz,.skipMultiplying
+; if it's an item menu
+ sla c ; item entries are 2 bytes long, so multiply by 2
+.skipMultiplying
+ ld a,[$cf8b]
+ ld l,a
+ ld a,[$cf8c]
+ ld h,a
+ inc hl ; hl = beginning of list entries
+ ld b,0
+ add hl,bc
+ ld a,[hl]
+ ld [$cf91],a
+ ld a,[wListMenuID]
+ and a ; is it a PC pokemon list?
+ jr z,.pokemonList
+ push hl
+ call GetItemPrice
+ pop hl
+ ld a,[wListMenuID]
+ cp a,ITEMLISTMENU
+ jr nz,.skipGettingQuantity
+; if it's an item menu
+ inc hl
+ ld a,[hl] ; a = item quantity
+ ld [$cf97],a
+.skipGettingQuantity
+ ld a,[$cf91]
+ ld [$d0b5],a
+ ld a,$01
+ ld [$d0b7],a
+ call GetName
+ jr .storeChosenEntry
+.pokemonList
+ ld hl,W_NUMINPARTY
+ ld a,[$cf8b]
+ cp l ; is it a list of party pokemon or box pokemon?
+ ld hl,W_PARTYMON1NAME
+ jr z,.getPokemonName
+ ld hl, W_BOXMON1NAME ; box pokemon names
+.getPokemonName
+ ld a,[wWhichPokemon]
+ call GetPartyMonName
+.storeChosenEntry ; store the menu entry that the player chose and return
+ ld de,$cd6d
+ call CopyStringToCF4B ; copy name to $cf4b
+ ld a,$01
+ ld [$d12e],a
+ ld a,[wCurrentMenuItem]
+ ld [$d12d],a
+ xor a
+ ld [$ffb7],a ; joypad state update flag
+ ld hl,$d730
+ res 6,[hl] ; turn on letter printing delay
+ jp BankswitchBack
+.checkOtherKeys ; check B, SELECT, Up, and Down keys
+ bit 1,a ; was the B button pressed?
+ jp nz,ExitListMenu ; if so, exit the menu
+ bit 2,a ; was the select button pressed?
+ jp nz,HandleItemListSwapping ; if so, allow the player to swap menu entries
+ ld b,a
+ bit 7,b ; was Down pressed?
+ ld hl,wListScrollOffset
+ jr z,.upPressed
+.downPressed
+ ld a,[hl]
+ add a,3
+ ld b,a
+ ld a,[$d12a] ; number of list entries
+ cp b ; will going down scroll past the Cancel button?
+ jp c,DisplayListMenuIDLoop
+ inc [hl] ; if not, go down
+ jp DisplayListMenuIDLoop
+.upPressed
+ ld a,[hl]
+ and a
+ jp z,DisplayListMenuIDLoop
+ dec [hl]
+ jp DisplayListMenuIDLoop
+
+DisplayChooseQuantityMenu:: ; 2d57 (0:2d57)
+; text box dimensions/coordinates for just quantity
+ FuncCoord 15,9
+ ld hl,Coord
+ ld b,1 ; height
+ ld c,3 ; width
+ ld a,[wListMenuID]
+ cp a,PRICEDITEMLISTMENU
+ jr nz,.drawTextBox
+; text box dimensions/coordinates for quantity and price
+ FuncCoord 7,9
+ ld hl,Coord
+ ld b,1 ; height
+ ld c,11 ; width
+.drawTextBox
+ call TextBoxBorder
+ FuncCoord 16,10
+ ld hl,Coord
+ ld a,[wListMenuID]
+ cp a,PRICEDITEMLISTMENU
+ jr nz,.printInitialQuantity
+ FuncCoord 8,10
+ ld hl,Coord
+.printInitialQuantity
+ ld de,InitialQuantityText
+ call PlaceString
+ xor a
+ ld [$cf96],a ; initialize current quantity to 0
+ jp .incrementQuantity
+.waitForKeyPressLoop
+ call GetJoypadStateLowSensitivity
+ ld a,[H_NEWLYPRESSEDBUTTONS] ; newly pressed buttons
+ bit 0,a ; was the A button pressed?
+ jp nz,.buttonAPressed
+ bit 1,a ; was the B button pressed?
+ jp nz,.buttonBPressed
+ bit 6,a ; was Up pressed?
+ jr nz,.incrementQuantity
+ bit 7,a ; was Down pressed?
+ jr nz,.decrementQuantity
+ jr .waitForKeyPressLoop
+.incrementQuantity
+ ld a,[$cf97] ; max quantity
+ inc a
+ ld b,a
+ ld hl,$cf96 ; current quantity
+ inc [hl]
+ ld a,[hl]
+ cp b
+ jr nz,.handleNewQuantity
+; wrap to 1 if the player goes above the max quantity
+ ld a,1
+ ld [hl],a
+ jr .handleNewQuantity
+.decrementQuantity
+ ld hl,$cf96 ; current quantity
+ dec [hl]
+ jr nz,.handleNewQuantity
+; wrap to the max quantity if the player goes below 1
+ ld a,[$cf97] ; max quantity
+ ld [hl],a
+.handleNewQuantity
+ FuncCoord 17,10
+ ld hl,Coord
+ ld a,[wListMenuID]
+ cp a,PRICEDITEMLISTMENU
+ jr nz,.printQuantity
+.printPrice
+ ld c,$03
+ ld a,[$cf96]
+ ld b,a
+ ld hl,$ff9f ; total price
+; initialize total price to 0
+ xor a
+ ld [hli],a
+ ld [hli],a
+ ld [hl],a
+.addLoop ; loop to multiply the individual price by the quantity to get the total price
+ ld de,$ffa1
+ ld hl,$ff8d
+ push bc
+ ld a,$0b
+ call Predef ; add the individual price to the current sum
+ pop bc
+ dec b
+ jr nz,.addLoop
+ ld a,[$ff8e]
+ and a ; should the price be halved (for selling items)?
+ jr z,.skipHalvingPrice
+ xor a
+ ld [$ffa2],a
+ ld [$ffa3],a
+ ld a,$02
+ ld [$ffa4],a
+ ld a,$0d
+ call Predef ; halves the price
+; store the halved price
+ ld a,[$ffa2]
+ ld [$ff9f],a
+ ld a,[$ffa3]
+ ld [$ffa0],a
+ ld a,[$ffa4]
+ ld [$ffa1],a
+.skipHalvingPrice
+ FuncCoord 12,10
+ ld hl,Coord
+ ld de,SpacesBetweenQuantityAndPriceText
+ call PlaceString
+ ld de,$ff9f ; total price
+ ld c,$a3
+ call PrintBCDNumber
+ FuncCoord 9,10
+ ld hl,Coord
+.printQuantity
+ ld de,$cf96 ; current quantity
+ ld bc,$8102 ; print leading zeroes, 1 byte, 2 digits
+ call PrintNumber
+ jp .waitForKeyPressLoop
+.buttonAPressed ; the player chose to make the transaction
+ xor a
+ ld [$cc35],a ; 0 means no item is currently being swapped
+ ret
+.buttonBPressed ; the player chose to cancel the transaction
+ xor a
+ ld [$cc35],a ; 0 means no item is currently being swapped
+ ld a,$ff
+ ret
+
+InitialQuantityText:: ; 2e30 (0:2e30)
+ db "×01@"
+
+SpacesBetweenQuantityAndPriceText:: ; 2e34 (0:2e34)
+ db " @"
+
+ExitListMenu:: ; 2e3b (0:2e3b)
+ ld a,[wCurrentMenuItem]
+ ld [$d12d],a
+ ld a,$02
+ ld [$d12e],a
+ ld [$cc37],a
+ xor a
+ ld [$ffb7],a
+ ld hl,$d730
+ res 6,[hl]
+ call BankswitchBack
+ xor a
+ ld [$cc35],a ; 0 means no item is currently being swapped
+ scf
+ ret
+
+PrintListMenuEntries:: ; 2e5a (0:2e5a)
+ FuncCoord 5, 3 ; $c3e1
+ ld hl,Coord
+ ld b,$09
+ ld c,$0e
+ call ClearScreenArea
+ ld a,[$cf8b]
+ ld e,a
+ ld a,[$cf8c]
+ ld d,a
+ inc de ; de = beginning of list entries
+ ld a,[wListScrollOffset]
+ ld c,a
+ ld a,[wListMenuID]
+ cp a,ITEMLISTMENU
+ ld a,c
+ jr nz,.skipMultiplying
+; if it's an item menu
+; item entries are 2 bytes long, so multiply by 2
+ sla a
+ sla c
+.skipMultiplying
+ add e
+ ld e,a
+ jr nc,.noCarry
+ inc d
+.noCarry
+ FuncCoord 6,4 ; coordinates of first list entry name
+ ld hl,Coord
+ ld b,4 ; print 4 names
+.loop
+ ld a,b
+ ld [wWhichPokemon],a
+ ld a,[de]
+ ld [$d11e],a
+ cp a,$ff
+ jp z,.printCancelMenuItem
+ push bc
+ push de
+ push hl
+ push hl
+ push de
+ ld a,[wListMenuID]
+ and a
+ jr z,.pokemonPCMenu
+ cp a,$01
+ jr z,.movesMenu
+.itemMenu
+ call GetItemName
+ jr .placeNameString
+.pokemonPCMenu
+ push hl
+ ld hl,W_NUMINPARTY
+ ld a,[$cf8b]
+ cp l ; is it a list of party pokemon or box pokemon?
+ ld hl,W_PARTYMON1NAME
+ jr z,.getPokemonName
+ ld hl, W_BOXMON1NAME ; box pokemon names
+.getPokemonName
+ ld a,[wWhichPokemon]
+ ld b,a
+ ld a,4
+ sub b
+ ld b,a
+ ld a,[wListScrollOffset]
+ add b
+ call GetPartyMonName
+ pop hl
+ jr .placeNameString
+.movesMenu
+ call GetMoveName
+.placeNameString
+ call PlaceString
+ pop de
+ pop hl
+ ld a,[$cf93]
+ and a ; should prices be printed?
+ jr z,.skipPrintingItemPrice
+.printItemPrice
+ push hl
+ ld a,[de]
+ ld de,ItemPrices
+ ld [$cf91],a
+ call GetItemPrice ; get price
+ pop hl
+ ld bc,20 + 5 ; 1 row down and 5 columns right
+ add hl,bc
+ ld c,$a3 ; no leading zeroes, right-aligned, print currency symbol, 3 bytes
+ call PrintBCDNumber
+.skipPrintingItemPrice
+ ld a,[wListMenuID]
+ and a
+ jr nz,.skipPrintingPokemonLevel
+.printPokemonLevel
+ ld a,[$d11e]
+ push af
+ push hl
+ ld hl,W_NUMINPARTY
+ ld a,[$cf8b]
+ cp l ; is it a list of party pokemon or box pokemon?
+ ld a,$00
+ jr z,.next
+ ld a,$02
+.next
+ ld [$cc49],a
+ ld hl,wWhichPokemon
+ ld a,[hl]
+ ld b,a
+ ld a,$04
+ sub b
+ ld b,a
+ ld a,[wListScrollOffset]
+ add b
+ ld [hl],a
+ call LoadMonData ; load pokemon info
+ ld a,[$cc49]
+ and a ; is it a list of party pokemon or box pokemon?
+ jr z,.skipCopyingLevel
+.copyLevel
+ ld a,[$cf9b]
+ ld [$cfb9],a
+.skipCopyingLevel
+ pop hl
+ ld bc,$001c
+ add hl,bc
+ call PrintLevel ; print level
+ pop af
+ ld [$d11e],a
+.skipPrintingPokemonLevel
+ pop hl
+ pop de
+ inc de
+ ld a,[wListMenuID]
+ cp a,ITEMLISTMENU
+ jr nz,.nextListEntry
+.printItemQuantity
+ ld a,[$d11e]
+ ld [$cf91],a
+ call IsKeyItem ; check if item is unsellable
+ ld a,[$d124]
+ and a ; is the item unsellable?
+ jr nz,.skipPrintingItemQuantity ; if so, don't print the quantity
+ push hl
+ ld bc,20 + 8 ; 1 row down and 8 columns right
+ add hl,bc
+ ld a,"×"
+ ldi [hl],a
+ ld a,[$d11e]
+ push af
+ ld a,[de]
+ ld [$cf97],a
+ push de
+ ld de,$d11e
+ ld [de],a
+ ld bc,$0102
+ call PrintNumber
+ pop de
+ pop af
+ ld [$d11e],a
+ pop hl
+.skipPrintingItemQuantity
+ inc de
+ pop bc
+ inc c
+ push bc
+ inc c
+ ld a,[$cc35] ; ID of item chosen for swapping (counts from 1)
+ and a ; is an item being swapped?
+ jr z,.nextListEntry
+ sla a
+ cp c ; is it this item?
+ jr nz,.nextListEntry
+ dec hl
+ ld a,$ec ; unfilled right arrow menu cursor to indicate an item being swapped
+ ld [hli],a
+.nextListEntry
+ ld bc,2 * 20 ; 2 rows
+ add hl,bc
+ pop bc
+ inc c
+ dec b
+ jp nz,.loop
+ ld bc,-8
+ add hl,bc
+ ld a,$ee ; down arrow
+ ld [hl],a
+ ret
+.printCancelMenuItem
+ ld de,ListMenuCancelText
+ jp PlaceString
+
+ListMenuCancelText:: ; 2f97 (0:2f97)
+ db "CANCEL@"
+
+GetMonName:: ; 2f9e (0:2f9e)
+ push hl
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(MonsterNames) ; 07
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld a,[$d11e]
+ dec a
+ ld hl,MonsterNames ; 421E
+ ld c,10
+ ld b,0
+ call AddNTimes
+ ld de,$cd6d
+ push de
+ ld bc,10
+ call CopyData
+ ld hl,$cd77
+ ld [hl], "@"
+ pop de
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ pop hl
+ ret
+
+GetItemName:: ; 2fcf (0:2fcf)
+; given an item ID at [$D11E], store the name of the item into a string
+; starting at $CD6D
+ push hl
+ push bc
+ ld a,[$D11E]
+ cp HM_01 ; is this a TM/HM?
+ jr nc,.Machine
+
+ ld [$D0B5],a
+ ld a,ITEM_NAME
+ ld [W_LISTTYPE],a
+ ld a,BANK(ItemNames)
+ ld [$D0B7],a
+ call GetName
+ jr .Finish
+
+.Machine
+ call GetMachineName
+.Finish
+ ld de,$CD6D ; pointer to where item name is stored in RAM
+ pop bc
+ pop hl
+ ret
+
+GetMachineName:: ; 2ff3 (0:2ff3)
+; copies the name of the TM/HM in [$D11E] to $CD6D
+ push hl
+ push de
+ push bc
+ ld a,[$D11E]
+ push af
+ cp TM_01 ; is this a TM? [not HM]
+ jr nc,.WriteTM
+; if HM, then write "HM" and add 5 to the item ID, so we can reuse the
+; TM printing code
+ add 5
+ ld [$D11E],a
+ ld hl,HiddenPrefix ; points to "HM"
+ ld bc,2
+ jr .WriteMachinePrefix
+.WriteTM
+ ld hl,TechnicalPrefix ; points to "TM"
+ ld bc,2
+.WriteMachinePrefix
+ ld de,$CD6D
+ call CopyData
+
+; now get the machine number and convert it to text
+ ld a,[$D11E]
+ sub TM_01 - 1
+ ld b,$F6 ; "0"
+.FirstDigit
+ sub 10
+ jr c,.SecondDigit
+ inc b
+ jr .FirstDigit
+.SecondDigit
+ add 10
+ push af
+ ld a,b
+ ld [de],a
+ inc de
+ pop af
+ ld b,$F6 ; "0"
+ add b
+ ld [de],a
+ inc de
+ ld a,"@"
+ ld [de],a
+
+ pop af
+ ld [$D11E],a
+ pop bc
+ pop de
+ pop hl
+ ret
+
+TechnicalPrefix:: ; 303c (0:303c)
+ db "TM"
+HiddenPrefix:: ; 303e (0:303e)
+ db "HM"
+
+; sets carry if item is HM, clears carry if item is not HM
+; Input: a = item ID
+IsItemHM:: ; 3040 (0:3040)
+ cp a,HM_01
+ jr c,.notHM
+ cp a,TM_01
+ ret
+.notHM
+ and a
+ ret
+
+; sets carry if move is an HM, clears carry if move is not an HM
+; Input: a = move ID
+IsMoveHM:: ; 3049 (0:3049)
+ ld hl,HMMoves
+ ld de,1
+ jp IsInArray
+
+HMMoves:: ; 3052 (0:3052)
+ db CUT,FLY,SURF,STRENGTH,FLASH
+ db $ff ; terminator
+
+GetMoveName:: ; 3058 (0:3058)
+ push hl
+ ld a,MOVE_NAME
+ ld [W_LISTTYPE],a
+ ld a,[$d11e]
+ ld [$d0b5],a
+ ld a,BANK(MoveNames)
+ ld [$d0b7],a
+ call GetName
+ ld de,$cd6d ; pointer to where move name is stored in RAM
+ pop hl
+ ret
+
+; reloads text box tile patterns, current map view, and tileset tile patterns
+ReloadMapData:: ; 3071 (0:3071)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[W_CURMAP]
+ call SwitchToMapRomBank
+ call DisableLCD
+ call LoadTextBoxTilePatterns
+ call LoadCurrentMapView
+ call LoadTilesetTilePatternData
+ call EnableLCD
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; reloads tileset tile patterns
+ReloadTilesetTilePatterns:: ; 3090 (0:3090)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,[W_CURMAP]
+ call SwitchToMapRomBank
+ call DisableLCD
+ call LoadTilesetTilePatternData
+ call EnableLCD
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; shows the town map and lets the player choose a destination to fly to
+ChooseFlyDestination:: ; 30a9 (0:30a9)
+ ld hl,$d72e
+ res 4,[hl]
+ ld b, BANK(LoadTownMap_Fly)
+ ld hl, LoadTownMap_Fly
+ jp Bankswitch
+
+; causes the text box to close waithout waiting for a button press after displaying text
+DisableWaitingAfterTextDisplay:: ; 30b6 (0:30b6)
+ ld a,$01
+ ld [$cc3c],a
+ ret
+
+; uses an item
+; UseItem is used with dummy items to perform certain other functions as well
+; INPUT:
+; [$cf91] = item ID
+; OUTPUT:
+; [$cd6a] = success
+; 00: unsucessful
+; 01: successful
+; 02: not able to be used right now, no extra menu displayed (only certain items use this)
+UseItem:: ; 30bc (0:30bc)
+ ld b,BANK(UseItem_)
+ ld hl,UseItem_
+ jp Bankswitch
+
+; confirms the item toss and then tosses the item
+; INPUT:
+; hl = address of inventory (either wNumBagItems or wNumBoxItems)
+; [$cf91] = item ID
+; [$cf92] = index of item within inventory
+; [$cf96] = quantity to toss
+; OUTPUT:
+; clears carry flag if the item is tossed, sets carry flag if not
+TossItem:: ; 30c4 (0:30c4)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(TossItem_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call TossItem_
+ pop de
+ ld a,d
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; checks if an item is a key item
+; INPUT:
+; [$cf91] = item ID
+; OUTPUT:
+; [$d124] = result
+; 00: item is not key item
+; 01: item is key item
+IsKeyItem:: ; 30d9 (0:30d9)
+ push hl
+ push de
+ push bc
+ callba IsKeyItem_
+ pop bc
+ pop de
+ pop hl
+ ret
+
+; function to draw various text boxes
+; INPUT:
+; [$D125] = text box ID
+DisplayTextBoxID:: ; 30e8 (0:30e8)
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,BANK(DisplayTextBoxID_)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call DisplayTextBoxID_
+ pop bc
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+Func_30fd:: ; 30fd (0:30fd)
+ ld a, [$cc57]
+ and a
+ ret nz
+ ld a, [$d736]
+ bit 1, a
+ ret nz
+ ld a, [$d730]
+ and $80
+ ret
+
+Func_310e:: ; 310e (0:310e)
+ ld hl, $d736
+ bit 0, [hl]
+ res 0, [hl]
+ jr nz, .asm_3146
+ ld a, [$cc57]
+ and a
+ ret z
+ dec a
+ add a
+ ld d, $0
+ ld e, a
+ ld hl, .pointerTable_3140
+ add hl, de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, [$cc58]
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ld a, [$cf10]
+ call CallFunctionInTable
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+.pointerTable_3140
+ dw PointerTable_1a442
+ dw PointerTable_1a510
+ dw PointerTable_1a57d
+.asm_3146
+ ld b, BANK(Func_1a3e0)
+ ld hl, Func_1a3e0
+ jp Bankswitch
+
+Func_314e:: ; 314e (0:314e)
+ ld b, BANK(Func_1a41d)
+ ld hl, Func_1a41d
+ jp Bankswitch
+
+Func_3156:: ; 3156 (0:3156)
+ ret
+
+; stores hl in [W_TRAINERHEADERPTR]
+StoreTrainerHeaderPointer:: ; 3157 (0:3157)
+ ld a, h
+ ld [W_TRAINERHEADERPTR], a
+ ld a, l
+ ld [W_TRAINERHEADERPTR+1], a
+ ret
+
+; executes the current map script from the function pointer array provided in hl.
+; a: map script index to execute (unless overridden by [$d733] bit 4)
+ExecuteCurMapScriptInTable:: ; 3160 (0:3160)
+ push af
+ push de
+ call StoreTrainerHeaderPointer
+ pop hl
+ pop af
+ push hl
+ ld hl, W_FLAGS_D733
+ bit 4, [hl]
+ res 4, [hl]
+ jr z, .useProvidedIndex ; test if map script index was overridden manually
+ ld a, [W_CURMAPSCRIPT]
+.useProvidedIndex
+ pop hl
+ ld [W_CURMAPSCRIPT], a
+ call CallFunctionInTable
+ ld a, [W_CURMAPSCRIPT]
+ ret
+
+LoadGymLeaderAndCityName:: ; 317f (0:317f)
+ push de
+ ld de, wGymCityName
+ ld bc, $11
+ call CopyData ; load city name
+ pop hl
+ ld de, wGymLeaderName
+ ld bc, $b
+ jp CopyData ; load gym leader name
+
+; reads specific information from trainer header (pointed to at W_TRAINERHEADERPTR)
+; a: offset in header data
+; 0 -> flag's bit (into wTrainerHeaderFlagBit)
+; 2 -> flag's byte ptr (into hl)
+; 4 -> before battle text (into hl)
+; 6 -> after battle text (into hl)
+; 8 -> end battle text (into hl)
+ReadTrainerHeaderInfo:: ; 3193 (0:3193)
+ push de
+ push af
+ ld d, $0
+ ld e, a
+ ld hl, W_TRAINERHEADERPTR
+ ld a, [hli]
+ ld l, [hl]
+ ld h, a
+ add hl, de
+ pop af
+ and a
+ jr nz, .nonZeroOffset
+ ld a, [hl]
+ ld [wTrainerHeaderFlagBit], a ; store flag's bit
+ jr .done
+.nonZeroOffset
+ cp $2
+ jr z, .readPointer ; read flag's byte ptr
+ cp $4
+ jr z, .readPointer ; read before battle text
+ cp $6
+ jr z, .readPointer ; read after battle text
+ cp $8
+ jr z, .readPointer ; read end battle text
+ cp $a
+ jr nz, .done
+ ld a, [hli] ; read end battle text (2) but override the result afterwards (XXX why, bug?)
+ ld d, [hl]
+ ld e, a
+ jr .done
+.readPointer
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+.done
+ pop de
+ ret
+
+TrainerFlagAction::
+ ld a, $10 ; FlagActionPredef
+ jp Predef
+
+; direct talking to a trainer (rather than getting seen by one)
+TalkToTrainer:: ; 31cc (0:31cc)
+ call StoreTrainerHeaderPointer
+ xor a
+ call ReadTrainerHeaderInfo ; read flag's bit
+ ld a, $2
+ call ReadTrainerHeaderInfo ; read flag's byte ptr
+ ld a, [wTrainerHeaderFlagBit]
+ ld c, a
+ ld b, $2
+ call TrainerFlagAction ; read trainer's flag
+ ld a, c
+ and a
+ jr z, .trainerNotYetFought ; test trainer's flag
+ ld a, $6
+ call ReadTrainerHeaderInfo ; print after battle text
+ jp PrintText
+.trainerNotYetFought ; 0x31ed
+ ld a, $4
+ call ReadTrainerHeaderInfo ; print before battle text
+ call PrintText
+ ld a, $a
+ call ReadTrainerHeaderInfo ; (?) does nothing apparently (maybe bug in ReadTrainerHeaderInfo)
+ push de
+ ld a, $8
+ call ReadTrainerHeaderInfo ; read end battle text
+ pop de
+ call PreBattleSaveRegisters
+ ld hl, W_FLAGS_D733
+ set 4, [hl] ; activate map script index override (index is set below)
+ ld hl, wFlags_0xcd60
+ bit 0, [hl] ; test if player is already being engaged by another trainer
+ ret nz
+ call EngageMapTrainer
+ ld hl, W_CURMAPSCRIPT
+ inc [hl] ; progress map script index (assuming it was 0 before) to start pre-battle routines
+ jp Func_325d
+
+; checks if any trainers are seeing the player and wanting to fight
+CheckFightingMapTrainers:: ; 3219 (0:3219)
+ call CheckForEngagingTrainers
+ ld a, [$cf13]
+ cp $ff
+ jr nz, .trainerEngaging
+ xor a
+ ld [$cf13], a
+ ld [wTrainerHeaderFlagBit], a
+ ret
+.trainerEngaging
+ ld hl, W_FLAGS_D733
+ set 3, [hl]
+ ld [$cd4f], a
+ xor a
+ ld [$cd50], a
+ ld a, $4c
+ call Predef
+ ld a, D_RIGHT | D_LEFT | D_UP | D_DOWN
+ ld [wJoypadForbiddenButtonsMask], a
+ xor a
+ ldh [$b4], a
+ call TrainerWalkUpToPlayer_Bank0
+ ld hl, W_CURMAPSCRIPT
+ inc [hl] ; progress to battle phase 1 (engaging)
+ ret
+
+Func_324c:: ; 324c (0:324c)
+ ld a, [$d730]
+ and $1
+ ret nz
+ ld [wJoypadForbiddenButtonsMask], a
+ ld a, [$cf13]
+ ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
+ call DisplayTextID
+
+Func_325d:: ; 325d (0:325d)
+ xor a
+ ld [wJoypadForbiddenButtonsMask], a
+ call InitBattleEnemyParameters
+ ld hl, $d72d
+ set 6, [hl]
+ set 7, [hl]
+ ld hl, $d72e
+ set 1, [hl]
+ ld hl, W_CURMAPSCRIPT
+ inc [hl] ; progress to battle phase 2 (battling)
+ ret
+
+EndTrainerBattle:: ; 3275 (0:3275)
+ ld hl, $d126
+ set 5, [hl]
+ set 6, [hl]
+ ld hl, $d72d
+ res 7, [hl]
+ ld hl, wFlags_0xcd60
+ res 0, [hl] ; player is no longer engaged by any trainer
+ ld a, [W_ISINBATTLE] ; $d057
+ cp $ff
+ jp z, ResetButtonPressedAndMapScript
+ ld a, $2
+ call ReadTrainerHeaderInfo
+ ld a, [wTrainerHeaderFlagBit]
+ ld c, a
+ ld b, $1
+ call TrainerFlagAction ; flag trainer as fought
+ ld a, [W_ENEMYMONORTRAINERCLASS]
+ cp $c8
+ jr nc, .skipRemoveSprite ; test if trainer was fought (in that case skip removing the corresponding sprite)
+ ld hl, W_MISSABLEOBJECTLIST
+ ld de, $2
+ ld a, [$cf13]
+ call IsInArray ; search for sprite ID
+ inc hl
+ ld a, [hl]
+ ld [$cc4d], a ; load corresponding missable object index and remove it
+ ld a, $11
+ call Predef ; indirect jump to RemoveMissableObject (f1d7 (3:71d7))
+.skipRemoveSprite
+ ld hl, $d730
+ bit 4, [hl]
+ res 4, [hl]
+ ret nz
+
+ResetButtonPressedAndMapScript:: ; 32c1 (0:32c1)
+ xor a
+ ld [wJoypadForbiddenButtonsMask], a
+ ld [H_CURRENTPRESSEDBUTTONS], a
+ ld [H_NEWLYPRESSEDBUTTONS], a
+ ld [H_NEWLYRELEASEDBUTTONS], a
+ ld [W_CURMAPSCRIPT], a ; reset battle status
+ ret
+
+; calls TrainerWalkUpToPlayer
+TrainerWalkUpToPlayer_Bank0:: ; 32cf (0:32cf)
+ ld b, BANK(TrainerWalkUpToPlayer)
+ ld hl, TrainerWalkUpToPlayer
+ jp Bankswitch
+
+; sets opponent type and mon set/lvl based on the engaging trainer data
+InitBattleEnemyParameters:: ; 32d7 (0:32d7)
+ ld a, [wEngagedTrainerClass]
+ ld [W_CUROPPONENT], a ; $d059
+ ld [W_ENEMYMONORTRAINERCLASS], a
+ cp $c8
+ ld a, [wEngagedTrainerSet] ; $cd2e
+ jr c, .noTrainer
+ ld [W_TRAINERNO], a ; $d05d
+ ret
+.noTrainer
+ ld [W_CURENEMYLVL], a ; $d127
+ ret
+
+Func_32ef:: ; 32ef (0:32ef)
+ ld hl, Func_567f9
+ jr asm_3301
+
+Func_32f4:: ; 32f4 (0:32f4)
+ ld hl, Func_56819
+ jr asm_3301 ; 0x32f7 $8
+
+Func_32f9:: ; 32f9 (0:32f9)
+ ld hl, Func_5683d
+ jr asm_3301
+
+Func_32fe:: ; 32fe (0:32fe)
+ ld hl, Func_5685d
+asm_3301:: ; 3301 (0:3301)
+ ld b, BANK(Func_567f9) ; BANK(Func_56819), BANK(Func_5683d), BANK(Func_5685d)
+ jp Bankswitch ; indirect jump to one of the four functions
+
+CheckForEngagingTrainers:: ; 3306 (0:3306)
+ xor a
+ call ReadTrainerHeaderInfo ; read trainer flag's bit (unused)
+ ld d, h ; store trainer header address in de
+ ld e, l
+.trainerLoop
+ call StoreTrainerHeaderPointer ; set trainer header pointer to current trainer
+ ld a, [de]
+ ld [$cf13], a ; store trainer flag's bit
+ ld [wTrainerHeaderFlagBit], a
+ cp $ff
+ ret z
+ ld a, $2
+ call ReadTrainerHeaderInfo ; read trainer flag's byte ptr
+ ld b, $2
+ ld a, [wTrainerHeaderFlagBit]
+ ld c, a
+ call TrainerFlagAction ; read trainer flag
+ ld a, c
+ and a
+ jr nz, .trainerAlreadyFought
+ push hl
+ push de
+ push hl
+ xor a
+ call ReadTrainerHeaderInfo ; get trainer header pointer
+ inc hl
+ ld a, [hl] ; read trainer engage distance
+ pop hl
+ ld [wTrainerEngageDistance], a
+ ld a, [$cf13]
+ swap a
+ ld [wTrainerSpriteOffset], a ; $cd3d
+ ld a, $39
+ call Predef ; indirect jump to CheckEngagePlayer (5690f (15:690f))
+ pop de
+ pop hl
+ ld a, [wTrainerSpriteOffset] ; $cd3d
+ and a
+ ret nz ; break if the trainer is engaging
+.trainerAlreadyFought
+ ld hl, $c
+ add hl, de
+ ld d, h
+ ld e, l
+ jr .trainerLoop
+
+; saves loaded rom bank and hl as well as de registers
+PreBattleSaveRegisters:: ; 3354 (0:3354)
+ ld a, [H_LOADEDROMBANK]
+ ld [W_PBSTOREDROMBANK], a
+ ld a, h
+ ld [W_PBSTOREDREGISTERH], a
+ ld a, l
+ ld [W_PBSTOREDREGISTERL], a
+ ld a, d
+ ld [W_PBSTOREDREGISTERD], a
+ ld a, e
+ ld [W_PBSTOREDREGISTERE], a
+ ret
+
+; loads data of some trainer on the current map and plays pre-battle music
+; [$cf13]: sprite ID of trainer who is engaged
+EngageMapTrainer:: ; 336a (0:336a)
+ ld hl, W_MAPSPRITEEXTRADATA
+ ld d, $0
+ ld a, [$cf13]
+ dec a
+ add a
+ ld e, a
+ add hl, de ; seek to engaged trainer data
+ ld a, [hli] ; load trainer class
+ ld [wEngagedTrainerClass], a
+ ld a, [hl] ; load trainer mon set
+ ld [wEnemyMonAttackMod], a ; $cd2e
+ jp PlayTrainerMusic
+
+Func_3381:: ; 3381 (0:3381)
+ push hl
+ ld hl, $d72d
+ bit 7, [hl]
+ res 7, [hl]
+ pop hl
+ ret z
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, [W_PBSTOREDROMBANK]
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ push hl
+ callba SaveTrainerName
+ ld hl, TrainerNameText
+ call PrintText
+ pop hl
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ callba Func_1a5e7
+ jp WaitForSoundToFinish
+
+Func_33b7:: ; 33b7 (0:33b7)
+ ld a, [$cf0b]
+ and a
+ jr nz, .asm_33c6
+ ld a, [W_PBSTOREDREGISTERH]
+ ld h, a
+ ld a, [W_PBSTOREDREGISTERL]
+ ld l, a
+ ret
+.asm_33c6
+ ld a, [W_PBSTOREDREGISTERD]
+ ld h, a
+ ld a, [W_PBSTOREDREGISTERE]
+ ld l, a
+ ret
+
+TrainerNameText:: ; 33cf (0:33cf)
+ TX_FAR _TrainerNameText
+ db $08
+
+Func_33d4:: ; 33d4 (0:33d4)
+ call Func_33b7
+ call TextCommandProcessor
+ jp TextScriptEnd
+
+Func_33dd:: ; 33dd (0:33dd)
+ ld a, [wFlags_0xcd60]
+ bit 0, a
+ ret nz
+ call EngageMapTrainer
+ xor a
+ ret
+
+PlayTrainerMusic:: ; 33e8 (0:33e8)
+ ld a, [wEngagedTrainerClass]
+ cp $c8 + SONY1
+ ret z
+ cp $c8 + SONY2
+ ret z
+ cp $c8 + SONY3
+ ret z
+ ld a, [W_GYMLEADERNO] ; $d05c
+ and a
+ ret nz
+ xor a
+ ld [wMusicHeaderPointer], a
+ ld a, $ff
+ call PlaySound ; stop music
+ ld a, BANK(Music_MeetEvilTrainer)
+ ld [$c0ef], a
+ ld [$c0f0], a
+ ld a, [wEngagedTrainerClass]
+ ld b, a
+ ld hl, EvilTrainerList
+.evilTrainerListLoop
+ ld a, [hli]
+ cp $ff
+ jr z, .noEvilTrainer
+ cp b
+ jr nz, .evilTrainerListLoop
+ ld a, MUSIC_MEET_EVIL_TRAINER
+ jr .PlaySound
+.noEvilTrainer
+ ld hl, FemaleTrainerList
+.femaleTrainerListLoop
+ ld a, [hli]
+ cp $ff
+ jr z, .maleTrainer
+ cp b
+ jr nz, .femaleTrainerListLoop
+ ld a, MUSIC_MEET_FEMALE_TRAINER
+ jr .PlaySound
+.maleTrainer
+ ld a, MUSIC_MEET_MALE_TRAINER
+.PlaySound
+ ld [$c0ee], a
+ jp PlaySound
+
+INCLUDE "data/trainer_types.asm"
+
+Func_3442:: ; 3442 (0:3442)
+ ld a, [hli]
+ cp $ff
+ ret z
+ cp b
+ jr nz, .asm_345b
+ ld a, [hli]
+ cp c
+ jr nz, .asm_345c
+ ld a, [hli]
+ ld d, [hl]
+ ld e, a
+ ld hl, $ccd3
+ call DecodeRLEList
+ dec a
+ ld [$cd38], a
+ ret
+.asm_345b
+ inc hl
+.asm_345c
+ inc hl
+ inc hl
+ jr Func_3442
+
+FuncTX_ItemStoragePC:: ; 3460 (0:3460)
+ call SaveScreenTilesToBuffer2
+ ld b, BANK(PlayerPC)
+ ld hl, PlayerPC
+ jr bankswitchAndContinue
+
+FuncTX_BillsPC:: ; 346a (0:346a)
+ call SaveScreenTilesToBuffer2
+ ld b, BANK(Func_214c2)
+ ld hl, Func_214c2
+ jr bankswitchAndContinue
+
+FuncTX_SlotMachine:: ; 3474 (0:3474)
+; XXX find a better name for this function
+; special_F7
+ ld b,BANK(CeladonPrizeMenu)
+ ld hl,CeladonPrizeMenu
+bankswitchAndContinue:: ; 3479 (0:3479)
+ call Bankswitch
+ jp HoldTextDisplayOpen ; continue to main text-engine function
+
+FuncTX_PokemonCenterPC:: ; 347f (0:347f)
+ ld b, BANK(ActivatePC)
+ ld hl, ActivatePC
+ jr bankswitchAndContinue
+
+Func_3486:: ; 3486 (0:3486)
+ xor a
+ ld [$cd3b], a
+ ld [$c206], a
+ ld hl, $d730
+ set 7, [hl]
+ ret
+
+IsItemInBag:: ; 3493 (0:3493)
+; given an item_id in b
+; set zero flag if item isn't in player's bag
+; else reset zero flag
+; related to Pokémon Tower and ghosts
+ ld a,$1C
+ call Predef
+ ld a,b
+ and a
+ ret
+
+DisplayPokedex:: ; 349b (0:349b)
+ ld [$d11e], a
+ ld b, BANK(Func_7c18)
+ ld hl, Func_7c18
+ jp Bankswitch
+
+Func_34a6:: ; 34a6 (0:34a6)
+ call Func_34ae
+ ld c, $6
+ jp DelayFrames
+
+Func_34ae:: ; 34ae (0:34ae)
+ ld a, $9
+ ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
+ call Func_34fc
+ ld a, [$ff8d]
+ ld [hl], a
+ ret
+
+Func_34b9:: ; 34b9 (0:34b9)
+ ld de, $fff9
+ add hl, de
+ ld [hl], a
+ ret
+
+; tests if the player's coordinates are in a specified array
+; INPUT:
+; hl = address of array
+; OUTPUT:
+; [$cd3d] = if there is match, the matching array index
+; sets carry if the coordinates are in the array, clears carry if not
+ArePlayerCoordsInArray:: ; 34bf (0:34bf)
+ ld a,[W_YCOORD]
+ ld b,a
+ ld a,[W_XCOORD]
+ ld c,a
+ ; fallthrough
+
+CheckCoords:: ; 34c7 (0:34c7)
+ xor a
+ ld [$cd3d],a
+.loop
+ ld a,[hli]
+ cp a,$ff ; reached terminator?
+ jr z,.notInArray
+ push hl
+ ld hl,$cd3d
+ inc [hl]
+ pop hl
+.compareYCoord
+ cp b
+ jr z,.compareXCoord
+ inc hl
+ jr .loop
+.compareXCoord
+ ld a,[hli]
+ cp c
+ jr nz,.loop
+.inArray
+ scf
+ ret
+.notInArray
+ and a
+ ret
+
+; tests if a boulder's coordinates are in a specified array
+; INPUT:
+; hl = address of array
+; ff8c = which boulder to check? XXX
+; OUTPUT:
+; [$cd3d] = if there is match, the matching array index
+; sets carry if the coordinates are in the array, clears carry if not
+CheckBoulderCoords:: ; 34e4 (0:34e4)
+ push hl
+ ld hl, $c204
+ ld a, [$ff8c]
+ swap a
+ ld d, $0
+ ld e, a
+ add hl, de
+ ld a, [hli]
+ sub $4 ; because sprite coordinates are offset by 4
+ ld b, a
+ ld a, [hl]
+ sub $4 ; because sprite coordinates are offset by 4
+ ld c, a
+ pop hl
+ jp CheckCoords
+
+Func_34fc:: ; 34fc (0:34fc)
+ ld h, $c1
+ jr asm_3502
+
+Func_3500:: ; 3500 (0:3500)
+ ld h, $c2
+asm_3502:: ; 3502 (0:3502)
+ ld a, [H_DOWNARROWBLINKCNT1] ; $ff8b
+ ld b, a
+ ld a, [H_DOWNARROWBLINKCNT2] ; $ff8c
+ swap a
+ add b
+ ld l, a
+ ret
+
+; decodes a $ff-terminated RLEncoded list
+; each entry is a pair of bytes <byte value> <repetitions>
+; the final $ff will be replicated in the output list and a contains the number of bytes written
+; de: input list
+; hl: output list
+DecodeRLEList:: ; 350c (0:350c)
+ xor a
+ ld [wRLEByteCount], a ; count written bytes here
+.listLoop
+ ld a, [de]
+ cp $ff
+ jr z, .endOfList
+ ld [H_DOWNARROWBLINKCNT1], a ; store byte value to be written
+ inc de
+ ld a, [de]
+ ld b, $0
+ ld c, a ; number of bytes to be written
+ ld a, [wRLEByteCount]
+ add c
+ ld [wRLEByteCount], a ; update total number of written bytes
+ ld a, [H_DOWNARROWBLINKCNT1] ; $ff8b
+ call FillMemory ; write a c-times to output
+ inc de
+ jr .listLoop
+.endOfList
+ ld a, $ff
+ ld [hl], a ; write final $ff
+ ld a, [wRLEByteCount]
+ inc a ; include sentinel in counting
+ ret
+
+; sets movement byte 1 for sprite [$FF8C] to $FE and byte 2 to [$FF8D]
+SetSpriteMovementBytesToFE:: ; 3533 (0:3533)
+ push hl
+ call GetSpriteMovementByte1Pointer
+ ld [hl], $fe
+ call GetSpriteMovementByte2Pointer
+ ld a, [$ff8d]
+ ld [hl], a
+ pop hl
+ ret
+
+; sets both movement bytes for sprite [$FF8C] to $FF
+SetSpriteMovementBytesToFF:: ; 3541 (0:3541)
+ push hl
+ call GetSpriteMovementByte1Pointer
+ ld [hl],$FF
+ call GetSpriteMovementByte2Pointer
+ ld [hl],$FF ; prevent person from walking?
+ pop hl
+ ret
+
+; returns the sprite movement byte 1 pointer for sprite [$FF8C] in hl
+GetSpriteMovementByte1Pointer:: ; 354e (0:354e)
+ ld h,$C2
+ ld a,[$FF8C] ; the sprite to move
+ swap a
+ add a,6
+ ld l,a
+ ret
+
+; returns the sprite movement byte 2 pointer for sprite [$FF8C] in hl
+GetSpriteMovementByte2Pointer:: ; 3558 (0:3558)
+ push de
+ ld hl,W_MAPSPRITEDATA
+ ld a,[$FF8C] ; the sprite to move
+ dec a
+ add a
+ ld d,0
+ ld e,a
+ add hl,de
+ pop de
+ ret
+
+GetTrainerInformation:: ; 3566 (0:3566)
+ call GetTrainerName
+ ld a, [W_ISLINKBATTLE] ; $d12b
+ and a
+ jr nz, .linkBattle
+ ld a, Bank(TrainerPicAndMoneyPointers)
+ call BankswitchHome
+ ld a, [W_TRAINERCLASS] ; $d031
+ dec a
+ ld hl, TrainerPicAndMoneyPointers
+ ld bc, $5
+ call AddNTimes
+ ld de, $d033
+ ld a, [hli]
+ ld [de], a
+ inc de
+ ld a, [hli]
+ ld [de], a
+ ld de, $d046
+ ld a, [hli]
+ ld [de], a
+ inc de
+ ld a, [hli]
+ ld [de], a
+ jp BankswitchBack
+.linkBattle
+ ld hl, $d033
+ ld de, RedPicFront
+ ld [hl], e
+ inc hl
+ ld [hl], d
+ ret
+
+GetTrainerName:: ; 359e (0:359e)
+ ld b, BANK(GetTrainerName_)
+ ld hl, GetTrainerName_
+ jp Bankswitch
+
+; tests if player's money are at least as much as [$ff9f]
+; sets carry flag if not enough money
+; sets zero flag if amounts match exactly
+HasEnoughMoney:: ; 35a6 (0:35a6)
+ ld de, wPlayerMoney ; $d347
+ ld hl, $ff9f
+ ld c, $3
+ jp StringCmp
+
+; tests if player's game corner coins are at least as many as [$ffa0]
+; sets carry flag if not enough coins
+; sets zero flag if amounts match exactly
+HasEnoughCoins:: ; 35b1 (0:35b1)
+ ld de, wPlayerCoins
+ ld hl, $ffa0
+ ld c, $2
+ jp StringCmp
+
+BankswitchHome:: ; 35bc (0:35bc)
+; switches to bank # in a
+; Only use this when in the home bank!
+ ld [$CF09],a
+ ld a,[H_LOADEDROMBANK]
+ ld [$CF08],a
+ ld a,[$CF09]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+BankswitchBack:: ; 35cd (0:35cd)
+; returns from BankswitchHome
+ ld a,[$CF08]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+Bankswitch:: ; 35d6 (0:35d6)
+; self-contained bankswitch, use this when not in the home bank
+; switches to the bank in b
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld bc,.Return
+ push bc
+ jp [hl]
+.Return
+ pop bc
+ ld a,b
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+; displays yes/no choice
+; yes -> set carry
+YesNoChoice:: ; 35ec (0:35ec)
+ call SaveScreenTilesToBuffer1
+ call InitYesNoTextBoxParameters
+ jr DisplayYesNoChoice
+
+Func_35f4:: ; 35f4 (0:35f4)
+ ld a, $14
+ ld [$d125], a
+ call InitYesNoTextBoxParameters
+ jp DisplayTextBoxID
+
+InitYesNoTextBoxParameters:: ; 35ff (0:35ff)
+ xor a
+ ld [$d12c], a
+ FuncCoord 14, 7 ; $c43a
+ ld hl, Coord
+ ld bc, $80f
+ ret
+
+YesNoChoicePokeCenter:: ; 360a (0:360a)
+ call SaveScreenTilesToBuffer1
+ ld a, $6
+ ld [$d12c], a
+ FuncCoord 11, 6 ; $c423
+ ld hl, Coord
+ ld bc, $80c
+ jr DisplayYesNoChoice
+
+Func_361a:: ; 361a (0:361a)
+ call SaveScreenTilesToBuffer1
+ ld a, $3
+ ld [$d12c], a
+ FuncCoord 12, 7 ; $c438
+ ld hl, Coord
+ ld bc, $080d
+DisplayYesNoChoice:: ; 3628 (0:3628)
+ ld a, $14
+ ld [$d125], a
+ call DisplayTextBoxID
+ jp LoadScreenTilesFromBuffer1
+
+; calculates the difference |a-b|, setting carry flag if a<b
+CalcDifference:: ; 3633 (0:3633)
+ sub b
+ ret nc
+ cpl
+ add $1
+ scf
+ ret
+
+MoveSprite:: ; 363a (0:363a)
+; move the sprite [$FF8C] with the movement pointed to by de
+; actually only copies the movement data to $CC5B for later
+ call SetSpriteMovementBytesToFF
+MoveSprite_:: ; 363d (0:363d)
+ push hl
+ push bc
+ call GetSpriteMovementByte1Pointer
+ xor a
+ ld [hl],a
+ ld hl,$CC5B
+ ld c,0
+
+.loop
+ ld a,[de]
+ ld [hli],a
+ inc de
+ inc c
+ cp a,$FF ; have we reached the end of the movement data?
+ jr nz,.loop
+
+ ld a,c
+ ld [$CF0F],a ; number of steps taken
+
+ pop bc
+ ld hl,$D730
+ set 0,[hl]
+ pop hl
+ xor a
+ ld [$CD3B],a
+ ld [$CCD3],a
+ dec a
+ ld [wJoypadForbiddenButtonsMask],a
+ ld [$CD3A],a
+ ret
+
+Func_366b:: ; 366b (0:366b)
+ push hl
+ ld hl, $ffe7
+ xor a
+ ld [hld], a
+ ld a, [hld]
+ and a
+ jr z, .asm_367e
+ ld a, [hli]
+.asm_3676
+ sub [hl]
+ jr c, .asm_367e
+ inc hl
+ inc [hl]
+ dec hl
+ jr .asm_3676
+.asm_367e
+ pop hl
+ ret
+
+; copies the tile patterns for letters and numbers into VRAM
+LoadFontTilePatterns:: ; 3680 (0:3680)
+ ld a,[rLCDC]
+ bit 7,a ; is the LCD enabled?
+ jr nz,.lcdEnabled
+.lcdDisabled
+ ld hl,FontGraphics
+ ld de,$8800
+ ld bc,$400
+ ld a,BANK(FontGraphics)
+ jp FarCopyDataDouble ; if LCD is off, transfer all at once
+.lcdEnabled
+ ld de,FontGraphics
+ ld hl,$8800
+ ld bc,(BANK(FontGraphics) << 8 | $80)
+ jp CopyVideoDataDouble ; if LCD is on, transfer during V-blank
+
+; copies the text box tile patterns into VRAM
+LoadTextBoxTilePatterns:: ; 36a0 (0:36a0)
+ ld a,[rLCDC]
+ bit 7,a ; is the LCD enabled?
+ jr nz,.lcdEnabled
+.lcdDisabled
+ ld hl,TextBoxGraphics
+ ld de,$9600
+ ld bc,$0200
+ ld a,BANK(TextBoxGraphics)
+ jp FarCopyData2 ; if LCD is off, transfer all at once
+.lcdEnabled
+ ld de,TextBoxGraphics
+ ld hl,$9600
+ ld bc,(BANK(TextBoxGraphics) << 8 | $20)
+ jp CopyVideoData ; if LCD is on, transfer during V-blank
+
+; copies HP bar and status display tile patterns into VRAM
+LoadHpBarAndStatusTilePatterns:: ; 36c0 (0:36c0)
+ ld a,[rLCDC]
+ bit 7,a ; is the LCD enabled?
+ jr nz,.lcdEnabled
+.lcdDisabled
+ ld hl,HpBarAndStatusGraphics
+ ld de,$9620
+ ld bc,$01e0
+ ld a,BANK(HpBarAndStatusGraphics)
+ jp FarCopyData2 ; if LCD is off, transfer all at once
+.lcdEnabled
+ ld de,HpBarAndStatusGraphics
+ ld hl,$9620
+ ld bc,(BANK(HpBarAndStatusGraphics) << 8 | $1e)
+ jp CopyVideoData ; if LCD is on, transfer during V-blank
+
+;Fills memory range with the specified byte.
+;input registers a = fill_byte, bc = length, hl = address
+FillMemory:: ; 36e0 (0:36e0)
+ push de
+ ld d, a
+.loop
+ ld a, d
+ ldi [hl], a
+ dec bc
+ ld a, b
+ or c
+ jr nz, .loop
+ pop de
+ ret
+
+; loads sprite that de points to
+; bank of sprite is given in a
+UncompressSpriteFromDE:: ; 36eb (0:36eb)
+ ld hl, W_SPRITEINPUTPTR
+ ld [hl], e
+ inc hl
+ ld [hl], d
+ jp UncompressSpriteData
+
+SaveScreenTilesToBuffer2:: ; 36f4 (0:36f4)
+ ld hl, wTileMap
+ ld de, wTileMapBackup2
+ ld bc, $168
+ call CopyData
+ ret
+
+LoadScreenTilesFromBuffer2:: ; 3701 (0:3701)
+ call LoadScreenTilesFromBuffer2DisableBGTransfer
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
+ ret
+
+; loads screen tiles stored in wTileMapBackup2 but leaves H_AUTOBGTRANSFERENABLED disabled
+LoadScreenTilesFromBuffer2DisableBGTransfer:: ; 3709 (0:3709)
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
+ ld hl, wTileMapBackup2
+ ld de, wTileMap
+ ld bc, $168
+ call CopyData
+ ret
+
+SaveScreenTilesToBuffer1:: ; 3719 (0:3719)
+ ld hl, wTileMap
+ ld de, wTileMapBackup
+ ld bc, $168
+ jp CopyData
+
+LoadScreenTilesFromBuffer1:: ; 3725 (0:3725)
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
+ ld hl, wTileMapBackup
+ ld de, wTileMap
+ ld bc, $168
+ call CopyData
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
+ ret
+
+DelayFrames:: ; 3739 (0:3739)
+; wait n frames, where n is the value in c
+ call DelayFrame
+ dec c
+ jr nz,DelayFrames
+ ret
+
+PlaySoundWaitForCurrent:: ; 3740 (0:3740)
+ push af
+ call WaitForSoundToFinish
+ pop af
+ jp PlaySound
+
+; Wait for sound to finish playing
+WaitForSoundToFinish:: ; 3748 (0:3748)
+ ld a, [$d083]
+ and $80
+ ret nz
+ push hl
+.asm_374f
+ ld hl, $c02a
+ xor a
+ or [hl]
+ inc hl
+ or [hl]
+ inc hl
+ inc hl
+ or [hl]
+ jr nz, .asm_374f
+ pop hl
+ ret
+
+NamePointers:: ; 375d (0:375d)
+ dw MonsterNames
+ dw MoveNames
+ dw UnusedNames
+ dw ItemNames
+ dw W_PARTYMON1OT ; player's OT names list
+ dw W_ENEMYMON1OT ; enemy's OT names list
+ dw TrainerNames
+
+GetName:: ; 376b (0:376b)
+; arguments:
+; [$D0B5] = which name
+; [$D0B6] = which list (W_LISTTYPE)
+; [$D0B7] = bank of list
+;
+; returns pointer to name in de
+ ld a,[$d0b5]
+ ld [$d11e],a
+ cp a,$C4 ;it's TM/HM
+ jp nc,GetMachineName
+ ld a,[H_LOADEDROMBANK]
+ push af
+ push hl
+ push bc
+ push de
+ ld a,[W_LISTTYPE] ;List3759_entrySelector
+ dec a
+ jr nz,.otherEntries
+ ;1 = MON_NAMES
+ call GetMonName
+ ld hl,11
+ add hl,de
+ ld e,l
+ ld d,h
+ jr .gotPtr
+.otherEntries ; $378d
+ ;2-7 = OTHER ENTRIES
+ ld a,[$d0b7]
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ld a,[W_LISTTYPE] ;VariousNames' entryID
+ dec a
+ add a
+ ld d,0
+ ld e,a
+ jr nc,.skip
+ inc d
+.skip ; $37a0
+ ld hl,NamePointers
+ add hl,de
+ ld a,[hli]
+ ld [$ff96],a
+ ld a,[hl]
+ ld [$ff95],a
+ ld a,[$ff95]
+ ld h,a
+ ld a,[$ff96]
+ ld l,a
+ ld a,[$d0b5]
+ ld b,a
+ ld c,0
+.nextName
+ ld d,h
+ ld e,l
+.nextChar
+ ld a,[hli]
+ cp a, "@"
+ jr nz,.nextChar
+ inc c ;entry counter
+ ld a,b ;wanted entry
+ cp c
+ jr nz,.nextName
+ ld h,d
+ ld l,e
+ ld de,$cd6d
+ ld bc,$0014
+ call CopyData
+.gotPtr ; $37cd
+ ld a,e
+ ld [$cf8d],a
+ ld a,d
+ ld [$cf8e],a
+ pop de
+ pop bc
+ pop hl
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ ret
+
+GetItemPrice:: ; 37df (0:37df)
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, [wListMenuID] ; $cf94
+ cp $1
+ ld a, $1 ; hardcoded Bank
+ jr nz, .asm_37ed
+ ld a, $f ; hardcoded Bank
+.asm_37ed
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ld hl, $cf8f
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld a, [$cf91]
+ cp HM_01
+ jr nc, .asm_3812
+ ld bc, $3
+.asm_3802
+ add hl, bc
+ dec a
+ jr nz, .asm_3802
+ dec hl
+ ld a, [hld]
+ ld [$ff8d], a
+ ld a, [hld]
+ ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
+ ld a, [hl]
+ ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
+ jr .asm_381c
+.asm_3812
+ ld a, Bank(GetMachinePrice)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ call GetMachinePrice
+.asm_381c
+ ld de, H_DOWNARROWBLINKCNT1 ; $ff8b
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+; copies a string from [de] to [$cf4b]
+CopyStringToCF4B:: ; 3826 (0:3826)
+ ld hl, $cf4b
+ ; fall through
+
+; copies a string from [de] to [hl]
+CopyString:: ; 3829 (0:3829)
+ ld a, [de]
+ inc de
+ ld [hli], a
+ cp "@"
+ jr nz, CopyString
+ ret
+
+; this function is used when lower button sensitivity is wanted (e.g. menus)
+; OUTPUT: [$ffb5] = pressed buttons in usual format
+; there are two flags that control its functionality, [$ffb6] and [$ffb7]
+; there are esentially three modes of operation
+; 1. Get newly pressed buttons only
+; ([$ffb7] == 0, [$ffb6] == any)
+; Just copies [H_NEWLYPRESSEDBUTTONS] to [$ffb5].
+; 2. Get currently pressed buttons at low sample rate with delay
+; ([$ffb7] == 1, [$ffb6] != 0)
+; If the user holds down buttons for more than half a second,
+; report buttons as being pressed up to 12 times per second thereafter.
+; If the user holds down buttons for less than half a second,
+; report only one button press.
+; 3. Same as 2, but report no buttons as pressed if A or B is held down.
+; ([$ffb7] == 1, [$ffb6] == 0)
+GetJoypadStateLowSensitivity:: ; 3831 (0:3831)
+ call GetJoypadState
+ ld a,[$ffb7] ; flag
+ and a ; get all currently pressed buttons or only newly pressed buttons?
+ ld a,[H_NEWLYPRESSEDBUTTONS] ; newly pressed buttons
+ jr z,.storeButtonState
+ ld a,[H_CURRENTPRESSEDBUTTONS] ; all currently pressed buttons
+.storeButtonState
+ ld [$ffb5],a
+ ld a,[H_NEWLYPRESSEDBUTTONS] ; newly pressed buttons
+ and a ; have any buttons been newly pressed since last check?
+ jr z,.noNewlyPressedButtons
+.newlyPressedButtons
+ ld a,30 ; half a second delay
+ ld [H_FRAMECOUNTER],a
+ ret
+.noNewlyPressedButtons
+ ld a,[H_FRAMECOUNTER]
+ and a ; is the delay over?
+ jr z,.delayOver
+.delayNotOver
+ xor a
+ ld [$ffb5],a ; report no buttons as pressed
+ ret
+.delayOver
+; if [$ffb6] = 0 and A or B is pressed, report no buttons as pressed
+ ld a,[H_CURRENTPRESSEDBUTTONS]
+ and a,%00000011 ; A and B buttons
+ jr z,.setShortDelay
+ ld a,[$ffb6] ; flag
+ and a
+ jr nz,.setShortDelay
+ xor a
+ ld [$ffb5],a
+.setShortDelay
+ ld a,5 ; 1/12 of a second delay
+ ld [H_FRAMECOUNTER],a
+ ret
+
+WaitForTextScrollButtonPress:: ; 3865 (0:3865)
+ ld a, [H_DOWNARROWBLINKCNT1] ; $ff8b
+ push af
+ ld a, [H_DOWNARROWBLINKCNT2] ; $ff8c
+ push af
+ xor a
+ ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
+ ld a, $6
+ ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
+.asm_3872
+ push hl
+ ld a, [$d09b]
+ and a
+ jr z, .asm_387c
+ call Func_716c6
+.asm_387c
+ FuncCoord 18, 16 ; $c4f2
+ ld hl, Coord
+ call HandleDownArrowBlinkTiming
+ pop hl
+ call GetJoypadStateLowSensitivity
+ ld a, $2d
+ call Predef ; indirect jump to Func_5a5f (5a5f (1:5a5f))
+ ld a, [$ffb5]
+ and A_BUTTON | B_BUTTON
+ jr z, .asm_3872
+ pop af
+ ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
+ pop af
+ ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
+ ret
+
+; (unlass in link battle) waits for A or B being pressed and outputs the scrolling sound effect
+ManualTextScroll:: ; 3898 (0:3898)
+ ld a, [W_ISLINKBATTLE] ; $d12b
+ cp $4
+ jr z, .inLinkBattle
+ call WaitForTextScrollButtonPress
+ ld a, (SFX_02_40 - SFX_Headers_02) / 3
+ jp PlaySound
+.inLinkBattle
+ ld c, $41
+ jp DelayFrames
+
+; function to do multiplication
+; all values are big endian
+; INPUT
+; FF96-FF98 = multiplicand
+; FF99 = multiplier
+; OUTPUT
+; FF95-FF98 = product
+Multiply:: ; 38ac (0:38ac)
+ push hl
+ push bc
+ callab _Multiply
+ pop bc
+ pop hl
+ ret
+
+; function to do division
+; all values are big endian
+; INPUT
+; FF95-FF98 = dividend
+; FF99 = divisor
+; b = number of bytes in the dividend (starting from FF95)
+; OUTPUT
+; FF95-FF98 = quotient
+; FF99 = remainder
+Divide:: ; 38b9 (0:38b9)
+ push hl
+ push de
+ push bc
+ ld a,[H_LOADEDROMBANK]
+ push af
+ ld a,Bank(_Divide)
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ call _Divide
+ pop af
+ ld [H_LOADEDROMBANK],a
+ ld [$2000],a
+ pop bc
+ pop de
+ pop hl
+ ret
+
+; This function is used to wait a short period after printing a letter to the
+; screen unless the player presses the A/B button or the delay is turned off
+; through the [$d730] or [$d358] flags.
+PrintLetterDelay:: ; 38d3 (0:38d3)
+ ld a,[$d730]
+ bit 6,a
+ ret nz
+ ld a,[$d358]
+ bit 1,a
+ ret z
+ push hl
+ push de
+ push bc
+ ld a,[$d358]
+ bit 0,a
+ jr z,.waitOneFrame
+ ld a,[$d355]
+ and a,$0f
+ ld [H_FRAMECOUNTER],a
+ jr .checkButtons
+.waitOneFrame
+ ld a,1
+ ld [H_FRAMECOUNTER],a
+.checkButtons
+ call GetJoypadState
+ ld a,[H_CURRENTPRESSEDBUTTONS]
+.checkAButton
+ bit 0,a ; is the A button pressed?
+ jr z,.checkBButton
+ jr .endWait
+.checkBButton
+ bit 1,a ; is the B button pressed?
+ jr z,.buttonsNotPressed
+.endWait
+ call DelayFrame
+ jr .done
+.buttonsNotPressed ; if neither A nor B is pressed
+ ld a,[H_FRAMECOUNTER]
+ and a
+ jr nz,.checkButtons
+.done
+ pop bc
+ pop de
+ pop hl
+ ret
+
+; Copies [hl, bc) to [de, bc - hl).
+; In other words, the source data is from hl up to but not including bc,
+; and the destination is de.
+CopyDataUntil:: ; 3913 (0:3913)
+ ld a,[hli]
+ ld [de],a
+ inc de
+ ld a,h
+ cp b
+ jr nz,CopyDataUntil
+ ld a,l
+ cp c
+ jr nz,CopyDataUntil
+ ret
+
+; Function to remove a pokemon from the party or the current box.
+; wWhichPokemon determines the pokemon.
+; [$cf95] == 0 specifies the party.
+; [$cf95] != 0 specifies the current box.
+RemovePokemon:: ; 391f (0:391f)
+ ld hl, _RemovePokemon
+ ld b, BANK(_RemovePokemon)
+ jp Bankswitch
+
+AddPokemonToParty:: ; 3927 (0:3927)
+ push hl
+ push de
+ push bc
+ callba _AddPokemonToParty
+ pop bc
+ pop de
+ pop hl
+ ret
+
+; calculates all 5 stats of current mon and writes them to [de]
+CalcStats:: ; 3936 (0:3936)
+ ld c, $0
+.statsLoop
+ inc c
+ call CalcStat
+ ld a, [H_MULTIPLICAND+1]
+ ld [de], a
+ inc de
+ ld a, [H_MULTIPLICAND+2]
+ ld [de], a
+ inc de
+ ld a, c
+ cp $5
+ jr nz, .statsLoop
+ ret
+
+; calculates stat c of current mon
+; c: stat to calc (HP=1,Atk=2,Def=3,Spd=4,Spc=5)
+; b: consider stat exp?
+; hl: base ptr to stat exp values ([hl + 2*c - 1] and [hl + 2*c])
+CalcStat:: ; 394a (0:394a)
+ push hl
+ push de
+ push bc
+ ld a, b
+ ld d, a
+ push hl
+ ld hl, W_MONHEADER
+ ld b, $0
+ add hl, bc
+ ld a, [hl] ; read base value of stat
+ ld e, a
+ pop hl
+ push hl
+ sla c
+ ld a, d
+ and a
+ jr z, .statExpDone ; consider stat exp?
+ add hl, bc ; skip to corresponding stat exp value
+.statExpLoop ; calculates ceil(Sqrt(stat exp)) in b
+ xor a
+ ld [H_MULTIPLICAND], a
+ ld [H_MULTIPLICAND+1], a
+ inc b ; increment current stat exp bonus
+ ld a, b
+ cp $ff
+ jr z, .statExpDone
+ ld [H_MULTIPLICAND+2], a
+ ld [H_MULTIPLIER], a
+ call Multiply
+ ld a, [hld]
+ ld d, a
+ ld a, [$ff98]
+ sub d
+ ld a, [hli]
+ ld d, a
+ ld a, [$ff97]
+ sbc d ; test if (current stat exp bonus)^2 < stat exp
+ jr c, .statExpLoop
+.statExpDone
+ srl c
+ pop hl
+ push bc
+ ld bc, $b ; skip to stat IV values
+ add hl, bc
+ pop bc
+ ld a, c
+ cp $2
+ jr z, .getAttackIV
+ cp $3
+ jr z, .getDefenseIV
+ cp $4
+ jr z, .getSpeedIV
+ cp $5
+ jr z, .getSpecialIV
+.getHpIV
+ push bc
+ ld a, [hl] ; Atk IV
+ swap a
+ and $1
+ sla a
+ sla a
+ sla a
+ ld b, a
+ ld a, [hli] ; Def IV
+ and $1
+ sla a
+ sla a
+ add b
+ ld b, a
+ ld a, [hl] ; Spd IV
+ swap a
+ and $1
+ sla a
+ add b
+ ld b, a
+ ld a, [hl] ; Spc IV
+ and $1
+ add b ; HP IV: LSB of the other 4 IVs
+ pop bc
+ jr .calcStatFromIV
+.getAttackIV
+ ld a, [hl]
+ swap a
+ and $f
+ jr .calcStatFromIV
+.getDefenseIV
+ ld a, [hl]
+ and $f
+ jr .calcStatFromIV
+.getSpeedIV
+ inc hl
+ ld a, [hl]
+ swap a
+ and $f
+ jr .calcStatFromIV
+.getSpecialIV
+ inc hl
+ ld a, [hl]
+ and $f
+.calcStatFromIV
+ ld d, $0
+ add e
+ ld e, a
+ jr nc, .noCarry
+ inc d ; de = Base + IV
+.noCarry
+ sla e
+ rl d ; de = (Base + IV) * 2
+ srl b
+ srl b ; b = ceil(Sqrt(stat exp)) / 4
+ ld a, b
+ add e
+ jr nc, .noCarry2
+ inc d ; da = (Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4
+.noCarry2
+ ld [H_MULTIPLICAND+2], a
+ ld a, d
+ ld [H_MULTIPLICAND+1], a
+ xor a
+ ld [H_MULTIPLICAND], a
+ ld a, [W_CURENEMYLVL] ; $d127
+ ld [H_MULTIPLIER], a
+ call Multiply ; ((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level
+ ld a, [H_MULTIPLICAND]
+ ld [H_DIVIDEND], a
+ ld a, [H_MULTIPLICAND+1]
+ ld [H_DIVIDEND+1], a
+ ld a, [H_MULTIPLICAND+2]
+ ld [H_DIVIDEND+2], a
+ ld a, $64
+ ld [H_DIVISOR], a
+ ld a, $3
+ ld b, a
+ call Divide ; (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100
+ ld a, c
+ cp $1
+ ld a, $5
+ jr nz, .notHPStat
+ ld a, [W_CURENEMYLVL] ; $d127
+ ld b, a
+ ld a, [H_MULTIPLICAND+2]
+ add b
+ ld [H_MULTIPLICAND+2], a
+ jr nc, .noCarry3
+ ld a, [H_MULTIPLICAND+1]
+ inc a
+ ld [H_MULTIPLICAND+1], a ; HP: (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100 + Level
+.noCarry3
+ ld a, $a
+.notHPStat
+ ld b, a
+ ld a, [H_MULTIPLICAND+2]
+ add b
+ ld [H_MULTIPLICAND+2], a
+ jr nc, .noCarry4
+ ld a, [H_MULTIPLICAND+1]
+ inc a ; non-HP: (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100 + 5
+ ld [H_MULTIPLICAND+1], a ; HP: (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100 + Level + 10
+.noCarry4
+ ld a, [H_MULTIPLICAND+1] ; check for overflow (>999)
+ cp $4
+ jr nc, .overflow
+ cp $3
+ jr c, .noOverflow
+ ld a, [H_MULTIPLICAND+2]
+ cp $e8
+ jr c, .noOverflow
+.overflow
+ ld a, $3 ; overflow: cap at 999
+ ld [H_MULTIPLICAND+1], a
+ ld a, $e7
+ ld [H_MULTIPLICAND+2], a
+.noOverflow
+ pop bc
+ pop de
+ pop hl
+ ret
+
+AddEnemyMonToPlayerParty:: ; 3a53 (0:3a53)
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, BANK(_AddEnemyMonToPlayerParty)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ call _AddEnemyMonToPlayerParty
+ pop bc
+ ld a, b
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+Func_3a68:: ; 3a68 (0:3a68)
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, BANK(Func_f51e)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ call Func_f51e
+ pop bc
+ ld a, b
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+; skips a text entries, each of size $b (like trainer name, OT name, rival name, ...)
+; hl: base pointer, will be incremented by $b * a
+SkipFixedLengthTextEntries:: ; 3a7d (0:3a7d)
+ and a
+ ret z
+ ld bc, $b
+.skipLoop
+ add hl, bc
+ dec a
+ jr nz, .skipLoop
+ ret
+
+AddNTimes:: ; 3a87 (0:3a87)
+; add bc to hl a times
+ and a
+ ret z
+.loop
+ add hl,bc
+ dec a
+ jr nz,.loop
+ ret
+
+; Compare strings, c bytes in length, at de and hl.
+; Often used to compare big endian numbers in battle calculations.
+StringCmp:: ; 3a8e (0:3a8e)
+ ld a,[de]
+ cp [hl]
+ ret nz
+ inc de
+ inc hl
+ dec c
+ jr nz,StringCmp
+ ret
+
+; INPUT:
+; a = oam block index (each block is 4 oam entries)
+; b = Y coordinate of upper left corner of sprite
+; c = X coordinate of upper left corner of sprite
+; de = base address of 4 tile number and attribute pairs
+WriteOAMBlock:: ; 3a97 (0:3a97)
+ ld h,$c3
+ swap a ; multiply by 16
+ ld l,a
+ call .writeOneEntry ; upper left
+ push bc
+ ld a,8
+ add c
+ ld c,a
+ call .writeOneEntry ; upper right
+ pop bc
+ ld a,8
+ add b
+ ld b,a
+ call .writeOneEntry ; lower left
+ ld a,8
+ add c
+ ld c,a
+ ; lower right
+.writeOneEntry
+ ld [hl],b ; Y coordinate
+ inc hl
+ ld [hl],c ; X coordinate
+ inc hl
+ ld a,[de] ; tile number
+ inc de
+ ld [hli],a
+ ld a,[de] ; attribute
+ inc de
+ ld [hli],a
+ ret
+
+HandleMenuInput:: ; 3abe (0:3abe)
+ xor a
+ ld [$d09b],a
+
+HandleMenuInputPokemonSelection:: ; 3ac2 (0:3ac2)
+ ld a,[H_DOWNARROWBLINKCNT1]
+ push af
+ ld a,[H_DOWNARROWBLINKCNT2]
+ push af ; save existing values on stack
+ xor a
+ ld [H_DOWNARROWBLINKCNT1],a ; blinking down arrow timing value 1
+ ld a,$06
+ ld [H_DOWNARROWBLINKCNT2],a ; blinking down arrow timing value 2
+.loop1
+ xor a
+ ld [$d08b],a ; counter for pokemon shaking animation
+ call PlaceMenuCursor
+ call Delay3
+.loop2
+ push hl
+ ld a,[$d09b]
+ and a ; is it a pokemon selection menu?
+ jr z,.getJoypadState
+ callba AnimatePartyMon ; shake mini sprite of selected pokemon
+.getJoypadState
+ pop hl
+ call GetJoypadStateLowSensitivity
+ ld a,[$ffb5]
+ and a ; was a key pressed?
+ jr nz,.keyPressed
+ push hl
+ FuncCoord 18,11 ; coordinates of blinking down arrow in some menus
+ ld hl,Coord
+ call HandleDownArrowBlinkTiming ; blink down arrow (if any)
+ pop hl
+ ld a,[wMenuJoypadPollCount]
+ dec a
+ jr z,.giveUpWaiting
+ jr .loop2
+.giveUpWaiting
+; if a key wasn't pressed within the specified number of checks
+ pop af
+ ld [H_DOWNARROWBLINKCNT2],a
+ pop af
+ ld [H_DOWNARROWBLINKCNT1],a ; restore previous values
+ xor a
+ ld [wMenuWrappingEnabled],a ; disable menu wrapping
+ ret
+.keyPressed
+ xor a
+ ld [$cc4b],a
+ ld a,[$ffb5]
+ ld b,a
+ bit 6,a ; pressed Up key?
+ jr z,.checkIfDownPressed
+.upPressed
+ ld a,[wCurrentMenuItem] ; selected menu item
+ and a ; already at the top of the menu?
+ jr z,.alreadyAtTop
+.notAtTop
+ dec a
+ ld [wCurrentMenuItem],a ; move selected menu item up one space
+ jr .checkOtherKeys
+.alreadyAtTop
+ ld a,[wMenuWrappingEnabled]
+ and a ; is wrapping around enabled?
+ jr z,.noWrappingAround
+ ld a,[wMaxMenuItem]
+ ld [wCurrentMenuItem],a ; wrap to the bottom of the menu
+ jr .checkOtherKeys
+.checkIfDownPressed
+ bit 7,a
+ jr z,.checkOtherKeys
+.downPressed
+ ld a,[wCurrentMenuItem]
+ inc a
+ ld c,a
+ ld a,[wMaxMenuItem]
+ cp c
+ jr nc,.notAtBottom
+.alreadyAtBottom
+ ld a,[wMenuWrappingEnabled]
+ and a ; is wrapping around enabled?
+ jr z,.noWrappingAround
+ ld c,$00 ; wrap from bottom to top
+.notAtBottom
+ ld a,c
+ ld [wCurrentMenuItem],a
+.checkOtherKeys
+ ld a,[wMenuWatchedKeys]
+ and b ; does the menu care about any of the pressed keys?
+ jp z,.loop1
+.checkIfAButtonOrBButtonPressed
+ ld a,[$ffb5]
+ and a,%00000011 ; pressed A button or B button?
+ jr z,.skipPlayingSound
+.AButtonOrBButtonPressed
+ push hl
+ ld hl,wFlags_0xcd60
+ bit 5,[hl]
+ pop hl
+ jr nz,.skipPlayingSound
+ ld a,(SFX_02_40 - SFX_Headers_02) / 3
+ call PlaySound ; play sound
+.skipPlayingSound
+ pop af
+ ld [H_DOWNARROWBLINKCNT2],a
+ pop af
+ ld [H_DOWNARROWBLINKCNT1],a ; restore previous values
+ xor a
+ ld [wMenuWrappingEnabled],a ; disable menu wrapping
+ ld a,[$ffb5]
+ ret
+.noWrappingAround
+ ld a,[$cc37]
+ and a ; should we return if the user tried to go past the top or bottom?
+ jr z,.checkOtherKeys
+ jr .checkIfAButtonOrBButtonPressed
+
+PlaceMenuCursor:: ; 3b7c (0:3b7c)
+ ld a,[wTopMenuItemY]
+ and a ; is the y coordinate 0?
+ jr z,.adjustForXCoord
+ ld hl,wTileMap
+ ld bc,20 ; screen width
+.topMenuItemLoop
+ add hl,bc
+ dec a
+ jr nz,.topMenuItemLoop
+.adjustForXCoord
+ ld a,[wTopMenuItemX]
+ ld b,$00
+ ld c,a
+ add hl,bc
+ push hl
+ ld a,[wLastMenuItem]
+ and a ; was the previous menu id 0?
+ jr z,.checkForArrow1
+ push af
+ ld a,[$fff6]
+ bit 1,a ; is the menu double spaced?
+ jr z,.doubleSpaced1
+ ld bc,20
+ jr .getOldMenuItemScreenPosition
+.doubleSpaced1
+ ld bc,40
+.getOldMenuItemScreenPosition
+ pop af
+.oldMenuItemLoop
+ add hl,bc
+ dec a
+ jr nz,.oldMenuItemLoop
+.checkForArrow1
+ ld a,[hl]
+ cp a,"▶" ; was an arrow next to the previously selected menu item?
+ jr nz,.skipClearingArrow
+.clearArrow
+ ld a,[wTileBehindCursor]
+ ld [hl],a
+.skipClearingArrow
+ pop hl
+ ld a,[wCurrentMenuItem]
+ and a
+ jr z,.checkForArrow2
+ push af
+ ld a,[$fff6]
+ bit 1,a ; is the menu double spaced?
+ jr z,.doubleSpaced2
+ ld bc,20
+ jr .getCurrentMenuItemScreenPosition
+.doubleSpaced2
+ ld bc,40
+.getCurrentMenuItemScreenPosition
+ pop af
+.currentMenuItemLoop
+ add hl,bc
+ dec a
+ jr nz,.currentMenuItemLoop
+.checkForArrow2
+ ld a,[hl]
+ cp a,"▶" ; has the right arrow already been placed?
+ jr z,.skipSavingTile ; if so, don't lose the saved tile
+ ld [wTileBehindCursor],a ; save tile before overwriting with right arrow
+.skipSavingTile
+ ld a,"▶" ; place right arrow
+ ld [hl],a
+ ld a,l
+ ld [wMenuCursorLocation],a
+ ld a,h
+ ld [wMenuCursorLocation + 1],a
+ ld a,[wCurrentMenuItem]
+ ld [wLastMenuItem],a
+ ret
+
+; This is used to mark a menu cursor other than the one currently being
+; manipulated. In the case of submenus, this is used to show the location of
+; the menu cursor in the parent menu. In the case of swapping items in list,
+; this is used to mark the item that was first chosen to be swapped.
+PlaceUnfilledArrowMenuCursor:: ; 3bec (0:3bec)
+ ld b,a
+ ld a,[wMenuCursorLocation]
+ ld l,a
+ ld a,[wMenuCursorLocation + 1]
+ ld h,a
+ ld [hl],$ec ; outline of right arrow
+ ld a,b
+ ret
+
+; Replaces the menu cursor with a blank space.
+EraseMenuCursor:: ; 3bf9 (0:3bf9)
+ ld a,[wMenuCursorLocation]
+ ld l,a
+ ld a,[wMenuCursorLocation + 1]
+ ld h,a
+ ld [hl]," "
+ ret
+
+; This toggles a blinking down arrow at hl on and off after a delay has passed.
+; This is often called even when no blinking is occurring.
+; The reason is that most functions that call this initialize H_DOWNARROWBLINKCNT1 to 0.
+; The effect is that if the tile at hl is initialized with a down arrow,
+; this function will toggle that down arrow on and off, but if the tile isn't
+; initliazed with a down arrow, this function does nothing.
+; That allows this to be called without worrying about if a down arrow should
+; be blinking.
+HandleDownArrowBlinkTiming:: ; 3c04 (0:3c04)
+ ld a,[hl]
+ ld b,a
+ ld a,$ee ; down arrow
+ cp b
+ jr nz,.downArrowOff
+.downArrowOn
+ ld a,[H_DOWNARROWBLINKCNT1]
+ dec a
+ ld [H_DOWNARROWBLINKCNT1],a
+ ret nz
+ ld a,[H_DOWNARROWBLINKCNT2]
+ dec a
+ ld [H_DOWNARROWBLINKCNT2],a
+ ret nz
+ ld a," "
+ ld [hl],a
+ ld a,$ff
+ ld [H_DOWNARROWBLINKCNT1],a
+ ld a,$06
+ ld [H_DOWNARROWBLINKCNT2],a
+ ret
+.downArrowOff
+ ld a,[H_DOWNARROWBLINKCNT1]
+ and a
+ ret z
+ dec a
+ ld [H_DOWNARROWBLINKCNT1],a
+ ret nz
+ dec a
+ ld [H_DOWNARROWBLINKCNT1],a
+ ld a,[H_DOWNARROWBLINKCNT2]
+ dec a
+ ld [H_DOWNARROWBLINKCNT2],a
+ ret nz
+ ld a,$06
+ ld [H_DOWNARROWBLINKCNT2],a
+ ld a,$ee ; down arrow
+ ld [hl],a
+ ret
+
+; The following code either enables or disables the automatic drawing of
+; text boxes by DisplayTextID. Both functions cause DisplayTextID to wait
+; for a button press after displaying text (unless [$cc47] is set).
+
+EnableAutoTextBoxDrawing:: ; 3c3c (0:3c3c)
+ xor a
+ jr AutoTextBoxDrawingCommon
+
+DisableAutoTextBoxDrawing:: ; 3c3f (0:3c3f)
+ ld a,$01
+
+AutoTextBoxDrawingCommon:: ; 3c41 (0:3c41)
+ ld [$cf0c],a ; control text box drawing
+ xor a
+ ld [$cc3c],a ; make DisplayTextID wait for button press
+ ret
+
+PrintText:: ; 3c49 (0:3c49)
+; given a pointer in hl, print the text there
+ push hl
+ ld a,1
+ ld [$D125],a
+ call DisplayTextBoxID
+ call UpdateSprites
+ call Delay3
+ pop hl
+Func_3c59:: ; 3c59 (0:3c59)
+ FuncCoord 1,14
+ ld bc,Coord ;$C4B9
+ jp TextCommandProcessor
+
+; converts a big-endian binary number into decimal and prints it
+; INPUT:
+; b = flags and number of bytes
+; bit 7: if set, print leading zeroes
+; if unset, do not print leading zeroes
+; bit 6: if set, left-align the string (do not pad empty digits with spaces)
+; if unset, right-align the string
+; bits 4-5: unused
+; bits 0-3: number of bytes (only 1 - 3 bytes supported)
+; c = number of decimal digits
+; de = address of the number (big-endian)
+PrintNumber:: ; 3c5f (0:3c5f)
+ push bc
+ xor a
+ ld [H_PASTLEADINGZEROES],a
+ ld [H_NUMTOPRINT],a
+ ld [H_NUMTOPRINT + 1],a
+ ld a,b
+ and a,%00001111
+ cp a,1
+ jr z,.oneByte
+ cp a,2
+ jr z,.twoBytes
+.threeBytes
+ ld a,[de]
+ ld [H_NUMTOPRINT],a
+ inc de
+ ld a,[de]
+ ld [H_NUMTOPRINT + 1],a
+ inc de
+ ld a,[de]
+ ld [H_NUMTOPRINT + 2],a
+ jr .checkNumDigits
+.twoBytes
+ ld a,[de]
+ ld [H_NUMTOPRINT + 1],a
+ inc de
+ ld a,[de]
+ ld [H_NUMTOPRINT + 2],a
+ jr .checkNumDigits
+.oneByte
+ ld a,[de]
+ ld [H_NUMTOPRINT + 2],a
+.checkNumDigits
+ push de
+ ld d,b
+ ld a,c
+ ld b,a
+ xor a
+ ld c,a
+ ld a,b ; a = number of decimal digits
+ cp a,2
+ jr z,.tensPlace
+ cp a,3
+ jr z,.hundredsPlace
+ cp a,4
+ jr z,.thousandsPlace
+ cp a,5
+ jr z,.tenThousandsPlace
+ cp a,6
+ jr z,.hundredThousandsPlace
+.millionsPlace
+ ld a,1000000 >> 16
+ ld [H_POWEROFTEN],a
+ ld a,(1000000 >> 8) & $FF
+ ld [H_POWEROFTEN + 1],a
+ ld a,1000000 & $FF
+ ld [H_POWEROFTEN + 2],a
+ call PrintNumber_PrintDigit
+ call PrintNumber_AdvancePointer
+.hundredThousandsPlace
+ ld a,100000 >> 16
+ ld [H_POWEROFTEN],a
+ ld a,(100000 >> 8) & $FF
+ ld [H_POWEROFTEN + 1],a
+ ld a,100000 & $FF
+ ld [H_POWEROFTEN + 2],a
+ call PrintNumber_PrintDigit
+ call PrintNumber_AdvancePointer
+.tenThousandsPlace
+ xor a
+ ld [H_POWEROFTEN],a
+ ld a,10000 >> 8
+ ld [H_POWEROFTEN + 1],a
+ ld a,10000 & $FF
+ ld [H_POWEROFTEN + 2],a
+ call PrintNumber_PrintDigit
+ call PrintNumber_AdvancePointer
+.thousandsPlace
+ xor a
+ ld [H_POWEROFTEN],a
+ ld a,1000 >> 8
+ ld [H_POWEROFTEN + 1],a
+ ld a,1000 & $FF
+ ld [H_POWEROFTEN + 2],a
+ call PrintNumber_PrintDigit
+ call PrintNumber_AdvancePointer
+.hundredsPlace
+ xor a
+ ld [H_POWEROFTEN],a
+ xor a
+ ld [H_POWEROFTEN + 1],a
+ ld a,100
+ ld [H_POWEROFTEN + 2],a
+ call PrintNumber_PrintDigit
+ call PrintNumber_AdvancePointer
+.tensPlace
+ ld c,00
+ ld a,[H_NUMTOPRINT + 2]
+.loop
+ cp a,10
+ jr c,.underflow
+ sub a,10
+ inc c
+ jr .loop
+.underflow
+ ld b,a
+ ld a,[H_PASTLEADINGZEROES]
+ or c
+ ld [H_PASTLEADINGZEROES],a
+ jr nz,.pastLeadingZeroes
+ call PrintNumber_PrintLeadingZero
+ jr .advancePointer
+.pastLeadingZeroes
+ ld a,"0"
+ add c
+ ld [hl],a
+.advancePointer
+ call PrintNumber_AdvancePointer
+.onesPlace
+ ld a,"0"
+ add b
+ ld [hli],a
+ pop de
+ dec de
+ pop bc
+ ret
+
+; prints a decimal digit
+; This works by repeatedely subtracting a power of ten until the number becomes negative.
+; The number of subtractions it took in order to make the number negative is the digit for the current number place.
+; The last value that the number had before becoming negative is kept as the new value of the number.
+; A more succinct description is that the number is divided by a power of ten
+; and the quotient becomes the digit while the remainder is stored as the new value of the number.
+PrintNumber_PrintDigit:: ; 3d25 (0:3d25)
+ ld c,0 ; counts number of loop iterations to determine the decimal digit
+.loop
+ ld a,[H_POWEROFTEN]
+ ld b,a
+ ld a,[H_NUMTOPRINT]
+ ld [H_SAVEDNUMTOPRINT],a
+ cp b
+ jr c,.underflow0
+ sub b
+ ld [H_NUMTOPRINT],a
+ ld a,[H_POWEROFTEN + 1]
+ ld b,a
+ ld a,[H_NUMTOPRINT + 1]
+ ld [H_SAVEDNUMTOPRINT + 1],a
+ cp b
+ jr nc,.noBorrowForByte1
+.byte1BorrowFromByte0
+ ld a,[H_NUMTOPRINT]
+ or a,0
+ jr z,.underflow1
+ dec a
+ ld [H_NUMTOPRINT],a
+ ld a,[H_NUMTOPRINT + 1]
+.noBorrowForByte1
+ sub b
+ ld [H_NUMTOPRINT + 1],a
+ ld a,[H_POWEROFTEN + 2]
+ ld b,a
+ ld a,[H_NUMTOPRINT + 2]
+ ld [H_SAVEDNUMTOPRINT + 2],a
+ cp b
+ jr nc,.noBorrowForByte2
+.byte2BorrowFromByte1
+ ld a,[H_NUMTOPRINT + 1]
+ and a
+ jr nz,.finishByte2BorrowFromByte1
+.byte2BorrowFromByte0
+ ld a,[H_NUMTOPRINT]
+ and a
+ jr z,.underflow2
+ dec a
+ ld [H_NUMTOPRINT],a
+ xor a
+.finishByte2BorrowFromByte1
+ dec a
+ ld [H_NUMTOPRINT + 1],a
+ ld a,[H_NUMTOPRINT + 2]
+.noBorrowForByte2
+ sub b
+ ld [H_NUMTOPRINT + 2],a
+ inc c
+ jr .loop
+.underflow2
+ ld a,[H_SAVEDNUMTOPRINT + 1]
+ ld [H_NUMTOPRINT + 1],a
+.underflow1
+ ld a,[H_SAVEDNUMTOPRINT]
+ ld [H_NUMTOPRINT],a
+.underflow0
+ ld a,[H_PASTLEADINGZEROES]
+ or c
+ jr z,PrintNumber_PrintLeadingZero
+ ld a,"0"
+ add c
+ ld [hl],a
+ ld [H_PASTLEADINGZEROES],a
+ ret
+
+; prints a leading zero unless they are turned off in the flags
+PrintNumber_PrintLeadingZero:: ; 3d83 (0:3d83)
+ bit 7,d ; print leading zeroes?
+ ret z
+ ld [hl],"0"
+ ret
+
+; increments the pointer unless leading zeroes are not being printed,
+; the number is left-aligned, and no nonzero digits have been printed yet
+PrintNumber_AdvancePointer:: ; 3d89 (0:3d89)
+ bit 7,d ; print leading zeroes?
+ jr nz,.incrementPointer
+ bit 6,d ; left alignment or right alignment?
+ jr z,.incrementPointer
+ ld a,[H_PASTLEADINGZEROES]
+ and a
+ ret z
+.incrementPointer
+ inc hl
+ ret
+
+; calls a function from a table of function pointers
+; INPUT:
+; a = index within table
+; hl = address of function pointer table
+CallFunctionInTable:: ; 3d97 (0:3d97)
+ push hl
+ push de
+ push bc
+ add a
+ ld d,0
+ ld e,a
+ add hl,de
+ ld a,[hli]
+ ld h,[hl]
+ ld l,a
+ ld de,.returnAddress
+ push de
+ jp [hl]
+.returnAddress
+ pop bc
+ pop de
+ pop hl
+ ret
+
+
+IsInArray::
+; Search an array at hl for the value in a.
+; Entry size is de bytes.
+; Return count b and carry if found.
+ ld b, 0
+
+IsInRestOfArray::
+ ld c, a
+.loop
+ ld a, [hl]
+ cp -1
+ jr z, .notfound
+ cp c
+ jr z, .found
+ inc b
+ add hl, de
+ jr .loop
+
+.notfound
+ and a
+ ret
+
+.found
+ scf
+ ret
+
+
+Func_3dbe:: ; 3dbe (0:3dbe)
+ call ClearSprites
+ ld a, $1
+ ld [$cfcb], a
+ call Func_3e08
+ call LoadScreenTilesFromBuffer2
+ call LoadTextBoxTilePatterns
+ call GoPAL_SET_CF1C
+ jr Delay3
+
+
+GBPalWhiteOutWithDelay3::
+ call GBPalWhiteOut
+
+Delay3::
+; The bg map is updated each frame in thirds.
+; Wait three frames to let the bg map fully update.
+ ld c, 3
+ jp DelayFrames
+
+GBPalNormal::
+; Reset BGP and OBP0.
+ ld a, %11100100 ; 3210
+ ld [rBGP], a
+ ld a, %11010000 ; 3100
+ ld [rOBP0], a
+ ret
+
+GBPalWhiteOut::
+; White out all palettes.
+ xor a
+ ld [rBGP],a
+ ld [rOBP0],a
+ ld [rOBP1],a
+ ret
+
+
+GoPAL_SET_CF1C:: ; 3ded (0:3ded)
+ ld b,$ff
+GoPAL_SET:: ; 3def (0:3def)
+ ld a,[$cf1b]
+ and a
+ ret z
+ ld a,$45
+ jp Predef
+
+GetHealthBarColor::
+; Return at hl the palette of
+; an HP bar e pixels long.
+ ld a, e
+ cp 27
+ ld d, 0 ; green
+ jr nc, .gotColor
+ cp 10
+ inc d ; yellow
+ jr nc, .gotColor
+ inc d ; red
+.gotColor
+ ld [hl], d
+ ret
+
+Func_3e08:: ; 3e08 (0:3e08)
+ ld hl, $cfc4
+ ld a, [hl]
+ push af
+ res 0, [hl]
+ push hl
+ xor a
+ ld [W_SPRITESETID], a ; $d3a8
+ call DisableLCD
+ callba InitMapSprites
+ call EnableLCD
+ pop hl
+ pop af
+ ld [hl], a
+ call LoadPlayerSpriteGraphics
+ call LoadFontTilePatterns
+ jp UpdateSprites
+
+
+GiveItem::
+; Give player quantity c of item b,
+; and copy the item's name to $cf4b.
+; Return carry on success.
+ ld a, b
+ ld [$d11e], a
+ ld [$cf91], a
+ ld a, c
+ ld [$cf96], a
+ ld hl,wNumBagItems
+ call AddItemToInventory
+ ret nc
+ call GetItemName
+ call CopyStringToCF4B
+ scf
+ ret
+
+GivePokemon::
+; Give the player monster b at level c.
+ ld a, b
+ ld [$cf91], a
+ ld a, c
+ ld [$d127], a
+ xor a
+ ld [$cc49], a
+ ld b, BANK(_GivePokemon)
+ ld hl, _GivePokemon
+ jp Bankswitch
+
+
+Random::
+; Return a random number in a.
+; For battles, use BattleRandom.
+ push hl
+ push de
+ push bc
+ callba Random_
+ ld a,[hRandomAdd]
+ pop bc
+ pop de
+ pop hl
+ ret
+
+
+Predef::
+; Call predefined function a.
+; To preserve other registers, have the
+; destination call GetPredefRegisters.
+
+ ; Save the predef id for GetPredefPointer.
+ ld [wPredefID], a
+
+ ; A hack for LoadDestinationWarpPosition.
+ ; See Func_c754 (predef $19).
+ ld a, [H_LOADEDROMBANK]
+ ld [wPredefParentBank], a
+
+ push af
+ ld a, BANK(GetPredefPointer)
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+
+ call GetPredefPointer
+
+ ld a, [wPredefBank]
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+
+ ld de, .done
+ push de
+ jp [hl]
+.done
+
+ pop af
+ ld [H_LOADEDROMBANK], a
+ ld [$2000], a
+ ret
+
+GetPredefRegisters::
+; Restore the contents of register pairs
+; when GetPredefPointer was called.
+ ld a, [wPredefRegisters + 0]
+ ld h, a
+ ld a, [wPredefRegisters + 1]
+ ld l, a
+ ld a, [wPredefRegisters + 2]
+ ld d, a
+ ld a, [wPredefRegisters + 3]
+ ld e, a
+ ld a, [wPredefRegisters + 4]
+ ld b, a
+ ld a, [wPredefRegisters + 5]
+ ld c, a
+ ret
+
+
+Func_3ead:: ; 3ead (0:3ead)
+ ld b, BANK(CinnabarGymQuiz_1eb0a)
+ ld hl, CinnabarGymQuiz_1eb0a
+ jp Bankswitch
+
+Func_3eb5:: ; 3eb5 (0:3eb5)
+ ld a, [H_LOADEDROMBANK]
+ push af
+ ld a, [H_CURRENTPRESSEDBUTTONS]
+ bit 0, a
+ jr z, .asm_3eea
+ ld a, Bank(Func_469a0)
+ ld [$2000], a
+ ld [H_LOADEDROMBANK], a
+ call Func_469a0
+ ld a, [$ffee]
+ and a
+ jr nz, .asm_3edd
+ ld a, [$cd3e]
+ ld [$2000], a
+ ld [H_LOADEDROMBANK], a
+ ld de, .asm_3eda
+ push de
+ jp [hl]
+.asm_3eda
+ xor a
+ jr .asm_3eec
+.asm_3edd
+ callba PrintBookshelfText
+ ld a, [$ffdb]
+ and a
+ jr z, .asm_3eec
+.asm_3eea
+ ld a, $ff
+.asm_3eec
+ ld [$ffeb], a
+ pop af
+ ld [$2000], a
+ ld [H_LOADEDROMBANK], a
+ ret
+
+PrintPredefTextID:: ; 3ef5 (0:3ef5)
+ ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
+ ld hl, PointerTable_3f22
+ call Func_3f0f
+ ld hl, $cf11
+ set 0, [hl]
+ call DisplayTextID
+
+Func_3f05:: ; 3f05 (0:3f05)
+ ld hl, W_MAPTEXTPTR ; $d36c
+ ld a, [$ffec]
+ ld [hli], a
+ ld a, [$ffed]
+ ld [hl], a
+ ret
+
+Func_3f0f:: ; 3f0f (0:3f0f)
+ ld a, [W_MAPTEXTPTR] ; $d36c
+ ld [$ffec], a
+ ld a, [$d36d]
+ ld [$ffed], a
+ ld a, l
+ ld [W_MAPTEXTPTR], a ; $d36c
+ ld a, h
+ ld [$d36d], a
+ ret
+
+PointerTable_3f22:: ; 3f22 (0:3f22)
+ dw CardKeySuccessText ; id = 01
+ dw CardKeyFailText ; id = 02
+ dw RedBedroomPC ; id = 03
+ dw RedBedroomSNESText ; id = 04
+ dw PushStartText ; id = 05
+ dw SaveOptionText ; id = 06
+ dw StrengthsAndWeaknessesText ; id = 07
+ dw OakLabEmailText ; id = 08
+ dw AerodactylFossilText ; id = 09
+ dw Route15UpstairsBinocularsText ; id = 0A
+ dw KabutopsFossilText ; id = 0B
+ dw GymStatueText1 ; id = 0C
+ dw GymStatueText2 ; id = 0D
+ dw BookcaseText ; id = 0E
+ dw ViridianCityPokecenterBenchGuyText ; id = 0F
+ dw PewterCityPokecenterBenchGuyText ; id = 10
+ dw CeruleanCityPokecenterBenchGuyText ; id = 11
+ dw LavenderCityPokecenterBenchGuyText ; id = 12
+ dw VermilionCityPokecenterBenchGuyText ; id = 13
+ dw CeladonCityPokecenterBenchGuyText ; id = 14
+ dw CeladonCityHotelText ; id = 15
+ dw FuchsiaCityPokecenterBenchGuyText ; id = 16
+ dw CinnabarIslandPokecenterBenchGuyText ; id = 17
+ dw SaffronCityPokecenterBenchGuyText ; id = 18
+ dw MtMoonPokecenterBenchGuyText ; id = 19
+ dw RockTunnelPokecenterBenchGuyText ; id = 1A
+ dw UnusedBenchGuyText1 ; id = 1B
+ dw UnusedBenchGuyText2 ; id = 1C
+ dw UnusedBenchGuyText3 ; id = 1D
+ dw TerminatorText_62508 ; id = 1E
+ dw PredefText1f ; id = 1F
+ dw ViridianSchoolNotebook ; id = 20
+ dw ViridianSchoolBlackboard ; id = 21
+ dw JustAMomentText ; id = 22
+ dw PredefText23 ; id = 23
+ dw FoundHiddenItemText ; id = 24
+ dw HiddenItemBagFullText ; id = 25
+ dw VermilionGymTrashText ; id = 26
+ dw IndigoPlateauHQText ; id = 27
+ dw GameCornerOutOfOrderText ; id = 28
+ dw GameCornerOutToLunchText ; id = 29
+ dw GameCornerSomeonesKeysText ; id = 2A
+ dw FoundHiddenCoinsText ; id = 2B
+ dw DroppedHiddenCoinsText ; id = 2C
+ dw BillsHouseMonitorText ; id = 2D
+ dw BillsHouseInitiatedText ; id = 2E
+ dw BillsHousePokemonList ; id = 2F
+ dw MagazinesText ; id = 30
+ dw CinnabarGymQuiz ; id = 31
+ dw GameCornerNoCoinsText ; id = 32
+ dw GameCornerCoinCaseText ; id = 33
+ dw LinkCableHelp ; id = 34
+ dw TMNotebook ; id = 35
+ dw FightingDojoText ; id = 36
+ dw FightingDojoText_52a10 ; id = 37
+ dw FightingDojoText_52a1d ; id = 38
+ dw NewBicycleText ; id = 39
+ dw IndigoPlateauStatues ; id = 3A
+ dw VermilionGymTrashSuccesText1 ; id = 3B
+ dw VermilionGymTrashSuccesText2 ; id = 3C
+ dw VermilionGymTrashSuccesText3 ; id = 3D
+ dw VermilionGymTrashFailText ; id = 3E
+ dw TownMapText ; id = 3F
+ dw BookOrSculptureText ; id = 40
+ dw ElevatorText ; id = 41
+ dw PokemonStuffText ; id = 42
--- a/main.asm
+++ b/main.asm
@@ -1,10177 +1,7 @@
INCLUDE "constants.asm"
-; The rst vectors are unused.
-SECTION "rst00", ROM0[$00]
- rst $38
-SECTION "rst08", ROM0[$08]
- rst $38
-SECTION "rst10", ROM0[$10]
- rst $38
-SECTION "rst18", ROM0[$18]
- rst $38
-SECTION "rst20", ROM0[$20]
- rst $38
-SECTION "rst28", ROM0[$28]
- rst $38
-SECTION "rst30", ROM0[$30]
- rst $38
-SECTION "rst38", ROM0[$38]
- rst $38
-; interrupts
-SECTION "vblank", ROM0[$40]
- jp VBlank
-SECTION "lcdc", ROM0[$48]
- rst $38
-SECTION "timer", ROM0[$50]
- jp Timer
-SECTION "serial", ROM0[$58]
- jp Serial
-SECTION "joypad", ROM0[$60]
- reti
-
-
-SECTION "bank0",ROM0[$61]
-
-DisableLCD::
- xor a
- ld [rIF], a
- ld a, [rIE]
- ld b, a
- res 0, a
- ld [rIE], a
-
-.wait
- ld a, [rLY]
- cp LY_VBLANK
- jr nz, .wait
-
- ld a, [rLCDC]
- and $ff ^ rLCDC_ENABLE_MASK
- ld [rLCDC], a
- ld a, b
- ld [rIE], a
- ret
-
-EnableLCD::
- ld a, [rLCDC]
- set rLCDC_ENABLE, a
- ld [rLCDC], a
- ret
-
-ClearSprites::
- xor a
- ld hl, wOAMBuffer
- ld b, 40 * 4
-.loop
- ld [hli], a
- dec b
- jr nz, .loop
- ret
-
-HideSprites::
- ld a, 160
- ld hl, wOAMBuffer
- ld de, 4
- ld b, 40
-.loop
- ld [hl], a
- add hl, de
- dec b
- jr nz, .loop
- ret
-
-FarCopyData::
-; Copy bc bytes from a:hl to de.
- ld [wBuffer], a
- ld a, [H_LOADEDROMBANK]
- push af
- ld a, [wBuffer]
- ld [H_LOADEDROMBANK], a
- ld [MBC3RomBank], a
- call CopyData
- pop af
- ld [H_LOADEDROMBANK], a
- ld [MBC3RomBank], a
- ret
-
-CopyData::
-; Copy bc bytes from hl to de.
- ld a, [hli]
- ld [de], a
- inc de
- dec bc
- ld a, c
- or b
- jr nz, CopyData
- ret
-
-
-SECTION "Entry", ROM0[$100]
- nop
- jp Start
-
-
-SECTION "Start", ROM0[$150]
-
-Start::
- cp GBC
- jr z, .gbc
- xor a
- jr .ok
-.gbc
- ld a, 0
-.ok
- ld [wGBC], a
- jp Init
-
-
-ReadJoypad::
-; Poll joypad input.
-; Unlike the hardware register, button
-; presses are indicated by a set bit.
-
- ld a, 1 << 5 ; select direction keys
- ld c, 0
-
- ld [rJOYP], a
- rept 6
- ld a, [rJOYP]
- endr
- cpl
- and %1111
- swap a
- ld b, a
-
- ld a, 1 << 4 ; select button keys
- ld [rJOYP], a
- rept 10
- ld a, [rJOYP]
- endr
- cpl
- and %1111
- or b
-
- ld [H_JOYPADSTATE], a
-
- ld a, 1 << 4 + 1 << 5 ; deselect keys
- ld [rJOYP], a
- ret
-
-GetJoypadState::
-; Update the joypad state variables:
-; [H_NEWLYRELEASEDBUTTONS] keys released since last time
-; [H_NEWLYPRESSEDBUTTONS] keys pressed since last time
-; [H_CURRENTPRESSEDBUTTONS] currently pressed keys
- homecall _GetJoypadState
- ret
-
-
-INCLUDE "data/map_header_pointers.asm"
-
-HandleMidJump::
-; Handle the player jumping down
-; a ledge in the overworld.
- ld b, BANK(_HandleMidJump)
- ld hl, _HandleMidJump
- jp Bankswitch
-
-EnterMap::
-; Load a new map.
- ld a, $ff
- ld [wJoypadForbiddenButtonsMask], a
- call LoadMapData
- callba Func_c335 ; initialize map variables
- ld hl, $d72c
- bit 0, [hl]
- jr z, .doNotCountSteps
- ld a, 3
- ld [$d13c], a ; some kind of step counter (counts up to 3 steps?)
-.doNotCountSteps
- ld hl, $d72e
- bit 5, [hl] ; did a battle happen immediately before this?
- res 5, [hl] ; unset the "battle just happened" flag
- call z, Func_12e7
- call nz, MapEntryAfterBattle
- ld hl, $d732
- ld a, [hl]
- and 1 << 4 | 1 << 3
- jr z, .didNotFlyOrTeleportIn
- res 3, [hl]
- callba Func_70510 ; display fly/teleport in graphical effect
- call UpdateSprites
-.didNotFlyOrTeleportIn
- callba CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road
- ld hl, $d72d
- res 5, [hl]
- call UpdateSprites
- ld hl, $d126
- set 5, [hl]
- set 6, [hl]
- xor a
- ld [wJoypadForbiddenButtonsMask], a
-
-OverworldLoop::
- call DelayFrame
-OverworldLoopLessDelay::
- call DelayFrame
- call LoadGBPal
- ld a,[$d736]
- bit 6,a ; jumping down a ledge?
- call nz, HandleMidJump
- ld a,[wWalkCounter]
- and a
- jp nz,.moveAhead ; if the player sprite has not yet completed the walking animation
- call GetJoypadStateOverworld ; get joypad state (which is possibly simulated)
- callba SafariZoneCheck
- ld a,[$da46]
- and a
- jp nz,WarpFound2
- ld hl,$d72d
- bit 3,[hl]
- res 3,[hl]
- jp nz,WarpFound2
- ld a,[$d732]
- and a,$18
- jp nz,HandleFlyOrTeleportAway
- ld a,[W_CUROPPONENT]
- and a
- jp nz,.newBattle
- ld a,[$d730]
- bit 7,a ; are we simulating button presses?
- jr z,.notSimulating
- ld a,[H_CURRENTPRESSEDBUTTONS]
- jr .checkIfStartIsPressed
-.notSimulating
- ld a,[H_NEWLYPRESSEDBUTTONS]
-.checkIfStartIsPressed
- bit 3,a ; start button
- jr z,.startButtonNotPressed
-; if START is pressed
- xor a
- ld [$ff8c],a ; the $2920 ID for the start menu is 0
- jp .displayDialogue
-.startButtonNotPressed
- bit 0,a ; A button
- jp z,.checkIfDownButtonIsPressed
-; if A is pressed
- ld a,[$d730]
- bit 2,a
- jp nz,.noDirectionButtonsPressed
- call Func_30fd
- jr nz,.checkForOpponent
- call Func_3eb5 ; check for hidden items, PC's, etc.
- ld a,[$ffeb]
- and a
- jp z,OverworldLoop
- call IsSpriteOrSignInFrontOfPlayer ; check for sign or sprite in front of the player
- ld a,[$ff8c] ; $2920 ID for NPC/sign text, if any
- and a
- jp z,OverworldLoop
-.displayDialogue
- ld a,$35
- call Predef ; check what is in front of the player
- call UpdateSprites ; move sprites
- ld a,[wFlags_0xcd60]
- bit 2,a
- jr nz,.checkForOpponent
- bit 0,a
- jr nz,.checkForOpponent
- FuncCoord 8, 9 ; $c45c
- ld a,[Coord]
- ld [$cf0e],a
- call DisplayTextID ; display either the start menu or the NPC/sign text
- ld a,[$cc47]
- and a
- jr z,.checkForOpponent
- dec a
- ld a,$00
- ld [$cc47],a
- jr z,.changeMap
- ld a,$52
- call Predef
- ld a,[W_CURMAP]
- ld [$d71a],a
- call Func_62ce
- ld a,[W_CURMAP]
- call SwitchToMapRomBank ; switch to the ROM bank of the current map
- ld hl,$d367
- set 7,[hl]
-.changeMap
- jp EnterMap
-.checkForOpponent
- ld a,[W_CUROPPONENT]
- and a
- jp nz,.newBattle
- jp OverworldLoop
-.noDirectionButtonsPressed
- ld hl,wFlags_0xcd60
- res 2,[hl]
- call UpdateSprites ; move sprites
- ld a,$01
- ld [$cc4b],a
- ld a,[$d528] ; the direction that was pressed last time
- and a
- jp z,OverworldLoop
-; if a direction was pressed last time
- ld [$d529],a ; save the last direction
- xor a
- ld [$d528],a ; zero the direction
- jp OverworldLoop
-.checkIfDownButtonIsPressed
- ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state
- bit 7,a ; down button
- jr z,.checkIfUpButtonIsPressed
- ld a,$01
- ld [$c103],a
- ld a,$04
- jr .handleDirectionButtonPress
-.checkIfUpButtonIsPressed
- bit 6,a ; up button
- jr z,.checkIfLeftButtonIsPressed
- ld a,$ff
- ld [$c103],a
- ld a,$08
- jr .handleDirectionButtonPress
-.checkIfLeftButtonIsPressed
- bit 5,a ; left button
- jr z,.checkIfRightButtonIsPressed
- ld a,$ff
- ld [$c105],a
- ld a,$02
- jr .handleDirectionButtonPress
-.checkIfRightButtonIsPressed
- bit 4,a ; right button
- jr z,.noDirectionButtonsPressed
- ld a,$01
- ld [$c105],a
-.handleDirectionButtonPress
- ld [$d52a],a ; new direction
- ld a,[$d730]
- bit 7,a ; are we simulating button presses?
- jr nz,.noDirectionChange ; ignore direction changes if we are
- ld a,[$cc4b]
- and a
- jr z,.noDirectionChange
- ld a,[$d52a] ; new direction
- ld b,a
- ld a,[$d529] ; old direction
- cp b
- jr z,.noDirectionChange
-; the code below is strange
-; it computes whether or not the player did a 180 degree turn, but then overwrites the result
-; also, it does a seemingly pointless loop afterwards
- swap a ; put old direction in upper half
- or b ; put new direction in lower half
- cp a,$48 ; change dir from down to up
- jr nz,.notDownToUp
- ld a,$02
- ld [$d528],a
- jr .oddLoop
-.notDownToUp
- cp a,$84 ; change dir from up to down
- jr nz,.notUpToDown
- ld a,$01
- ld [$d528],a
- jr .oddLoop
-.notUpToDown
- cp a,$12 ; change dir from right to left
- jr nz,.notRightToLeft
- ld a,$04
- ld [$d528],a
- jr .oddLoop
-.notRightToLeft
- cp a,$21 ; change dir from left to right
- jr nz,.oddLoop
- ld a,$08
- ld [$d528],a
-.oddLoop
- ld hl,wFlags_0xcd60
- set 2,[hl]
- ld hl,$cc4b
- dec [hl]
- jr nz,.oddLoop
- ld a,[$d52a]
- ld [$d528],a
- call NewBattle
- jp c,.battleOccurred
- jp OverworldLoop
-.noDirectionChange
- ld a,[$d52a] ; current direction
- ld [$d528],a ; save direction
- call UpdateSprites ; move sprites
- ld a,[$d700]
- cp a,$02 ; surfing
- jr z,.surfing
-; not surfing
- call CollisionCheckOnLand
- jr nc,.noCollision
- push hl
- ld hl,$d736
- bit 2,[hl]
- pop hl
- jp z,OverworldLoop
- push hl
- call ExtraWarpCheck ; sets carry if there is a potential to warp
- pop hl
- jp c,CheckWarpsCollision
- jp OverworldLoop
-.surfing
- call CollisionCheckOnWater
- jp c,OverworldLoop
-.noCollision
- ld a,$08
- ld [wWalkCounter],a
- jr .moveAhead2
-.moveAhead
- ld a,[$d736]
- bit 7,a
- jr z,.noSpinning
- callba LoadSpinnerArrowTiles ; spin while moving
-.noSpinning
- call UpdateSprites ; move sprites
-.moveAhead2
- ld hl,wFlags_0xcd60
- res 2,[hl]
- ld a,[$d700]
- dec a ; riding a bike?
- jr nz,.normalPlayerSpriteAdvancement
- ld a,[$d736]
- bit 6,a ; jumping a ledge?
- jr nz,.normalPlayerSpriteAdvancement
- call BikeSpeedup ; if riding a bike and not jumping a ledge
-.normalPlayerSpriteAdvancement
- call AdvancePlayerSprite
- ld a,[wWalkCounter]
- and a
- jp nz,CheckMapConnections ; it seems like this check will never succeed (the other place where CheckMapConnections is run works)
-; walking animation finished
- ld a,[$d730]
- bit 7,a
- jr nz,.doneStepCounting ; if button presses are being simulated, don't count steps
-; step counting
- ld hl,$d13b ; step counter
- dec [hl]
- ld a,[$d72c]
- bit 0,a
- jr z,.doneStepCounting
- ld hl,$d13c
- dec [hl]
- jr nz,.doneStepCounting
- ld hl,$d72c
- res 0,[hl]
-.doneStepCounting
- ld a,[$d790]
- bit 7,a ; in the safari zone?
- jr z,.notSafariZone
- callba SafariZoneCheckSteps
- ld a,[$da46]
- and a
- jp nz,WarpFound2
-.notSafariZone
- ld a,[W_ISINBATTLE]
- and a
- jp nz,CheckWarpsNoCollision
- ld a,$13
- call Predef ; decrement HP of poisoned pokemon
- ld a,[$d12d]
- and a
- jp nz,HandleBlackOut ; if all pokemon fainted
-.newBattle
- call NewBattle
- ld hl,$d736
- res 2,[hl]
- jp nc,CheckWarpsNoCollision ; check for warps if there was no battle
-.battleOccurred
- ld hl,$d72d
- res 6,[hl]
- ld hl,W_FLAGS_D733
- res 3,[hl]
- ld hl,$d126
- set 5,[hl]
- set 6,[hl]
- xor a
- ld [H_CURRENTPRESSEDBUTTONS],a ; clear joypad state
- ld a,[W_CURMAP]
- cp a,CINNABAR_GYM
- jr nz,.notCinnabarGym
- ld hl,$d79b
- set 7,[hl]
-.notCinnabarGym
- ld hl,$d72e
- set 5,[hl]
- ld a,[W_CURMAP]
- cp a,OAKS_LAB
- jp z,.noFaintCheck
- callab AnyPlayerPokemonAliveCheck ; check if all the player's pokemon fainted
- ld a,d
- and a
- jr z,.allPokemonFainted
-.noFaintCheck
- ld c,$0a
- call DelayFrames
- jp EnterMap
-.allPokemonFainted
- ld a,$ff
- ld [$d057],a
- call RunMapScript
- jp HandleBlackOut
-
-; function to determine if there will be a battle and execute it (either a trainer battle or wild battle)
-; sets carry if a battle occurred and unsets carry if not
-NewBattle:: ; 0683 (0:0683)
- ld a,[$d72d]
- bit 4,a
- jr nz,.noBattle
- call Func_30fd
- jr nz,.noBattle
- ld a,[$d72e]
- bit 4,a
- jr nz,.noBattle
- ld b, BANK(InitBattle)
- ld hl, InitBattle
- jp Bankswitch ; determines if a battle will occur and runs the battle if so
-.noBattle
- and a
- ret
-
-; function to make bikes twice as fast as walking
-BikeSpeedup:: ; 06a0 (0:06a0)
- ld a,[$cc57]
- and a
- ret nz
- ld a,[W_CURMAP]
- cp a,ROUTE_17 ; Cycling Road
- jr nz,.goFaster
- ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state
- and a,%01110000 ; bit mask for up, left, right buttons
- ret nz
-.goFaster
- jp AdvancePlayerSprite
-
-; check if the player has stepped onto a warp after having not collided
-CheckWarpsNoCollision:: ; 06b4 (0:06b4)
- ld a,[$d3ae] ; number of warps
- and a
- jp z,CheckMapConnections
- ld a,[$d3ae] ; number of warps
- ld b,$00
- ld c,a
- ld a,[W_YCOORD]
- ld d,a
- ld a,[W_XCOORD]
- ld e,a
- ld hl,$d3af ; start of warp entries
-CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc)
- ld a,[hli] ; check if the warp's Y position matches
- cp d
- jr nz,CheckWarpsNoCollisionRetry1
- ld a,[hli] ; check if the warp's X position matches
- cp e
- jr nz,CheckWarpsNoCollisionRetry2
-; if a match was found
- push hl
- push bc
- ld hl,$d736
- set 2,[hl]
- callba Func_c49d ; check if the player sprite is standing on a "door" tile
- pop bc
- pop hl
- jr c,WarpFound1 ; if it is, go to 0735
- push hl
- push bc
- call ExtraWarpCheck ; sets carry if the warp is confirmed
- pop bc
- pop hl
- jr nc,CheckWarpsNoCollisionRetry2
-; if the extra check passed
- ld a,[W_FLAGS_D733]
- bit 2,a
- jr nz,WarpFound1
- push de
- push bc
- call GetJoypadState
- pop bc
- pop de
- ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state
- and a,%11110000 ; bit mask for directional buttons
- jr z,CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp
- jr WarpFound1
-
-; check if the player has stepped onto a warp after having collided
-CheckWarpsCollision:: ; 0706 (0:0706)
- ld a,[$d3ae] ; number of warps
- ld c,a
- ld hl,$d3af ; start of warp entries
-.loop
- ld a,[hli] ; Y coordinate of warp
- ld b,a
- ld a,[W_YCOORD]
- cp b
- jr nz,.retry1
- ld a,[hli] ; X coordinate of warp
- ld b,a
- ld a,[W_XCOORD]
- cp b
- jr nz,.retry2
- ld a,[hli]
- ld [$d42f],a ; save target warp ID
- ld a,[hl]
- ld [$ff8b],a ; save target map
- jr WarpFound2
-.retry1
- inc hl
-.retry2
- inc hl
- inc hl
- dec c
- jr nz,.loop
- jp OverworldLoop
-
-CheckWarpsNoCollisionRetry1:: ; 072f (0:072f)
- inc hl
-CheckWarpsNoCollisionRetry2:: ; 0730 (0:0730)
- inc hl
- inc hl
- jp ContinueCheckWarpsNoCollisionLoop
-
-WarpFound1:: ; 0735 (0:0735)
- ld a,[hli]
- ld [$d42f],a ; save target warp ID
- ld a,[hli]
- ld [$ff8b],a ; save target map
-
-WarpFound2:: ; 073c (0:073c)
- ld a,[$d3ae] ; number of warps
- sub c
- ld [$d73b],a ; save ID of used warp
- ld a,[W_CURMAP]
- ld [$d73c],a
- call CheckIfInOutsideMap
- jr nz,.indoorMaps
-; this is for handling "outside" maps that can't have the 0xFF destination map
- ld a,[W_CURMAP]
- ld [wLastMap],a
- ld a,[W_CURMAPWIDTH]
- ld [$d366],a
- ld a,[$ff8b] ; destination map number
- ld [W_CURMAP],a ; change current map to destination map
- cp a,ROCK_TUNNEL_1
- jr nz,.notRockTunnel
- ld a,$06
- ld [$d35d],a
- call GBFadeIn1
-.notRockTunnel
- call PlayMapChangeSound
- jr .done
-; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though
-.indoorMaps
- ld a,[$ff8b] ; destination map
- cp a,$ff
- jr z,.goBackOutside
-; if not going back to the previous map
- ld [W_CURMAP],a ; current map number
- callba Func_70787 ; check if the warp was a Silph Co. teleporter
- ld a,[$cd5b]
- dec a
- jr nz,.notTeleporter
-; if it's a Silph Co. teleporter
- ld hl,$d732
- set 3,[hl]
- call DoFlyOrTeleportAwayGraphics
- jr .skipMapChangeSound
-.notTeleporter
- call PlayMapChangeSound
-.skipMapChangeSound
- ld hl,$d736
- res 0,[hl]
- res 1,[hl]
- jr .done
-.goBackOutside
- ld a,[wLastMap]
- ld [W_CURMAP],a
- call PlayMapChangeSound
- xor a
- ld [$d35d],a
-.done
- ld hl,$d736
- set 0,[hl]
- call Func_12da
- jp EnterMap
-
-ContinueCheckWarpsNoCollisionLoop:: ; 07b5 (0:07b5)
- inc b ; increment warp number
- dec c ; decrement number of warps
- jp nz,CheckWarpsNoCollisionLoop
-
-; if no matching warp was found
-CheckMapConnections:: ; 07ba (0:07ba)
-.checkWestMap
- ld a,[W_XCOORD]
- cp a,$ff
- jr nz,.checkEastMap
- ld a,[$d387]
- ld [W_CURMAP],a
- ld a,[$d38f] ; new X coordinate upon entering west map
- ld [W_XCOORD],a
- ld a,[W_YCOORD]
- ld c,a
- ld a,[$d38e] ; Y adjustment upon entering west map
- add c
- ld c,a
- ld [W_YCOORD],a
- ld a,[$d390] ; pointer to upper left corner of map without adjustment for Y position
- ld l,a
- ld a,[$d391]
- ld h,a
- srl c
- jr z,.savePointer1
-.pointerAdjustmentLoop1
- ld a,[$d38d] ; width of connected map
- add a,$06
- ld e,a
- ld d,$00
- ld b,$00
- add hl,de
- dec c
- jr nz,.pointerAdjustmentLoop1
-.savePointer1
- ld a,l
- ld [$d35f],a ; pointer to upper left corner of current tile block map section
- ld a,h
- ld [$d360],a
- jp .loadNewMap
-.checkEastMap
- ld b,a
- ld a,[$d525] ; map width
- cp b
- jr nz,.checkNorthMap
- ld a,[$d392]
- ld [W_CURMAP],a
- ld a,[$d39a] ; new X coordinate upon entering east map
- ld [W_XCOORD],a
- ld a,[W_YCOORD]
- ld c,a
- ld a,[$d399] ; Y adjustment upon entering east map
- add c
- ld c,a
- ld [W_YCOORD],a
- ld a,[$d39b] ; pointer to upper left corner of map without adjustment for Y position
- ld l,a
- ld a,[$d39c]
- ld h,a
- srl c
- jr z,.savePointer2
-.pointerAdjustmentLoop2
- ld a,[$d398]
- add a,$06
- ld e,a
- ld d,$00
- ld b,$00
- add hl,de
- dec c
- jr nz,.pointerAdjustmentLoop2
-.savePointer2
- ld a,l
- ld [$d35f],a ; pointer to upper left corner of current tile block map section
- ld a,h
- ld [$d360],a
- jp .loadNewMap
-.checkNorthMap
- ld a,[W_YCOORD]
- cp a,$ff
- jr nz,.checkSouthMap
- ld a,[$d371]
- ld [W_CURMAP],a
- ld a,[$d378] ; new Y coordinate upon entering north map
- ld [W_YCOORD],a
- ld a,[W_XCOORD]
- ld c,a
- ld a,[$d379] ; X adjustment upon entering north map
- add c
- ld c,a
- ld [W_XCOORD],a
- ld a,[$d37a] ; pointer to upper left corner of map without adjustment for X position
- ld l,a
- ld a,[$d37b]
- ld h,a
- ld b,$00
- srl c
- add hl,bc
- ld a,l
- ld [$d35f],a ; pointer to upper left corner of current tile block map section
- ld a,h
- ld [$d360],a
- jp .loadNewMap
-.checkSouthMap
- ld b,a
- ld a,[$d524]
- cp b
- jr nz,.didNotEnterConnectedMap
- ld a,[$d37c]
- ld [W_CURMAP],a
- ld a,[$d383] ; new Y coordinate upon entering south map
- ld [W_YCOORD],a
- ld a,[W_XCOORD]
- ld c,a
- ld a,[$d384] ; X adjustment upon entering south map
- add c
- ld c,a
- ld [W_XCOORD],a
- ld a,[$d385] ; pointer to upper left corner of map without adjustment for X position
- ld l,a
- ld a,[$d386]
- ld h,a
- ld b,$00
- srl c
- add hl,bc
- ld a,l
- ld [$d35f],a ; pointer to upper left corner of current tile block map section
- ld a,h
- ld [$d360],a
-.loadNewMap ; load the connected map that was entered
- call LoadMapHeader
- call Func_2312 ; music
- ld b,$09
- call GoPAL_SET
-; Since the sprite set shouldn't change, this will just update VRAM slots at
-; $C2XE without loading any tile patterns.
- callba InitMapSprites
- call LoadTileBlockMap
- jp OverworldLoopLessDelay
-.didNotEnterConnectedMap
- jp OverworldLoop
-
-; function to play a sound when changing maps
-PlayMapChangeSound:: ; 08c9 (0:08c9)
- FuncCoord 8, 8 ; $c448
- ld a,[Coord] ; upper left tile of the 4x4 square the player's sprite is standing on
- cp a,$0b ; door tile in tileset 0
- jr nz,.didNotGoThroughDoor
- ld a,(SFX_02_57 - SFX_Headers_02) / 3
- jr .playSound
-.didNotGoThroughDoor
- ld a,(SFX_02_5c - SFX_Headers_02) / 3
-.playSound
- call PlaySound
- ld a,[$d35d]
- and a
- ret nz
- jp GBFadeIn1
-
-CheckIfInOutsideMap:: ; 08e1 (0:08e1)
-; If the player is in an outside map (a town or route), set the z flag
- ld a, [W_CURMAPTILESET]
- and a ; most towns/routes have tileset 0 (OVERWORLD)
- ret z
- cp PLATEAU ; Route 23 / Indigo Plateau
- ret
-
-; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp
-; the "sometimes" qualification is necessary because of CheckWarpsNoCollision's behavior
-; depending on the map, either "function 1" or "function 2" is used for the check
-; "function 1" passes when the player is at the edge of the map and is facing towards the outside of the map
-; "function 2" passes when the the tile in front of the player is among a certain set
-; sets carry if the check passes, otherwise clears carry
-ExtraWarpCheck:: ; 08e9 (0:08e9)
- ld a, [W_CURMAP]
- cp SS_ANNE_3
- jr z, .useFunction1
- cp ROCKET_HIDEOUT_1
- jr z, .useFunction2
- cp ROCKET_HIDEOUT_2
- jr z, .useFunction2
- cp ROCKET_HIDEOUT_4
- jr z, .useFunction2
- cp ROCK_TUNNEL_1
- jr z, .useFunction2
- ld a, [W_CURMAPTILESET]
- and a ; outside tileset (OVERWORLD)
- jr z, .useFunction2
- cp SHIP ; S.S. Anne tileset
- jr z, .useFunction2
- cp SHIP_PORT ; Vermilion Port tileset
- jr z, .useFunction2
- cp PLATEAU ; Indigo Plateau tileset
- jr z, .useFunction2
-.useFunction1
- ld hl, Func_c3ff
- jr .doBankswitch
-.useFunction2
- ld hl, Func_c44e
-.doBankswitch
- ld b, BANK(Func_c44e)
- jp Bankswitch
-
-MapEntryAfterBattle:: ; 091f (0:091f)
- callba Func_c35f ; function that appears to disable warp testing after collisions if the player is standing on a warp
- ld a,[$d35d]
- and a
- jp z,GBFadeIn2
- jp LoadGBPal
-
-HandleBlackOut::
-; For when all the player's pokemon faint.
-; Does not print the "blacked out" message.
-
- call GBFadeIn1
- ld a, $08
- call StopMusic
- ld hl, $d72e
- res 5, [hl]
- ld a, Bank(Func_40b0) ; Bank(Func_40b0) and Bank(Func_62ce) need to be equal.
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- call Func_40b0
- call Func_62ce
- call Func_2312
- jp Func_5d5f
-
-StopMusic::
- ld [wMusicHeaderPointer], a
- ld a, $ff
- ld [$c0ee], a
- call PlaySound
-.wait
- ld a, [wMusicHeaderPointer]
- and a
- jr nz, .wait
- jp StopAllSounds
-
-HandleFlyOrTeleportAway::
- call UpdateSprites
- call Delay3
- xor a
- ld [$cf0b], a
- ld [$d700], a
- ld [$d057], a
- ld [$d35d], a
- ld hl, $d732
- set 2, [hl]
- res 5, [hl]
- call DoFlyOrTeleportAwayGraphics
- ld a, Bank(Func_62ce)
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- call Func_62ce
- jp Func_5d5f
-
-DoFlyOrTeleportAwayGraphics::
- ld b, BANK(_DoFlyOrTeleportAwayGraphics)
- ld hl, _DoFlyOrTeleportAwayGraphics
- jp Bankswitch
-
-LoadPlayerSpriteGraphics::
-; Load sprite graphics based on whether the player is standing, biking, or surfing.
-
- ; 0: standing
- ; 1: biking
- ; 2: surfing
-
- ld a, [$d700]
- dec a
- jr z, .ridingBike
-
- ld a, [$ffd7]
- and a
- jr nz, .determineGraphics
- jr .startWalking
-
-.ridingBike
- ; If the bike can't be used,
- ; start walking instead.
- call IsBikeRidingAllowed
- jr c, .determineGraphics
-
-.startWalking
- xor a
- ld [$d700], a
- ld [$d11a], a
- jp LoadWalkingPlayerSpriteGraphics
-
-.determineGraphics
- ld a, [$d700]
- and a
- jp z, LoadWalkingPlayerSpriteGraphics
- dec a
- jp z, LoadBikePlayerSpriteGraphics
- dec a
- jp z, LoadSurfingPlayerSpriteGraphics
- jp LoadWalkingPlayerSpriteGraphics
-
-IsBikeRidingAllowed::
-; The bike can be used on Route 23 and Indigo Plateau,
-; or maps with tilesets in BikeRidingTilesets.
-; Return carry if biking is allowed.
-
- ld a, [W_CURMAP]
- cp ROUTE_23
- jr z, .allowed
- cp INDIGO_PLATEAU
- jr z, .allowed
-
- ld a, [W_CURMAPTILESET]
- ld b, a
- ld hl, BikeRidingTilesets
-.loop
- ld a, [hli]
- cp b
- jr z, .allowed
- inc a
- jr nz, .loop
- and a
- ret
-
-.allowed
- scf
- ret
-
-INCLUDE "data/bike_riding_tilesets.asm"
-
-; load the tile pattern data of the current tileset into VRAM
-LoadTilesetTilePatternData:: ; 09e8 (0:09e8)
- ld a,[$d52e]
- ld l,a
- ld a,[$d52f]
- ld h,a
- ld de,$9000
- ld bc,$0600
- ld a,[$d52b]
- jp FarCopyData2
-
-; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8
-; it can also load partial tile maps of connected maps into a border of length 3 around the current map
-LoadTileBlockMap:: ; 09fc (0:09fc)
-; fill C6E8-CBFB with the background tile
- ld hl,$c6e8
- ld a,[$d3ad] ; background tile number
- ld d,a
- ld bc,$0514
-.backgroundTileLoop
- ld a,d
- ld [hli],a
- dec bc
- ld a,c
- or b
- jr nz,.backgroundTileLoop
-; load tile map of current map (made of tile block IDs)
-; a 3-byte border at the edges of the map is kept so that there is space for map connections
- ld hl,$c6e8
- ld a,[W_CURMAPWIDTH]
- ld [$ff8c],a
- add a,$06 ; border (east and west)
- ld [$ff8b],a ; map width + border
- ld b,$00
- ld c,a
-; make space for north border (next 3 lines)
- add hl,bc
- add hl,bc
- add hl,bc
- ld c,$03
- add hl,bc ; this puts us past the (west) border
- ld a,[$d36a] ; tile map pointer
- ld e,a
- ld a,[$d36b]
- ld d,a ; de = tile map pointer
- ld a,[W_CURMAPHEIGHT]
- ld b,a
-.rowLoop ; copy one row each iteration
- push hl
- ld a,[$ff8c] ; map width (without border)
- ld c,a
-.rowInnerLoop
- ld a,[de]
- inc de
- ld [hli],a
- dec c
- jr nz,.rowInnerLoop
-; add the map width plus the border to the base address of the current row to get the next row's address
- pop hl
- ld a,[$ff8b] ; map width + border
- add l
- ld l,a
- jr nc,.noCarry
- inc h
-.noCarry
- dec b
- jr nz,.rowLoop
-.northConnection
- ld a,[$d371]
- cp a,$ff
- jr z,.southConnection
- call SwitchToMapRomBank
- ld a,[$d372]
- ld l,a
- ld a,[$d373]
- ld h,a
- ld a,[$d374]
- ld e,a
- ld a,[$d375]
- ld d,a
- ld a,[$d376]
- ld [$ff8b],a
- ld a,[$d377]
- ld [$ff8c],a
- call LoadNorthSouthConnectionsTileMap
-.southConnection
- ld a,[$d37c]
- cp a,$ff
- jr z,.westConnection
- call SwitchToMapRomBank
- ld a,[$d37d]
- ld l,a
- ld a,[$d37e]
- ld h,a
- ld a,[$d37f]
- ld e,a
- ld a,[$d380]
- ld d,a
- ld a,[$d381]
- ld [$ff8b],a
- ld a,[$d382]
- ld [$ff8c],a
- call LoadNorthSouthConnectionsTileMap
-.westConnection
- ld a,[$d387]
- cp a,$ff
- jr z,.eastConnection
- call SwitchToMapRomBank
- ld a,[$d388]
- ld l,a
- ld a,[$d389]
- ld h,a
- ld a,[$d38a]
- ld e,a
- ld a,[$d38b]
- ld d,a
- ld a,[$d38c]
- ld b,a
- ld a,[$d38d]
- ld [$ff8b],a
- call LoadEastWestConnectionsTileMap
-.eastConnection
- ld a,[$d392]
- cp a,$ff
- jr z,.done
- call SwitchToMapRomBank
- ld a,[$d393]
- ld l,a
- ld a,[$d394]
- ld h,a
- ld a,[$d395]
- ld e,a
- ld a,[$d396]
- ld d,a
- ld a,[$d397]
- ld b,a
- ld a,[$d398]
- ld [$ff8b],a
- call LoadEastWestConnectionsTileMap
-.done
- ret
-
-LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade)
- ld c,$03
-.loop
- push de
- push hl
- ld a,[$ff8b] ; width of connection
- ld b,a
-.innerLoop
- ld a,[hli]
- ld [de],a
- inc de
- dec b
- jr nz,.innerLoop
- pop hl
- pop de
- ld a,[$ff8c] ; width of connected map
- add l
- ld l,a
- jr nc,.noCarry1
- inc h
-.noCarry1
- ld a,[W_CURMAPWIDTH]
- add a,$06
- add e
- ld e,a
- jr nc,.noCarry2
- inc d
-.noCarry2
- dec c
- jr nz,.loop
- ret
-
-LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02)
- push hl
- push de
- ld c,$03
-.innerLoop
- ld a,[hli]
- ld [de],a
- inc de
- dec c
- jr nz,.innerLoop
- pop de
- pop hl
- ld a,[$ff8b] ; width of connected map
- add l
- ld l,a
- jr nc,.noCarry1
- inc h
-.noCarry1
- ld a,[W_CURMAPWIDTH]
- add a,$06
- add e
- ld e,a
- jr nc,.noCarry2
- inc d
-.noCarry2
- dec b
- jr nz,LoadEastWestConnectionsTileMap
- ret
-
-; function to check if there is a sign or sprite in front of the player
-; if so, it is stored in [$FF8C]
-; if not, [$FF8C] is set to 0
-IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23)
- xor a
- ld [$ff8c],a
- ld a,[$d4b0] ; number of signs in the map
- and a
- jr z,.extendRangeOverCounter
-; if there are signs
- ld a,$35
- call Predef ; get the coordinates in front of the player in de
- ld hl,$d4b1 ; start of sign coordinates
- ld a,[$d4b0] ; number of signs in the map
- ld b,a
- ld c,$00
-.signLoop
- inc c
- ld a,[hli] ; sign Y
- cp d
- jr z,.yCoordMatched
- inc hl
- jr .retry
-.yCoordMatched
- ld a,[hli] ; sign X
- cp e
- jr nz,.retry
-.xCoordMatched
-; found sign
- push hl
- push bc
- ld hl,$d4d1 ; start of sign text ID's
- ld b,$00
- dec c
- add hl,bc
- ld a,[hl]
- ld [$ff8c],a ; store sign text ID
- pop bc
- pop hl
- ret
-.retry
- dec b
- jr nz,.signLoop
-; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC
-.extendRangeOverCounter
- ld a,$35
- call Predef ; get the tile in front of the player in c
- ld hl,$d532 ; list of tiles that extend talking range (counter tiles)
- ld b,$03
- ld d,$20 ; talking range in pixels (long range)
-.counterTilesLoop
- ld a,[hli]
- cp c
- jr z,IsSpriteInFrontOfPlayer2 ; jumps if the tile in front of the player is a counter tile
- dec b
- jr nz,.counterTilesLoop
-
-; part of the above function, but sometimes its called on its own, when signs are irrelevant
-; the caller must zero [$FF8C]
-IsSpriteInFrontOfPlayer:: ; 0b6b (0:0b6b)
- ld d,$10 ; talking range in pixels (normal range)
-IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d)
- ld bc,$3c40 ; Y and X position of player sprite
- ld a,[$c109] ; direction the player is facing
-.checkIfPlayerFacingUp
- cp a,$04
- jr nz,.checkIfPlayerFacingDown
-; facing up
- ld a,b
- sub d
- ld b,a
- ld a,$08
- jr .doneCheckingDirection
-.checkIfPlayerFacingDown
- cp a,$00
- jr nz,.checkIfPlayerFacingRight
-; facing down
- ld a,b
- add d
- ld b,a
- ld a,$04
- jr .doneCheckingDirection
-.checkIfPlayerFacingRight
- cp a,$0c
- jr nz,.playerFacingLeft
-; facing right
- ld a,c
- add d
- ld c,a
- ld a,$01
- jr .doneCheckingDirection
-.playerFacingLeft
-; facing left
- ld a,c
- sub d
- ld c,a
- ld a,$02
-.doneCheckingDirection
- ld [$d52a],a
- ld a,[$d4e1] ; number of sprites
- and a
- ret z
-; if there are sprites
- ld hl,$c110
- ld d,a
- ld e,$01
-.spriteLoop
- push hl
- ld a,[hli] ; image (0 if no sprite)
- and a
- jr z,.nextSprite
- inc l
- ld a,[hli] ; sprite visibility
- inc a
- jr z,.nextSprite
- inc l
- ld a,[hli] ; Y location
- cp b
- jr nz,.nextSprite
- inc l
- ld a,[hl] ; X location
- cp c
- jr z,.foundSpriteInFrontOfPlayer
-.nextSprite
- pop hl
- ld a,l
- add a,$10
- ld l,a
- inc e
- dec d
- jr nz,.spriteLoop
- ret
-.foundSpriteInFrontOfPlayer
- pop hl
- ld a,l
- and a,$f0
- inc a
- ld l,a
- set 7,[hl]
- ld a,e
- ld [$ff8c],a ; store sprite ID
- ret
-
-; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing)
-; sets the carry flag if there is a collision, and unsets it if there isn't a collision
-CollisionCheckOnLand:: ; 0bd1 (0:0bd1)
- ld a,[$d736]
- bit 6,a ; is the player jumping?
- jr nz,.noCollision
-; if not jumping a ledge
- ld a,[$cd38]
- and a
- jr nz,.noCollision
- ld a,[$d52a] ; the direction that the player is trying to go in
- ld d,a
- ld a,[$c10c] ; the player sprite's collision data (bit field) (set in the sprite movement code)
- and d ; check if a sprite is in the direction the player is trying to go
- jr nz,.collision
- xor a
- ld [$ff8c],a
- call IsSpriteInFrontOfPlayer ; check for sprite collisions again? when does the above check fail to detect a sprite collision?
- ld a,[$ff8c]
- and a ; was there a sprite collision?
- jr nz,.collision
-; if no sprite collision
- ld hl,TilePairCollisionsLand
- call CheckForJumpingAndTilePairCollisions
- jr c,.collision
- call CheckTilePassable
- jr nc,.noCollision
-.collision
- ld a,[$c02a]
- cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing
- jr z,.setCarry
- ld a,(SFX_02_5b - SFX_Headers_02) / 3
- call PlaySound ; play collision sound (if it's not already playing)
-.setCarry
- scf
- ret
-.noCollision
- and a
- ret
-
-; function that checks if the tile in front of the player is passable
-; clears carry if it is, sets carry if not
-CheckTilePassable:: ; 0c10 (0:0c10)
- ld a,$35
- call Predef ; get tile in front of player
- ld a,[$cfc6] ; tile in front of player
- ld c,a
- ld hl,$d530 ; pointer to list of passable tiles
- ld a,[hli]
- ld h,[hl]
- ld l,a ; hl now points to passable tiles
-.loop
- ld a,[hli]
- cp a,$ff
- jr z,.tileNotPassable
- cp c
- ret z
- jr .loop
-.tileNotPassable
- scf
- ret
-
-; check if the player is going to jump down a small ledge
-; and check for collisions that only occur between certain pairs of tiles
-; Input: hl - address of directional collision data
-; sets carry if there is a collision and unsets carry if not
-CheckForJumpingAndTilePairCollisions:: ; 0c2a (0:0c2a)
- push hl
- ld a,$35
- call Predef ; get the tile in front of the player
- push de
- push bc
- callba HandleLedges ; check if the player is trying to jump a ledge
- pop bc
- pop de
- pop hl
- and a
- ld a,[$d736]
- bit 6,a ; is the player jumping?
- ret nz
-; if not jumping
-
-Func_c44:: ; 0c44 (0:0c44)
- FuncCoord 8, 9 ; $c45c
- ld a,[Coord] ; tile the player is on
- ld [$cf0e],a
-
-CheckForTilePairCollisions:: ; 0c4a (0:0c4a)
- ld a,[$cfc6] ; tile in front of the player
- ld c,a
-.tilePairCollisionLoop
- ld a,[W_CURMAPTILESET] ; tileset number
- ld b,a
- ld a,[hli]
- cp a,$ff
- jr z,.noMatch
- cp b
- jr z,.tilesetMatches
- inc hl
-.retry
- inc hl
- jr .tilePairCollisionLoop
-.tilesetMatches
- ld a,[$cf0e] ; tile the player is on
- ld b,a
- ld a,[hl]
- cp b
- jr z,.currentTileMatchesFirstInPair
- inc hl
- ld a,[hl]
- cp b
- jr z,.currentTileMatchesSecondInPair
- jr .retry
-.currentTileMatchesFirstInPair
- inc hl
- ld a,[hl]
- cp c
- jr z,.foundMatch
- jr .tilePairCollisionLoop
-.currentTileMatchesSecondInPair
- dec hl
- ld a,[hli]
- cp c
- inc hl
- jr nz,.tilePairCollisionLoop
-.foundMatch
- scf
- ret
-.noMatch
- and a
- ret
-
-; FORMAT: tileset number, tile 1, tile 2
-; terminated by 0xFF
-; these entries indicate that the player may not cross between tile 1 and tile 2
-; it's mainly used to simulate differences in elevation
-
-TilePairCollisionsLand:: ; 0c7e (0:0c7e)
- db CAVERN, $20, $05
- db CAVERN, $41, $05
- db FOREST, $30, $2E
- db CAVERN, $2A, $05
- db CAVERN, $05, $21
- db FOREST, $52, $2E
- db FOREST, $55, $2E
- db FOREST, $56, $2E
- db FOREST, $20, $2E
- db FOREST, $5E, $2E
- db FOREST, $5F, $2E
- db $FF
-
-TilePairCollisionsWater:: ; 0ca0 (0:0ca0)
- db FOREST, $14, $2E
- db FOREST, $48, $2E
- db CAVERN, $14, $05
- db $FF
-
-; this builds a tile map from the tile block map based on the current X/Y coordinates of the player's character
-LoadCurrentMapView:: ; 0caa (0:0caa)
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,[$d52b] ; tile data ROM bank
- ld [H_LOADEDROMBANK],a
- ld [$2000],a ; switch to ROM bank that contains tile data
- ld a,[$d35f] ; address of upper left corner of current map view
- ld e,a
- ld a,[$d360]
- ld d,a
- ld hl,wTileMapBackup
- ld b,$05
-.rowLoop ; each loop iteration fills in one row of tile blocks
- push hl
- push de
- ld c,$06
-.rowInnerLoop ; loop to draw each tile block of the current row
- push bc
- push de
- push hl
- ld a,[de]
- ld c,a ; tile block number
- call DrawTileBlock
- pop hl
- pop de
- pop bc
- inc hl
- inc hl
- inc hl
- inc hl
- inc de
- dec c
- jr nz,.rowInnerLoop
-; update tile block map pointer to next row's address
- pop de
- ld a,[W_CURMAPWIDTH]
- add a,$06
- add e
- ld e,a
- jr nc,.noCarry
- inc d
-.noCarry
-; update tile map pointer to next row's address
- pop hl
- ld a,$60
- add l
- ld l,a
- jr nc,.noCarry2
- inc h
-.noCarry2
- dec b
- jr nz,.rowLoop
- ld hl,wTileMapBackup
- ld bc,$0000
-.adjustForYCoordWithinTileBlock
- ld a,[W_YBLOCKCOORD]
- and a
- jr z,.adjustForXCoordWithinTileBlock
- ld bc,$0030
- add hl,bc
-.adjustForXCoordWithinTileBlock
- ld a,[W_XBLOCKCOORD]
- and a
- jr z,.copyToVisibleAreaBuffer
- ld bc,$0002
- add hl,bc
-.copyToVisibleAreaBuffer
- ld de,wTileMap ; base address for the tiles that are directly transfered to VRAM during V-blank
- ld b,$12
-.rowLoop2
- ld c,$14
-.rowInnerLoop2
- ld a,[hli]
- ld [de],a
- inc de
- dec c
- jr nz,.rowInnerLoop2
- ld a,$04
- add l
- ld l,a
- jr nc,.noCarry3
- inc h
-.noCarry3
- dec b
- jr nz,.rowLoop2
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a ; restore previous ROM bank
- ret
-
-AdvancePlayerSprite:: ; 0d27 (0:0d27)
- ld a,[$c103] ; delta Y
- ld b,a
- ld a,[$c105] ; delta X
- ld c,a
- ld hl,wWalkCounter ; walking animation counter
- dec [hl]
- jr nz,.afterUpdateMapCoords
-; if it's the end of the animation, update the player's map coordinates
- ld a,[W_YCOORD]
- add b
- ld [W_YCOORD],a
- ld a,[W_XCOORD]
- add c
- ld [W_XCOORD],a
-.afterUpdateMapCoords
- ld a,[wWalkCounter] ; walking animation counter
- cp a,$07
- jp nz,.scrollBackgroundAndSprites
-; if this is the first iteration of the animation
- ld a,c
- cp a,$01
- jr nz,.checkIfMovingWest
-; moving east
- ld a,[$d526]
- ld e,a
- and a,$e0
- ld d,a
- ld a,e
- add a,$02
- and a,$1f
- or d
- ld [$d526],a
- jr .adjustXCoordWithinBlock
-.checkIfMovingWest
- cp a,$ff
- jr nz,.checkIfMovingSouth
-; moving west
- ld a,[$d526]
- ld e,a
- and a,$e0
- ld d,a
- ld a,e
- sub a,$02
- and a,$1f
- or d
- ld [$d526],a
- jr .adjustXCoordWithinBlock
-.checkIfMovingSouth
- ld a,b
- cp a,$01
- jr nz,.checkIfMovingNorth
-; moving south
- ld a,[$d526]
- add a,$40
- ld [$d526],a
- jr nc,.adjustXCoordWithinBlock
- ld a,[$d527]
- inc a
- and a,$03
- or a,$98
- ld [$d527],a
- jr .adjustXCoordWithinBlock
-.checkIfMovingNorth
- cp a,$ff
- jr nz,.adjustXCoordWithinBlock
-; moving north
- ld a,[$d526]
- sub a,$40
- ld [$d526],a
- jr nc,.adjustXCoordWithinBlock
- ld a,[$d527]
- dec a
- and a,$03
- or a,$98
- ld [$d527],a
-.adjustXCoordWithinBlock
- ld a,c
- and a
- jr z,.pointlessJump ; mistake?
-.pointlessJump
- ld hl,W_XBLOCKCOORD
- ld a,[hl]
- add c
- ld [hl],a
- cp a,$02
- jr nz,.checkForMoveToWestBlock
-; moved into the tile block to the east
- xor a
- ld [hl],a
- ld hl,$d4e3
- inc [hl]
- ld de,$d35f
- call MoveTileBlockMapPointerEast
- jr .updateMapView
-.checkForMoveToWestBlock
- cp a,$ff
- jr nz,.adjustYCoordWithinBlock
-; moved into the tile block to the west
- ld a,$01
- ld [hl],a
- ld hl,$d4e3
- dec [hl]
- ld de,$d35f
- call MoveTileBlockMapPointerWest
- jr .updateMapView
-.adjustYCoordWithinBlock
- ld hl,W_YBLOCKCOORD
- ld a,[hl]
- add b
- ld [hl],a
- cp a,$02
- jr nz,.checkForMoveToNorthBlock
-; moved into the tile block to the south
- xor a
- ld [hl],a
- ld hl,$d4e2
- inc [hl]
- ld de,$d35f
- ld a,[W_CURMAPWIDTH]
- call MoveTileBlockMapPointerSouth
- jr .updateMapView
-.checkForMoveToNorthBlock
- cp a,$ff
- jr nz,.updateMapView
-; moved into the tile block to the north
- ld a,$01
- ld [hl],a
- ld hl,$d4e2
- dec [hl]
- ld de,$d35f
- ld a,[W_CURMAPWIDTH]
- call MoveTileBlockMapPointerNorth
-.updateMapView
- call LoadCurrentMapView
- ld a,[$c103] ; delta Y
- cp a,$01
- jr nz,.checkIfMovingNorth2
-; if moving south
- call ScheduleSouthRowRedraw
- jr .scrollBackgroundAndSprites
-.checkIfMovingNorth2
- cp a,$ff
- jr nz,.checkIfMovingEast2
-; if moving north
- call ScheduleNorthRowRedraw
- jr .scrollBackgroundAndSprites
-.checkIfMovingEast2
- ld a,[$c105] ; delta X
- cp a,$01
- jr nz,.checkIfMovingWest2
-; if moving east
- call ScheduleEastColumnRedraw
- jr .scrollBackgroundAndSprites
-.checkIfMovingWest2
- cp a,$ff
- jr nz,.scrollBackgroundAndSprites
-; if moving west
- call ScheduleWestColumnRedraw
-.scrollBackgroundAndSprites
- ld a,[$c103] ; delta Y
- ld b,a
- ld a,[$c105] ; delta X
- ld c,a
- sla b
- sla c
- ld a,[$ffaf]
- add b
- ld [$ffaf],a ; update background scroll Y
- ld a,[$ffae]
- add c
- ld [$ffae],a ; update background scroll X
-; shift all the sprites in the direction opposite of the player's motion
-; so that the player appears to move relative to them
- ld hl,$c114
- ld a,[$d4e1] ; number of sprites
- and a ; are there any sprites?
- jr z,.done
- ld e,a
-.spriteShiftLoop
- ld a,[hl]
- sub b
- ld [hli],a
- inc l
- ld a,[hl]
- sub c
- ld [hl],a
- ld a,$0e
- add l
- ld l,a
- dec e
- jr nz,.spriteShiftLoop
-.done
- ret
-
-; the following four functions are used to move the pointer to the upper left
-; corner of the tile block map in the direction of motion
-
-MoveTileBlockMapPointerEast:: ; 0e65 (0:0e65)
- ld a,[de]
- add a,$01
- ld [de],a
- ret nc
- inc de
- ld a,[de]
- inc a
- ld [de],a
- ret
-
-MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f)
- ld a,[de]
- sub a,$01
- ld [de],a
- ret nc
- inc de
- ld a,[de]
- dec a
- ld [de],a
- ret
-
-MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79)
- add a,$06
- ld b,a
- ld a,[de]
- add b
- ld [de],a
- ret nc
- inc de
- ld a,[de]
- inc a
- ld [de],a
- ret
-
-MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85)
- add a,$06
- ld b,a
- ld a,[de]
- sub b
- ld [de],a
- ret nc
- inc de
- ld a,[de]
- dec a
- ld [de],a
- ret
-
-; the following 6 functions are used to tell the V-blank handler to redraw
-; the portion of the map that was newly exposed due to the player's movement
-
-ScheduleNorthRowRedraw:: ; 0e91 (0:0e91)
- FuncCoord 0, 0
- ld hl,Coord
- call ScheduleRowRedrawHelper
- ld a,[$d526]
- ld [H_SCREENEDGEREDRAWADDR],a
- ld a,[$d527]
- ld [H_SCREENEDGEREDRAWADDR + 1],a
- ld a,REDRAWROW
- ld [H_SCREENEDGEREDRAW],a
- ret
-
-ScheduleRowRedrawHelper:: ; 0ea6 (0:0ea6)
- ld de,wScreenEdgeTiles
- ld c,$28
-.loop
- ld a,[hli]
- ld [de],a
- inc de
- dec c
- jr nz,.loop
- ret
-
-ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2)
- FuncCoord 0,16
- ld hl,Coord
- call ScheduleRowRedrawHelper
- ld a,[$d526]
- ld l,a
- ld a,[$d527]
- ld h,a
- ld bc,$0200
- add hl,bc
- ld a,h
- and a,$03
- or a,$98
- ld [H_SCREENEDGEREDRAWADDR + 1],a
- ld a,l
- ld [H_SCREENEDGEREDRAWADDR],a
- ld a,REDRAWROW
- ld [H_SCREENEDGEREDRAW],a
- ret
-
-ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3)
- FuncCoord 18,0
- ld hl,Coord
- call ScheduleColumnRedrawHelper
- ld a,[$d526]
- ld c,a
- and a,$e0
- ld b,a
- ld a,c
- add a,18
- and a,$1f
- or b
- ld [H_SCREENEDGEREDRAWADDR],a
- ld a,[$d527]
- ld [H_SCREENEDGEREDRAWADDR + 1],a
- ld a,REDRAWCOL
- ld [H_SCREENEDGEREDRAW],a
- ret
-
-ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2)
- ld de,wScreenEdgeTiles
- ld c,$12
-.loop
- ld a,[hli]
- ld [de],a
- inc de
- ld a,[hl]
- ld [de],a
- inc de
- ld a,19
- add l
- ld l,a
- jr nc,.noCarry
- inc h
-.noCarry
- dec c
- jr nz,.loop
- ret
-
-ScheduleWestColumnRedraw:: ; 0f08 (0:0f08)
- FuncCoord 0,0
- ld hl,Coord
- call ScheduleColumnRedrawHelper
- ld a,[$d526]
- ld [H_SCREENEDGEREDRAWADDR],a
- ld a,[$d527]
- ld [H_SCREENEDGEREDRAWADDR + 1],a
- ld a,REDRAWCOL
- ld [H_SCREENEDGEREDRAW],a
- ret
-
-; function to write the tiles that make up a tile block to memory
-; Input: c = tile block ID, hl = destination address
-DrawTileBlock:: ; 0f1d (0:0f1d)
- push hl
- ld a,[$d52c] ; pointer to tiles
- ld l,a
- ld a,[$d52d]
- ld h,a
- ld a,c
- swap a
- ld b,a
- and a,$f0
- ld c,a
- ld a,b
- and a,$0f
- ld b,a ; bc = tile block ID * 0x10
- add hl,bc
- ld d,h
- ld e,l ; de = address of the tile block's tiles
- pop hl
- ld c,$04 ; 4 loop iterations
-.loop ; each loop iteration, write 4 tile numbers
- push bc
- ld a,[de]
- ld [hli],a
- inc de
- ld a,[de]
- ld [hli],a
- inc de
- ld a,[de]
- ld [hli],a
- inc de
- ld a,[de]
- ld [hl],a
- inc de
- ld bc,$0015
- add hl,bc
- pop bc
- dec c
- jr nz,.loop
- ret
-
-; function to update joypad state and simulate button presses
-GetJoypadStateOverworld:: ; 0f4d (0:0f4d)
- xor a
- ld [$c103],a
- ld [$c105],a
- call RunMapScript
- call GetJoypadState
- ld a,[W_FLAGS_D733]
- bit 3,a ; check if a trainer wants a challenge
- jr nz,.notForcedDownwards
- ld a,[W_CURMAP]
- cp a,ROUTE_17 ; Cycling Road
- jr nz,.notForcedDownwards
- ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state
- and a,%11110011 ; bit mask for all directions and A/B
- jr nz,.notForcedDownwards
- ld a,%10000000 ; down pressed
- ld [H_CURRENTPRESSEDBUTTONS],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press
-.notForcedDownwards
- ld a,[$d730]
- bit 7,a
- ret z
-; if simulating button presses
- ld a,[H_CURRENTPRESSEDBUTTONS] ; current joypad state
- ld b,a
- ld a,[$cd3b] ; bit mask for button presses that override simulated ones
- and b
- ret nz ; return if the simulated button presses are overridden
- ld hl,$cd38 ; index of current simulated button press
- dec [hl]
- ld a,[hl]
- cp a,$ff
- jr z,.doneSimulating ; if the end of the simulated button presses has been reached
- ld hl,$ccd3 ; base address of simulated button presses
-; add offset to base address
- add l
- ld l,a
- jr nc,.noCarry
- inc h
-.noCarry
- ld a,[hl]
- ld [H_CURRENTPRESSEDBUTTONS],a ; store simulated button press in joypad state
- and a
- ret nz
- ld [H_NEWLYPRESSEDBUTTONS],a
- ld [H_NEWLYRELEASEDBUTTONS],a
- ret
-; if done simulating button presses
-.doneSimulating
- xor a
- ld [$cd3a],a
- ld [$cd38],a
- ld [$ccd3],a
- ld [wJoypadForbiddenButtonsMask],a
- ld [H_CURRENTPRESSEDBUTTONS],a
- ld hl,$d736
- ld a,[hl]
- and a,$f8
- ld [hl],a
- ld hl,$d730
- res 7,[hl]
- ret
-
-; function to check the tile ahead to determine if the character should get on land or keep surfing
-; sets carry if there is a collision and clears carry otherwise
-; It seems that this function has a bug in it, but due to luck, it doesn't
-; show up. After detecting a sprite collision, it jumps to the code that
-; checks if the next tile is passable instead of just directly jumping to the
-; "collision detected" code. However, it doesn't store the next tile in c,
-; so the old value of c is used. 2429 is always called before this function,
-; and 2429 always sets c to 0xF0. There is no 0xF0 background tile, so it
-; is considered impassable and it is detected as a collision.
-CollisionCheckOnWater:: ; 0fb7 (0:0fb7)
- ld a,[$d730]
- bit 7,a
- jp nz,.noCollision ; return and clear carry if button presses are being simulated
- ld a,[$d52a] ; the direction that the player is trying to go in
- ld d,a
- ld a,[$c10c] ; the player sprite's collision data (bit field) (set in the sprite movement code)
- and d ; check if a sprite is in the direction the player is trying to go
- jr nz,.checkIfNextTileIsPassable ; bug?
- ld hl,TilePairCollisionsWater
- call CheckForJumpingAndTilePairCollisions
- jr c,.collision
- ld a,$35
- call Predef ; get tile in front of player (puts it in c and [$CFC6])
- ld a,[$cfc6] ; tile in front of player
- cp a,$14 ; water tile
- jr z,.noCollision ; keep surfing if it's a water tile
- cp a,$32 ; either the left tile of the S.S. Anne boarding platform or the tile on eastern coastlines (depending on the current tileset)
- jr z,.checkIfVermilionDockTileset
- cp a,$48 ; tile on right on coast lines in Safari Zone
- jr z,.noCollision ; keep surfing
-; check if the [land] tile in front of the player is passable
-.checkIfNextTileIsPassable
- ld hl,$d530 ; pointer to list of passable tiles
- ld a,[hli]
- ld h,[hl]
- ld l,a
-.loop
- ld a,[hli]
- cp a,$ff
- jr z,.collision
- cp c
- jr z,.stopSurfing ; stop surfing if the tile is passable
- jr .loop
-.collision
- ld a,[$c02a]
- cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing
- jr z,.setCarry
- ld a,(SFX_02_5b - SFX_Headers_02) / 3
- call PlaySound ; play collision sound (if it's not already playing)
-.setCarry
- scf
- jr .done
-.noCollision
- and a
-.done
- ret
-.stopSurfing
- xor a
- ld [$d700],a
- call LoadPlayerSpriteGraphics
- call Func_2307
- jr .noCollision
-.checkIfVermilionDockTileset
- ld a, [W_CURMAPTILESET] ; tileset
- cp SHIP_PORT ; Vermilion Dock tileset
- jr nz, .noCollision ; keep surfing if it's not the boarding platform tile
- jr .stopSurfing ; if it is the boarding platform tile, stop surfing
-
-; function to run the current map's script
-RunMapScript:: ; 101b (0:101b)
- push hl
- push de
- push bc
- callba Func_f225 ; check if the player is pushing a boulder
- ld a,[wFlags_0xcd60]
- bit 1,a ; is the player pushing a boulder?
- jr z,.afterBoulderEffect
- callba Func_f2b5 ; displays dust effect when pushing a boulder
-.afterBoulderEffect
- pop bc
- pop de
- pop hl
- call Func_310e
- ld a,[W_CURMAP] ; current map number
- call SwitchToMapRomBank ; change to the ROM bank the map's data is in
- ld hl,W_MAPSCRIPTPTR
- ld a,[hli]
- ld h,[hl]
- ld l,a
- ld de,.return
- push de
- jp [hl] ; jump to script
-.return
- ret
-
-LoadWalkingPlayerSpriteGraphics:: ; 104d (0:104d)
- ld de,RedSprite ; $4180
- ld hl,$8000
- jr LoadPlayerSpriteGraphicsCommon
-
-LoadSurfingPlayerSpriteGraphics:: ; 1055 (0:1055)
- ld de,SeelSprite
- ld hl,$8000
- jr LoadPlayerSpriteGraphicsCommon
-
-LoadBikePlayerSpriteGraphics:: ; 105d (0:105d)
- ld de,RedCyclingSprite
- ld hl,$8000
-
-LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063)
- push de
- push hl
- ld bc,(BANK(RedSprite) << 8) + $0c
- call CopyVideoData
- pop hl
- pop de
- ld a,$c0
- add e
- ld e,a
- jr nc,.noCarry
- inc d
-.noCarry
- set 3,h
- ld bc,$050c
- jp CopyVideoData
-
-; function to load data from the map header
-LoadMapHeader:: ; 107c (0:107c)
- callba Func_f113
- ld a,[W_CURMAPTILESET]
- ld [$d119],a
- ld a,[W_CURMAP]
- call SwitchToMapRomBank
- ld a,[W_CURMAPTILESET]
- ld b,a
- res 7,a
- ld [W_CURMAPTILESET],a
- ld [$ff8b],a
- bit 7,b
- ret nz
- ld hl,MapHeaderPointers
- ld a,[W_CURMAP]
- sla a
- jr nc,.noCarry1
- inc h
-.noCarry1
- add l
- ld l,a
- jr nc,.noCarry2
- inc h
-.noCarry2
- ld a,[hli]
- ld h,[hl]
- ld l,a ; hl = base of map header
-; copy the first 10 bytes (the fixed area) of the map data to D367-D370
- ld de,$d367
- ld c,$0a
-.copyFixedHeaderLoop
- ld a,[hli]
- ld [de],a
- inc de
- dec c
- jr nz,.copyFixedHeaderLoop
-; initialize all the connected maps to disabled at first, before loading the actual values
- ld a,$ff
- ld [$d371],a
- ld [$d37c],a
- ld [$d387],a
- ld [$d392],a
-; copy connection data (if any) to WRAM
- ld a,[W_MAPCONNECTIONS]
- ld b,a
-.checkNorth
- bit 3,b
- jr z,.checkSouth
- ld de,W_MAPCONN1PTR
- call CopyMapConnectionHeader
-.checkSouth
- bit 2,b
- jr z,.checkWest
- ld de,W_MAPCONN2PTR
- call CopyMapConnectionHeader
-.checkWest
- bit 1,b
- jr z,.checkEast
- ld de,W_MAPCONN3PTR
- call CopyMapConnectionHeader
-.checkEast
- bit 0,b
- jr z,.getObjectDataPointer
- ld de,W_MAPCONN4PTR
- call CopyMapConnectionHeader
-.getObjectDataPointer
- ld a,[hli]
- ld [$d3a9],a
- ld a,[hli]
- ld [$d3aa],a
- push hl
- ld a,[$d3a9]
- ld l,a
- ld a,[$d3aa]
- ld h,a ; hl = base of object data
- ld de,$d3ad ; background tile ID
- ld a,[hli]
- ld [de],a ; save background tile ID
-.loadWarpData
- ld a,[hli] ; number of warps
- ld [$d3ae],a ; save the number of warps
- and a ; are there any warps?
- jr z,.loadSignData ; if not, skip this
- ld c,a
- ld de,$d3af ; base address of warps
-.warpLoop ; one warp per loop iteration
- ld b,$04
-.warpInnerLoop
- ld a,[hli]
- ld [de],a
- inc de
- dec b
- jr nz,.warpInnerLoop
- dec c
- jr nz,.warpLoop
-.loadSignData
- ld a,[hli] ; number of signs
- ld [$d4b0],a ; save the number of signs
- and a ; are there any signs?
- jr z,.loadSpriteData ; if not, skip this
- ld c,a
- ld de,$d4d1 ; base address of sign text IDs
- ld a,d
- ld [$ff95],a
- ld a,e
- ld [$ff96],a
- ld de,$d4b1 ; base address of sign coordinates
-.signLoop
- ld a,[hli]
- ld [de],a
- inc de
- ld a,[hli]
- ld [de],a
- inc de
- push de
- ld a,[$ff95]
- ld d,a
- ld a,[$ff96]
- ld e,a
- ld a,[hli]
- ld [de],a
- inc de
- ld a,d
- ld [$ff95],a
- ld a,e
- ld [$ff96],a
- pop de
- dec c
- jr nz,.signLoop
-.loadSpriteData
- ld a,[$d72e]
- bit 5,a ; did a battle happen immediately before this?
- jp nz,.finishUp ; if so, skip this because battles don't destroy this data
- ld a,[hli]
- ld [$d4e1],a ; save the number of sprites
- push hl
-; zero C110-C1FF and C210-C2FF
- ld hl,$c110
- ld de,$c210
- xor a
- ld b,$f0
-.zeroSpriteDataLoop
- ld [hli],a
- ld [de],a
- inc e
- dec b
- jr nz,.zeroSpriteDataLoop
-; initialize all C100-C1FF sprite entries to disabled (other than player's)
- ld hl,$c112
- ld de,$0010
- ld c,$0f
-.disableSpriteEntriesLoop
- ld [hl],$ff
- add hl,de
- dec c
- jr nz,.disableSpriteEntriesLoop
- pop hl
- ld de,$c110
- ld a,[$d4e1] ; number of sprites
- and a ; are there any sprites?
- jp z,.finishUp ; if there are no sprites, skip the rest
- ld b,a
- ld c,$00
-.loadSpriteLoop
- ld a,[hli]
- ld [de],a ; store picture ID at C1X0
- inc d
- ld a,$04
- add e
- ld e,a
- ld a,[hli]
- ld [de],a ; store Y position at C2X4
- inc e
- ld a,[hli]
- ld [de],a ; store X position at C2X5
- inc e
- ld a,[hli]
- ld [de],a ; store movement byte 1 at C2X6
- ld a,[hli]
- ld [$ff8d],a ; save movement byte 2
- ld a,[hli]
- ld [$ff8e],a ; save text ID and flags byte
- push bc
- push hl
- ld b,$00
- ld hl,W_MAPSPRITEDATA
- add hl,bc
- ld a,[$ff8d]
- ld [hli],a ; store movement byte 2 in byte 0 of sprite entry
- ld a,[$ff8e]
- ld [hl],a ; this appears pointless, since the value is overwritten immediately after
- ld a,[$ff8e]
- ld [$ff8d],a
- and a,$3f
- ld [hl],a ; store text ID in byte 1 of sprite entry
- pop hl
- ld a,[$ff8d]
- bit 6,a
- jr nz,.trainerSprite
- bit 7,a
- jr nz,.itemBallSprite
- jr .regularSprite
-.trainerSprite
- ld a,[hli]
- ld [$ff8d],a ; save trainer class
- ld a,[hli]
- ld [$ff8e],a ; save trainer number (within class)
- push hl
- ld hl,W_MAPSPRITEEXTRADATA
- add hl,bc
- ld a,[$ff8d]
- ld [hli],a ; store trainer class in byte 0 of the entry
- ld a,[$ff8e]
- ld [hl],a ; store trainer number in byte 1 of the entry
- pop hl
- jr .nextSprite
-.itemBallSprite
- ld a,[hli]
- ld [$ff8d],a ; save item number
- push hl
- ld hl,W_MAPSPRITEEXTRADATA
- add hl,bc
- ld a,[$ff8d]
- ld [hli],a ; store item number in byte 0 of the entry
- xor a
- ld [hl],a ; zero byte 1, since it is not used
- pop hl
- jr .nextSprite
-.regularSprite
- push hl
- ld hl,W_MAPSPRITEEXTRADATA
- add hl,bc
-; zero both bytes, since regular sprites don't use this extra space
- xor a
- ld [hli],a
- ld [hl],a
- pop hl
-.nextSprite
- pop bc
- dec d
- ld a,$0a
- add e
- ld e,a
- inc c
- inc c
- dec b
- jp nz,.loadSpriteLoop
-.finishUp
- ld a,$19
- call Predef ; load tileset data
- callab LoadWildData ; load wild pokemon data
- pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose)
- ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks
- add a ; double it
- ld [$d524],a ; store map height in 2x2 tile blocks
- ld a,[W_CURMAPWIDTH] ; map width in 4x4 tile blocks
- add a ; double it
- ld [$d525],a ; map width in 2x2 tile blocks
- ld a,[W_CURMAP]
- ld c,a
- ld b,$00
- ld a,[H_LOADEDROMBANK]
- push af
- ld a, BANK(MapSongBanks)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ld hl, MapSongBanks
- add hl,bc
- add hl,bc
- ld a,[hli]
- ld [$d35b],a ; music 1
- ld a,[hl]
- ld [$d35c],a ; music 2
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; function to copy map connection data from ROM to WRAM
-; Input: hl = source, de = destination
-CopyMapConnectionHeader:: ; 1238 (0:1238)
- ld c,$0b
-.loop
- ld a,[hli]
- ld [de],a
- inc de
- dec c
- jr nz,.loop
- ret
-
-; function to load map data
-LoadMapData:: ; 1241 (0:1241)
- ld a,[H_LOADEDROMBANK]
- push af
- call DisableLCD
- ld a,$98
- ld [$d527],a
- xor a
- ld [$d526],a
- ld [$ffaf],a
- ld [$ffae],a
- ld [wWalkCounter],a
- ld [$d119],a
- ld [$d11a],a
- ld [$d3a8],a
- call LoadTextBoxTilePatterns
- call LoadMapHeader
- callba InitMapSprites ; load tile pattern data for sprites
- call LoadTileBlockMap
- call LoadTilesetTilePatternData
- call LoadCurrentMapView
-; copy current map view to VRAM
- ld hl,wTileMap
- ld de,$9800
- ld b,$12
-.vramCopyLoop
- ld c,$14
-.vramCopyInnerLoop
- ld a,[hli]
- ld [de],a
- inc e
- dec c
- jr nz,.vramCopyInnerLoop
- ld a,$0c
- add e
- ld e,a
- jr nc,.noCarry
- inc d
-.noCarry
- dec b
- jr nz,.vramCopyLoop
- ld a,$01
- ld [$cfcb],a
- call EnableLCD
- ld b,$09
- call GoPAL_SET
- call LoadPlayerSpriteGraphics
- ld a,[$d732]
- and a,$18 ; did the player fly or teleport in?
- jr nz,.restoreRomBank
- ld a,[W_FLAGS_D733]
- bit 1,a
- jr nz,.restoreRomBank
- call Func_235f ; music related
- call Func_2312 ; music related
-.restoreRomBank
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; function to switch to the ROM bank that a map is stored in
-; Input: a = map number
-SwitchToMapRomBank:: ; 12bc (0:12bc)
- push hl
- push bc
- ld c,a
- ld b,$00
- ld a,Bank(MapHeaderBanks)
- call BankswitchHome ; switch to ROM bank 3
- ld hl,MapHeaderBanks
- add hl,bc
- ld a,[hl]
- ld [$ffe8],a ; save map ROM bank
- call BankswitchBack
- ld a,[$ffe8]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a ; switch to map ROM bank
- pop bc
- pop hl
- ret
-
-Func_12da:: ; 12da (0:12da)
- ld a, $1e
- ld [$d13a], a
- ld hl, $d730
- ld a, [hl]
- or $26
- ld [hl], a
- ret
-
-Func_12e7:: ; 12e7 (0:12e7)
- ld hl, $d728
- res 0, [hl]
- ret
-
-ForceBikeOrSurf:: ; 12ed (0:12ed)
- ld b, BANK(RedSprite)
- ld hl, LoadPlayerSpriteGraphics
- call Bankswitch
- jp Func_2307 ; update map/player state?
-
-; this is used to check if the player wants to interrupt the opening sequence at several points
-; XXX is this used anywhere else?
-; INPUT:
-; c = number of frames to wait
-; sets carry if Up+Select+B, Start, or A is pressed within c frames
-; unsets carry otherwise
-CheckForUserInterruption:: ; 12f8 (0:12f8)
- call DelayFrame
- push bc
- call GetJoypadStateLowSensitivity
- pop bc
- ld a,[H_CURRENTPRESSEDBUTTONS] ; currently pressed buttons
- cp a,%01000110 ; Up, Select button, B button
- jr z,.setCarry ; if all three keys are pressed
- ld a,[$ffb5] ; either newly pressed buttons or currently pressed buttons at low sampling rate
- and a,%00001001 ; Start button, A button
- jr nz,.setCarry ; if either key is pressed
- dec c
- jr nz,CheckForUserInterruption
-.unsetCarry
- and a
- ret
-.setCarry
- scf
- ret
-
-; function to load position data for destination warp when switching maps
-; INPUT:
-; a = ID of destination warp within destination map
-LoadDestinationWarpPosition:: ; 1313 (0:1313)
- ld b,a
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,[wPredefParentBank]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ld a,b
- add a
- add a
- ld c,a
- ld b,0
- add hl,bc
- ld bc,4
- ld de,$d35f
- call CopyData
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; INPUT:
-; c: if nonzero, show at least a sliver of health
-; d = number of HP bar sections (normally 6)
-; e = health (in eighths of bar sections) (normally out of 48)
-DrawHPBar:: ; 1336 (0:1336)
- push hl
- push de
- push bc
- ld a,$71 ; left of HP bar tile 1
- ld [hli],a
- ld a,$62 ; left of HP bar tile 2
- ld [hli],a
- push hl
- ld a,$63 ; empty bar section tile
-.drawEmptyBarLoop
- ld [hli],a
- dec d
- jr nz,.drawEmptyBarLoop
- ld a,[$cf94]
- dec a ; what should the right of HP bar tile be?
- ld a,$6d ; right of HP bar tile, in status screen and battles
- jr z,.writeTile
- dec a ; right of HP bar tile, in pokemon menu
-.writeTile
- ld [hl],a
- pop hl
- ld a,e
- and a ; is there enough health to show up on the HP bar?
- jr nz,.loop ; if so, draw the HP bar
- ld a,c
- and a ; should a sliver of health be shown no matter what?
- jr z,.done
- ld e,1 ; if so, fill one eighth of a bar section
-; loop to draw every full bar section
-.loop
- ld a,e
- sub a,8
- jr c,.drawPartialBarSection
- ld e,a
- ld a,$6b ; filled bar section tile
- ld [hli],a
- ld a,e
- and a
- jr z,.done
- jr .loop
-; draws a partial bar section at the end (if necessary)
-; there are 7 possible partial bar sections from 1/8 to 7/8 full
-.drawPartialBarSection
- ld a,$63 ; empty bar section tile
- add e ; add e to get the appropriate partial bar section tile
- ld [hl],a ; write the tile
-.done
- pop bc
- pop de
- pop hl
- ret
-
-; loads pokemon data from one of multiple sources to $cf98
-; loads base stats to $d0b8
-; INPUT:
-; [$cf92] = index of pokemon within party/box
-; [$cc49] = source
-; 00: player's party
-; 01: enemy's party
-; 02: current box
-; 03: daycare
-; OUTPUT:
-; [$cf91] = pokemon ID
-; $cf98 = base address of pokemon data
-; $d0b8 = base address of base stats
-LoadMonData:: ; 1372 (0:1372)
- ld hl,LoadMonData_
- ld b,BANK(LoadMonData_)
- jp Bankswitch
-
-; writes c to $d0dc+b
-Func_137a:: ; 137a (0:137a)
- ld hl, $d0dc
- ld e, b
- ld d, $0
- add hl, de
- ld a, c
- ld [hl], a
- ret
-
-LoadFlippedFrontSpriteByMonIndex:: ; 1384 (0:1384)
- ld a, $1
- ld [W_SPRITEFLIPPED], a
-
-LoadFrontSpriteByMonIndex:: ; 1389 (0:1389)
- push hl
- ld a, [$d11e]
- push af
- ld a, [$cf91]
- ld [$d11e], a
- ld a, $3a
- call Predef ; indirect jump to IndexToPokedex (41010 (10:5010))
- ld hl, $d11e
- ld a, [hl]
- pop bc
- ld [hl], b
- and a
- pop hl
- jr z, .invalidDexNumber ; dex #0 invalid
- cp 151 + 1
- jr c, .validDexNumber ; dex >#151 invalid
-.invalidDexNumber
- ld a, RHYDON ; $1
- ld [$cf91], a
- ret
-.validDexNumber
- push hl
- ld de, $9000
- call LoadMonFrontSprite
- pop hl
- ld a, [H_LOADEDROMBANK]
- push af
- ld a, Bank(asm_3f0d0)
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- xor a
- ld [$ffe1], a
- call asm_3f0d0
- xor a
- ld [W_SPRITEFLIPPED], a
- pop af
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ret
-
-; plays the cry of a pokemon
-; INPUT:
-; a = pokemon ID
-PlayCry:: ; 13d0 (0:13d0)
- call GetCryData
- call PlaySound ; play cry
- jp WaitForSoundToFinish ; wait for sound to be done playing
-
-; gets a pokemon's cry data
-; INPUT:
-; a = pokemon ID
-GetCryData:: ; 13d9 (0:13d9)
- dec a
- ld c,a
- ld b,0
- ld hl,CryData
- add hl,bc
- add hl,bc
- add hl,bc
- ld a,Bank(CryData)
- call BankswitchHome
- ld a,[hli]
- ld b,a
- ld a,[hli]
- ld [$c0f1],a
- ld a,[hl]
- ld [$c0f2],a
- call BankswitchBack
- ld a,b ; a = cryID
- ld c,$14 ; base sound ID for pokemon cries
- rlca
- add b ; a = cryID * 3
- add c ; a = $14 + cryID * 3
- ret
-
-DisplayPartyMenu:: ; 13fc (0:13fc)
- ld a,[$ffd7]
- push af
- xor a
- ld [$ffd7],a
- call GBPalWhiteOutWithDelay3
- call ClearSprites
- call PartyMenuInit
- call DrawPartyMenu
- jp HandlePartyMenuInput
-
-GoBackToPartyMenu:: ; 1411 (0:1411)
- ld a,[$ffd7]
- push af
- xor a
- ld [$ffd7],a
- call PartyMenuInit
- call RedrawPartyMenu
- jp HandlePartyMenuInput
-
-PartyMenuInit:: ; 1420 (0:1420)
- ld a,$01
- call BankswitchHome
- call LoadHpBarAndStatusTilePatterns
- ld hl,$d730
- set 6,[hl] ; turn off letter printing delay
- xor a
- ld [$cc49],a
- ld [$cc37],a
- ld hl,wTopMenuItemY
- inc a
- ld [hli],a ; top menu item Y
- xor a
- ld [hli],a ; top menu item X
- ld a,[$cc2b]
- push af
- ld [hli],a ; current menu item ID
- inc hl
- ld a,[W_NUMINPARTY]
- and a ; are there more than 0 pokemon in the party?
- jr z,.storeMaxMenuItemID
- dec a
-; if party is not empty, the max menu item ID is ([W_NUMINPARTY] - 1)
-; otherwise, it is 0
-.storeMaxMenuItemID
- ld [hli],a ; max menu item ID
- ld a,[$d11f]
- and a
- ld a,%00000011 ; A button and B button
- jr z,.next
- xor a
- ld [$d11f],a
- inc a
-.next
- ld [hli],a ; menu watched keys
- pop af
- ld [hl],a ; old menu item ID
- ret
-
-HandlePartyMenuInput:: ; 145a (0:145a)
- ld a,1
- ld [$cc4a],a
- ld a,$40
- ld [$d09b],a
- call HandleMenuInputPokemonSelection
- call PlaceUnfilledArrowMenuCursor
- ld b,a
- xor a
- ld [$d09b],a
- ld a,[wCurrentMenuItem]
- ld [$cc2b],a
- ld hl,$d730
- res 6,[hl] ; turn on letter printing delay
- ld a,[$cc35]
- and a
- jp nz,.swappingPokemon
- pop af
- ld [$ffd7],a
- bit 1,b
- jr nz,.noPokemonChosen
- ld a,[W_NUMINPARTY]
- and a
- jr z,.noPokemonChosen
- ld a,[wCurrentMenuItem]
- ld [wWhichPokemon],a
- ld hl,W_PARTYMON1
- ld b,0
- ld c,a
- add hl,bc
- ld a,[hl]
- ld [$cf91],a
- ld [$cfd9],a
- call BankswitchBack
- and a
- ret
-.noPokemonChosen
- call BankswitchBack
- scf
- ret
-.swappingPokemon
- bit 1,b ; was the B button pressed?
- jr z,.handleSwap ; if not, handle swapping the pokemon
-.cancelSwap ; if the B button was pressed
- callba ErasePartyMenuCursors
- xor a
- ld [$cc35],a
- ld [$d07d],a
- call RedrawPartyMenu
- jr HandlePartyMenuInput
-.handleSwap
- ld a,[wCurrentMenuItem]
- ld [wWhichPokemon],a
- callba SwitchPartyMon
- jr HandlePartyMenuInput
-
-DrawPartyMenu:: ; 14d4 (0:14d4)
- ld hl, DrawPartyMenu_
- jr DrawPartyMenuCommon
-
-RedrawPartyMenu:: ; 14d9 (0:14d9)
- ld hl, RedrawPartyMenu_
-
-DrawPartyMenuCommon:: ; 14dc (0:14dc)
- ld b, BANK(RedrawPartyMenu_)
- jp Bankswitch
-
-; prints a pokemon's status condition
-; INPUT:
-; de = address of status condition
-; hl = destination address
-PrintStatusCondition:: ; 14e1 (0:14e1)
- push de
- dec de
- dec de ; de = address of current HP
- ld a,[de]
- ld b,a
- dec de
- ld a,[de]
- or b ; is the pokemon's HP zero?
- pop de
- jr nz,PrintStatusConditionNotFainted
-; if the pokemon's HP is 0, print "FNT"
- ld a,"F"
- ld [hli],a
- ld a,"N"
- ld [hli],a
- ld [hl],"T"
- and a
- ret
-PrintStatusConditionNotFainted ; 14f6
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,BANK(PrintStatusAilment)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- call PrintStatusAilment ; print status condition
- pop bc
- ld a,b
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; function to print pokemon level, leaving off the ":L" if the level is at least 100
-; INPUT:
-; hl = destination address
-; [$cfb9] = level
-PrintLevel:: ; 150b (0:150b)
- ld a,$6e ; ":L" tile ID
- ld [hli],a
- ld c,2 ; number of digits
- ld a,[$cfb9] ; level
- cp a,100
- jr c,PrintLevelCommon
-; if level at least 100, write over the ":L" tile
- dec hl
- inc c ; increment number of digits to 3
- jr PrintLevelCommon
-
-; prints the level without leaving off ":L" regardless of level
-; INPUT:
-; hl = destination address
-; [$cfb9] = level
-PrintLevelFull:: ; 151b (0:151b)
- ld a,$6e ; ":L" tile ID
- ld [hli],a
- ld c,3 ; number of digits
- ld a,[$cfb9] ; level
-
-PrintLevelCommon:: ; 1523 (0:1523)
- ld [$d11e],a
- ld de,$d11e
- ld b,$41 ; no leading zeroes, left-aligned, one byte
- jp PrintNumber
-
-Func_152e:: ; 152e (0:152e)
- ld hl,$d0dc
- ld c,a
- ld b,0
- add hl,bc
- ld a,[hl]
- ret
-
-; copies the base stat data of a pokemon to $D0B8 (W_MONHEADER)
-; INPUT:
-; [$D0B5] = pokemon ID
-GetMonHeader:: ; 1537 (0:1537)
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,BANK(BaseStats)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- push bc
- push de
- push hl
- ld a,[$d11e]
- push af
- ld a,[$d0b5]
- ld [$d11e],a
- ld de,FossilKabutopsPic
- ld b,$66 ; size of Kabutops fossil and Ghost sprites
- cp a,FOSSIL_KABUTOPS ; Kabutops fossil
- jr z,.specialID
- ld de,GhostPic
- cp a,MON_GHOST ; Ghost
- jr z,.specialID
- ld de,FossilAerodactylPic
- ld b,$77 ; size of Aerodactyl fossil sprite
- cp a,FOSSIL_AERODACTYL ; Aerodactyl fossil
- jr z,.specialID
- cp a,MEW
- jr z,.mew
- ld a,$3a
- call Predef ; convert pokemon ID in [$D11E] to pokedex number
- ld a,[$d11e]
- dec a
- ld bc,28
- ld hl,BaseStats
- call AddNTimes
- ld de,W_MONHEADER
- ld bc,28
- call CopyData
- jr .done
-.specialID
- ld hl,W_MONHSPRITEDIM
- ld [hl],b ; write sprite dimensions
- inc hl
- ld [hl],e ; write front sprite pointer
- inc hl
- ld [hl],d
- jr .done
-.mew
- ld hl,MewBaseStats
- ld de,W_MONHEADER
- ld bc,28
- ld a,BANK(MewBaseStats)
- call FarCopyData
-.done
- ld a,[$d0b5]
- ld [$d0b8],a
- pop af
- ld [$d11e],a
- pop hl
- pop de
- pop bc
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; copy party pokemon's name to $CD6D
-GetPartyMonName2:: ; 15b4 (0:15b4)
- ld a,[wWhichPokemon] ; index within party
- ld hl,W_PARTYMON1NAME
-
-; this is called more often
-GetPartyMonName:: ; 15ba (0:15ba)
- push hl
- push bc
- call SkipFixedLengthTextEntries ; add 11 to hl, a times
- ld de,$cd6d
- push de
- ld bc,11
- call CopyData
- pop de
- pop bc
- pop hl
- ret
-
-; function to print a BCD (Binary-coded decimal) number
-; de = address of BCD number
-; hl = destination address
-; c = flags and length
-; bit 7: if set, do not print leading zeroes
-; if unset, print leading zeroes
-; bit 6: if set, left-align the string (do not pad empty digits with spaces)
-; if unset, right-align the string
-; bit 5: if set, print currency symbol at the beginning of the string
-; if unset, do not print the currency symbol
-; bits 0-4: length of BCD number in bytes
-; Note that bits 5 and 7 are modified during execution. The above reflects
-; their meaning at the beginning of the functions's execution.
-PrintBCDNumber:: ; 15cd (0:15cd)
- ld b,c ; save flags in b
- res 7,c
- res 6,c
- res 5,c ; c now holds the length
- bit 5,b
- jr z,.loop
- bit 7,b
- jr nz,.loop
- ld [hl],"¥"
- inc hl
-.loop
- ld a,[de]
- swap a
- call PrintBCDDigit ; print upper digit
- ld a,[de]
- call PrintBCDDigit ; print lower digit
- inc de
- dec c
- jr nz,.loop
- bit 7,b ; were any non-zero digits printed?
- jr z,.done ; if so, we are done
-.numberEqualsZero ; if every digit of the BCD number is zero
- bit 6,b ; left or right alignment?
- jr nz,.skipRightAlignmentAdjustment
- dec hl ; if the string is right-aligned, it needs to be moved back one space
-.skipRightAlignmentAdjustment
- bit 5,b
- jr z,.skipCurrencySymbol
- ld [hl],"¥"
- inc hl
-.skipCurrencySymbol
- ld [hl],"0"
- call PrintLetterDelay
- inc hl
-.done
- ret
-
-PrintBCDDigit:: ; 1604 (0:1604)
- and a,%00001111
- and a
- jr z,.zeroDigit
-.nonzeroDigit
- bit 7,b ; have any non-space characters been printed?
- jr z,.outputDigit
-; if bit 7 is set, then no numbers have been printed yet
- bit 5,b ; print the currency symbol?
- jr z,.skipCurrencySymbol
- ld [hl],"¥"
- inc hl
- res 5,b
-.skipCurrencySymbol
- res 7,b ; unset 7 to indicate that a nonzero digit has been reached
-.outputDigit
- add a,"0"
- ld [hli],a
- jp PrintLetterDelay
-.zeroDigit
- bit 7,b ; either printing leading zeroes or already reached a nonzero digit?
- jr z,.outputDigit ; if so, print a zero digit
- bit 6,b ; left or right alignment?
- ret nz
- inc hl ; if right-aligned, "print" a space by advancing the pointer
- ret
-
-; uncompresses the front or back sprite of the specified mon
-; assumes the corresponding mon header is already loaded
-; hl contains offset to sprite pointer ($b for front or $d for back)
-UncompressMonSprite:: ; 1627 (0:1627)
- ld bc,W_MONHEADER
- add hl,bc
- ld a,[hli]
- ld [W_SPRITEINPUTPTR],a ; fetch sprite input pointer
- ld a,[hl]
- ld [W_SPRITEINPUTPTR+1],a
-; define (by index number) the bank that a pokemon's image is in
-; index = Mew, bank 1
-; index = Kabutops fossil, bank $B
-; index < $1F, bank 9
-; $1F ≤ index < $4A, bank $A
-; $4A ≤ index < $74, bank $B
-; $74 ≤ index < $99, bank $C
-; $99 ≤ index, bank $D
- ld a,[$CF91] ; XXX name for this ram location
- ld b,a
- cp MEW
- ld a,BANK(MewPicFront)
- jr z,.GotBank
- ld a,b
- cp FOSSIL_KABUTOPS
- ld a,BANK(FossilKabutopsPic)
- jr z,.GotBank
- ld a,b
- cp TANGELA + 1
- ld a,BANK(TangelaPicFront)
- jr c,.GotBank
- ld a,b
- cp MOLTRES + 1
- ld a,BANK(MoltresPicFront)
- jr c,.GotBank
- ld a,b
- cp BEEDRILL + 2
- ld a,BANK(BeedrillPicFront)
- jr c,.GotBank
- ld a,b
- cp STARMIE + 1
- ld a,BANK(StarmiePicFront)
- jr c,.GotBank
- ld a,BANK(VictreebelPicFront)
-.GotBank
- jp UncompressSpriteData
-
-; de: destination location
-LoadMonFrontSprite:: ; 1665 (0:1665)
- push de
- ld hl, W_MONHFRONTSPRITE - W_MONHEADER
- call UncompressMonSprite
- ld hl, W_MONHSPRITEDIM
- ld a, [hli]
- ld c, a
- pop de
- ; fall through
-
-; postprocesses uncompressed sprite chunks to a 2bpp sprite and loads it into video ram
-; calculates alignment parameters to place both sprite chunks in the center of the 7*7 tile sprite buffers
-; de: destination location
-; a,c: sprite dimensions (in tiles of 8x8 each)
-LoadUncompressedSpriteData:: ; 1672 (0:1672)
- push de
- and $f
- ld [H_SPRITEWIDTH], a ; each byte contains 8 pixels (in 1bpp), so tiles=bytes for width
- ld b, a
- ld a, $7
- sub b ; 7-w
- inc a ; 8-w
- srl a ; (8-w)/2 ; horizontal center (in tiles, rounded up)
- ld b, a
- add a
- add a
- add a
- sub b ; 7*((8-w)/2) ; skip for horizontal center (in tiles)
- ld [H_SPRITEOFFSET], a
- ld a, c
- swap a
- and $f
- ld b, a
- add a
- add a
- add a ; 8*tiles is height in bytes
- ld [H_SPRITEHEIGHT], a ; $ff8c
- ld a, $7
- sub b ; 7-h ; skip for vertical center (in tiles, relative to current column)
- ld b, a
- ld a, [H_SPRITEOFFSET]
- add b ; 7*((8-w)/2) + 7-h ; combined overall offset (in tiles)
- add a
- add a
- add a ; 8*(7*((8-w)/2) + 7-h) ; combined overall offset (in bytes)
- ld [H_SPRITEOFFSET], a
- xor a
- ld [$4000], a
- ld hl, S_SPRITEBUFFER0
- call ZeroSpriteBuffer ; zero buffer 0
- ld de, S_SPRITEBUFFER1
- ld hl, S_SPRITEBUFFER0
- call AlignSpriteDataCentered ; copy and align buffer 1 to 0 (containing the MSB of the 2bpp sprite)
- ld hl, S_SPRITEBUFFER1
- call ZeroSpriteBuffer ; zero buffer 1
- ld de, S_SPRITEBUFFER2
- ld hl, S_SPRITEBUFFER1
- call AlignSpriteDataCentered ; copy and align buffer 2 to 1 (containing the LSB of the 2bpp sprite)
- pop de
- jp InterlaceMergeSpriteBuffers
-
-; copies and aligns the sprite data properly inside the sprite buffer
-; sprite buffers are 7*7 tiles in size, the loaded sprite is centered within this area
-AlignSpriteDataCentered:: ; 16c2 (0:16c2)
- ld a, [H_SPRITEOFFSET]
- ld b, $0
- ld c, a
- add hl, bc
- ld a, [H_SPRITEWIDTH] ; $ff8b
-.columnLoop
- push af
- push hl
- ld a, [H_SPRITEHEIGHT] ; $ff8c
- ld c, a
-.columnInnerLoop
- ld a, [de]
- inc de
- ld [hli], a
- dec c
- jr nz, .columnInnerLoop
- pop hl
- ld bc, 7*8 ; 7 tiles
- add hl, bc ; advance one full column
- pop af
- dec a
- jr nz, .columnLoop
- ret
-
-; fills the sprite buffer (pointed to in hl) with zeros
-ZeroSpriteBuffer:: ; 16df (0:16df)
- ld bc, SPRITEBUFFERSIZE
-.nextByteLoop
- xor a
- ld [hli], a
- dec bc
- ld a, b
- or c
- jr nz, .nextByteLoop
- ret
-
-; combines the (7*7 tiles, 1bpp) sprite chunks in buffer 0 and 1 into a 2bpp sprite located in buffer 1 through 2
-; in the resulting sprite, the rows of the two source sprites are interlaced
-; de: output address
-InterlaceMergeSpriteBuffers:: ; 16ea (0:16ea)
- xor a
- ld [$4000], a
- push de
- ld hl, S_SPRITEBUFFER2 + (SPRITEBUFFERSIZE - 1) ; destination: end of buffer 2
- ld de, S_SPRITEBUFFER1 + (SPRITEBUFFERSIZE - 1) ; source 2: end of buffer 1
- ld bc, S_SPRITEBUFFER0 + (SPRITEBUFFERSIZE - 1) ; source 1: end of buffer 0
- ld a, SPRITEBUFFERSIZE/2 ; $c4
- ld [H_SPRITEINTERLACECOUNTER], a ; $ff8b
-.interlaceLoop
- ld a, [de]
- dec de
- ld [hld], a ; write byte of source 2
- ld a, [bc]
- dec bc
- ld [hld], a ; write byte of source 1
- ld a, [de]
- dec de
- ld [hld], a ; write byte of source 2
- ld a, [bc]
- dec bc
- ld [hld], a ; write byte of source 1
- ld a, [H_SPRITEINTERLACECOUNTER] ; $ff8b
- dec a
- ld [H_SPRITEINTERLACECOUNTER], a ; $ff8b
- jr nz, .interlaceLoop
- ld a, [W_SPRITEFLIPPED]
- and a
- jr z, .notFlipped
- ld bc, 2*SPRITEBUFFERSIZE
- ld hl, S_SPRITEBUFFER1
-.swapLoop
- swap [hl] ; if flipped swap nybbles in all bytes
- inc hl
- dec bc
- ld a, b
- or c
- jr nz, .swapLoop
-.notFlipped
- pop hl
- ld de, S_SPRITEBUFFER1
- ld c, (2*SPRITEBUFFERSIZE)/16 ; $31, number of 16 byte chunks to be copied
- ld a, [H_LOADEDROMBANK]
- ld b, a
- jp CopyVideoData
-
-Underground_Coll:: ; 172f (0:172f)
- INCBIN "gfx/tilesets/underground.tilecoll"
-Overworld_Coll:: ; 1735 (0:1735)
- INCBIN "gfx/tilesets/overworld.tilecoll"
-RedsHouse1_Coll::
-RedsHouse2_Coll:: ; 1749 (0:1749)
- INCBIN "gfx/tilesets/reds_house.tilecoll"
-Mart_Coll
-Pokecenter_Coll:: ; 1753 (0:1753)
- INCBIN "gfx/tilesets/pokecenter.tilecoll"
-Dojo_Coll::
-Gym_Coll:: ; 1759 (0:1759)
- INCBIN "gfx/tilesets/gym.tilecoll"
-Forest_Coll:: ; 1765 (0:1765)
- INCBIN "gfx/tilesets/forest.tilecoll"
-House_Coll:: ; 1775 (0:1775)
- INCBIN "gfx/tilesets/house.tilecoll"
-ForestGate_Coll::
-Museum_Coll::
-Gate_Coll:: ; 177f (0:177f)
- INCBIN "gfx/tilesets/gate.tilecoll"
-Ship_Coll:: ; 178a (0:178a)
- INCBIN "gfx/tilesets/ship.tilecoll"
-ShipPort_Coll:: ; 1795 (0:1795)
- INCBIN "gfx/tilesets/ship_port.tilecoll"
-Cemetery_Coll:: ; 179a (0:179a)
- INCBIN "gfx/tilesets/cemetery.tilecoll"
-Interior_Coll:: ; 17a2 (0:17a2)
- INCBIN "gfx/tilesets/interior.tilecoll"
-Cavern_Coll:: ; 17ac (0:17ac)
- INCBIN "gfx/tilesets/cavern.tilecoll"
-Lobby_Coll:: ; 17b8 (0:17b8)
- INCBIN "gfx/tilesets/lobby.tilecoll"
-Mansion_Coll:: ; 17c0 (0:17c0)
- INCBIN "gfx/tilesets/mansion.tilecoll"
-Lab_Coll:: ; 17ca (0:17ca)
- INCBIN "gfx/tilesets/lab.tilecoll"
-Club_Coll:: ; 17d1 (0:17d1)
- INCBIN "gfx/tilesets/club.tilecoll"
-Facility_Coll:: ; 17dd (0:17dd)
- INCBIN "gfx/tilesets/facility.tilecoll"
-Plateau_Coll:: ; 17f0 (0:17f0)
- INCBIN "gfx/tilesets/plateau.tilecoll"
-
-; does the same thing as FarCopyData at 009D
-; only difference is that it uses [$ff8b] instead of [$cee9] for a temp value
-; copy bc bytes of data from a:hl to de
-FarCopyData2:: ; 17f7 (0:17f7)
- ld [$ff8b],a
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,[$ff8b]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- call CopyData
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; does a far copy but the source is de and the destination is hl
-; copy bc bytes of data from a:de to hl
-FarCopyData3:: ; 180d (0:180d)
- ld [$ff8b],a
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,[$ff8b]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- push hl
- push de
- push de
- ld d,h
- ld e,l
- pop hl
- call CopyData
- pop de
- pop hl
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; copies each source byte to the destination twice (next to each other)
-; copy bc source bytes from a:hl to de
-FarCopyDataDouble:: ; 182b (0:182b)
- ld [$ff8b],a
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,[$ff8b]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
-.loop
- ld a,[hli]
- ld [de],a
- inc de
- ld [de],a
- inc de
- dec bc
- ld a,c
- or b
- jr nz,.loop
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; copy (c * 16) bytes from b:de to hl during V-blank
-; transfers up to 128 bytes per V-blank
-CopyVideoData:: ; 1848 (0:1848)
- ld a,[H_AUTOBGTRANSFERENABLED] ; save auto-transfer enabled flag
- push af
- xor a
- ld [H_AUTOBGTRANSFERENABLED],a ; disable auto-transfer while copying
- ld a,[H_LOADEDROMBANK]
- ld [$ff8b],a
- ld a,b
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ld a,e
- ld [H_VBCOPYSRC],a
- ld a,d
- ld [H_VBCOPYSRC + 1],a
- ld a,l
- ld [H_VBCOPYDEST],a
- ld a,h
- ld [H_VBCOPYDEST + 1],a
-.loop
- ld a,c
- cp a,8 ; are there more than 128 bytes left to copy?
- jr nc,.copyMaxSize ; only copy up to 128 bytes at a time
-.copyRemainder
- ld [H_VBCOPYSIZE],a
- call DelayFrame ; wait for V-blank handler to perform the copy
- ld a,[$ff8b]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- pop af
- ld [H_AUTOBGTRANSFERENABLED],a ; restore original auto-transfer enabled flag
- ret
-.copyMaxSize
- ld a,8 ; 128 bytes
- ld [H_VBCOPYSIZE],a
- call DelayFrame ; wait for V-blank handler to perform the copy
- ld a,c
- sub a,8
- ld c,a
- jr .loop
-
-; copy (c * 8) source bytes from b:de to hl during V-blank
-; copies each source byte to the destination twice (next to each other)
-; transfers up to 64 source bytes per V-blank
-CopyVideoDataDouble:: ; 1886 (0:1886)
- ld a,[H_AUTOBGTRANSFERENABLED] ; save auto-transfer enabled flag
- push af
- xor a
- ld [H_AUTOBGTRANSFERENABLED],a ; disable auto-transfer while copying
- ld a,[H_LOADEDROMBANK]
- ld [$ff8b],a
- ld a,b
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ld a,e
- ld [H_VBCOPYDOUBLESRC],a
- ld a,d
- ld [H_VBCOPYDOUBLESRC + 1],a
- ld a,l
- ld [H_VBCOPYDOUBLEDEST],a
- ld a,h
- ld [H_VBCOPYDOUBLEDEST + 1],a
-.loop
- ld a,c
- cp a,8 ; are there more than 64 source bytes left to copy?
- jr nc,.copyMaxSize ; only copy up to 64 source bytes at a time
-.copyRemainder
- ld [H_VBCOPYDOUBLESIZE],a
- call DelayFrame ; wait for V-blank handler to perform the copy
- ld a,[$ff8b]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- pop af
- ld [H_AUTOBGTRANSFERENABLED],a ; restore original auto-transfer enabled flag
- ret
-.copyMaxSize
- ld a,8 ; 64 source bytes
- ld [H_VBCOPYDOUBLESIZE],a
- call DelayFrame ; wait for V-blank handler to perform the copy
- ld a,c
- sub a,8
- ld c,a
- jr .loop
-
-; clears an area of the screen
-; INPUT:
-; hl = address of upper left corner of the area
-; b = height
-; c = width
-ClearScreenArea:: ; 18c4 (0:18c4)
- ld a,$7F ; blank tile
- ld de,20 ; screen width
-.loop
- push hl
- push bc
-.innerLoop
- ld [hli],a
- dec c
- jr nz,.innerLoop
- pop bc
- pop hl
- add hl,de
- dec b
- jr nz,.loop
- ret
-
-; copies the screen tile buffer from WRAM to VRAM
-; copying is done in 3 chunks of 6 rows each
-; b: high byte of VRAM destination address ($98 or $9c for window tile map 0 or 1 resp.)
-CopyScreenTileBufferToVRAM:: ; 18d6 (0:18d6)
- ld c, $6
- ld hl, $0000
- ld de, wTileMap
- call InitScreenTileBufferTransferParameters
- call DelayFrame
- ld hl, $600
- ld de, wTileMap + 20 * 6 ; $c418
- call InitScreenTileBufferTransferParameters
- call DelayFrame
- ld hl, $c00
- ld de, wTileMap + 20 * 12 ; $c490
- call InitScreenTileBufferTransferParameters
- jp DelayFrame
-
-InitScreenTileBufferTransferParameters:: ; 18fc (0:18fc)
- ld a, d
- ld [H_VBCOPYBGSRC+1], a
- call GetRowColAddressBgMap
- ld a, l
- ld [H_VBCOPYBGDEST], a ; $ffc3
- ld a, h
- ld [H_VBCOPYBGDEST+1], a
- ld a, c
- ld [H_VBCOPYBGNUMROWS], a ; $ffc5
- ld a, e
- ld [H_VBCOPYBGSRC], a ; $ffc1
- ret
-
-ClearScreen:: ; 190f (0:190f)
-; clears all tiles in the tilemap,
-; then wait three frames
- ld bc,$0168 ; tilemap size
- inc b
- ld hl,wTileMap ; TILEMAP_START
- ld a,$7F ; $7F is blank tile
-.loop
- ld [hli],a
- dec c
- jr nz,.loop
- dec b
- jr nz,.loop
- jp Delay3
-
-TextBoxBorder:: ; 1922 (0:1922)
-; draw a text box
-; upper-left corner at coordinates hl
-; height b
-; width c
-
- ; first row
- push hl
- ld a,"┌"
- ld [hli],a
- inc a ; horizontal border ─
- call NPlaceChar
- inc a ; upper-right border ┐
- ld [hl],a
-
- ; middle rows
- pop hl
- ld de,20
- add hl,de ; skip the top row
-
-.PlaceRow
- push hl
- ld a,"│"
- ld [hli],a
- ld a," "
- call NPlaceChar
- ld [hl],"│"
-
- pop hl
- ld de,20
- add hl,de ; move to next row
- dec b
- jr nz,.PlaceRow
-
- ; bottom row
- ld a,"└"
- ld [hli],a
- ld a,"─"
- call NPlaceChar
- ld [hl],"┘"
- ret
-;
-NPlaceChar:: ; 194f (0:194f)
-; place a row of width c of identical characters
- ld d,c
-.loop
- ld [hli],a
- dec d
- jr nz,.loop
- ret
-
-PlaceString:: ; 1955 (0:1955)
- push hl
-PlaceNextChar:: ; 1956 (0:1956)
- ld a,[de]
-
- cp "@"
- jr nz,.PlaceText
- ld b,h
- ld c,l
- pop hl
- ret
-
-.PlaceText
- cp $4E
- jr nz,.next
- ld bc,$0028
- ld a,[$FFF6]
- bit 2,a
- jr z,.next2
- ld bc,$14
-.next2
- pop hl
- add hl,bc
- push hl
- jp Next19E8
-
-.next
- cp $4F
- jr nz,.next3
- pop hl
- FuncCoord 1, 16 ; $c4e1
- ld hl,Coord
- push hl
- jp Next19E8
-
-.next3 ; Check against a dictionary
- and a
- jp z,Char00
- cp $4C
- jp z,Char4C
- cp $4B
- jp z,Char4B
- cp $51
- jp z,Char51
- cp $49
- jp z,Char49
- cp $52
- jp z,Char52
- cp $53
- jp z,Char53
- cp $54
- jp z,Char54
- cp $5B
- jp z,Char5B
- cp $5E
- jp z,Char5E
- cp $5C
- jp z,Char5C
- cp $5D
- jp z,Char5D
- cp $55
- jp z,Char55
- cp $56
- jp z,Char56
- cp $57
- jp z,Char57
- cp $58
- jp z,Char58
- cp $4A
- jp z,Char4A
- cp $5F
- jp z,Char5F
- cp $59
- jp z,Char59
- cp $5A
- jp z,Char5A
- ld [hli],a
- call PrintLetterDelay
-Next19E8:: ; 19e8 (0:19e8)
- inc de
- jp PlaceNextChar
-
-Char00:: ; 19ec (0:19ec)
- ld b,h
- ld c,l
- pop hl
- ld de,Char00Text
- dec de
- ret
-
-Char00Text:: ; 0x19f4 “%d ERROR.”
- TX_FAR _Char00Text
- db "@"
-
-Char52:: ; 0x19f9 player’s name
- push de
- ld de,W_PLAYERNAME
- jr FinishDTE
-
-Char53:: ; 19ff (0:19ff) ; rival’s name
- push de
- ld de,W_RIVALNAME
- jr FinishDTE
-
-Char5D:: ; 1a05 (0:1a05) ; TRAINER
- push de
- ld de,Char5DText
- jr FinishDTE
-
-Char5C:: ; 1a0b (0:1a0b) ; TM
- push de
- ld de,Char5CText
- jr FinishDTE
-
-Char5B:: ; 1a11 (0:1a11) ; PC
- push de
- ld de,Char5BText
- jr FinishDTE
-
-Char5E:: ; 1a17 (0:1a17) ; ROCKET
- push de
- ld de,Char5EText
- jr FinishDTE
-
-Char54:: ; 1a1d (0:1a1d) ; POKé
- push de
- ld de,Char54Text
- jr FinishDTE
-
-Char56:: ; 1a23 (0:1a23) ; ……
- push de
- ld de,Char56Text
- jr FinishDTE
-
-Char4A:: ; 1a29 (0:1a29) ; PKMN
- push de
- ld de,Char4AText
- jr FinishDTE
-
-Char59:: ; 1a2f (0:1a2f)
-; depending on whose turn it is, print
-; enemy active monster’s name, prefixed with “Enemy ”
-; or
-; player active monster’s name
-; (like Char5A but flipped)
- ld a,[H_WHOSETURN]
- xor 1
- jr MonsterNameCharsCommon
-
-Char5A:: ; 1a35 (0:1a35)
-; depending on whose turn it is, print
-; player active monster’s name
-; or
-; enemy active monster’s name, prefixed with “Enemy ”
- ld a,[H_WHOSETURN]
-MonsterNameCharsCommon:: ; 1a37 (0:1a37)
- push de
- and a
- jr nz,.Enemy
- ld de,W_PLAYERMONNAME ; player active monster name
- jr FinishDTE
-
-.Enemy ; 1A40
- ; print “Enemy ”
- ld de,Char5AText
- call PlaceString
-
- ld h,b
- ld l,c
- ld de,W_ENEMYMONNAME ; enemy active monster name
-
-FinishDTE:: ; 1a4b (0:1a4b)
- call PlaceString
- ld h,b
- ld l,c
- pop de
- inc de
- jp PlaceNextChar
-
-Char5CText:: ; 1a55 (0:1a55)
- db "TM@"
-Char5DText:: ; 1a58 (0:1a58)
- db "TRAINER@"
-Char5BText:: ; 1a60 (0:1a60)
- db "PC@"
-Char5EText:: ; 1a63 (0:1a63)
- db "ROCKET@"
-Char54Text:: ; 1a6a (0:1a6a)
- db "POKé@"
-Char56Text:: ; 1a6f (0:1a6f)
- db "……@"
-Char5AText:: ; 1a72 (0:1a72)
- db "Enemy @"
-Char4AText:: ; 1a79 (0:1a79)
- db $E1,$E2,"@" ; PKMN
-
-Char55:: ; 1a7c (0:1a7c)
- push de
- ld b,h
- ld c,l
- ld hl,Char55Text
- call TextCommandProcessor
- ld h,b
- ld l,c
- pop de
- inc de
- jp PlaceNextChar
-
-Char55Text:: ; 1a8c (0:1a8c)
-; equivalent to Char4B
- TX_FAR _Char55Text
- db "@"
-
-Char5F:: ; 1a91 (0:1a91)
-; ends a Pokédex entry
- ld [hl],"."
- pop hl
- ret
-
-Char58:: ; 1a95 (0:1a95)
- ld a,[$D12B]
- cp 4
- jp z,Next1AA2
- ld a,$EE
- FuncCoord 18, 16 ; $c4f2
- ld [Coord],a
-Next1AA2:: ; 1aa2 (0:1aa2)
- call ProtectedDelay3
- call ManualTextScroll
- ld a,$7F
- FuncCoord 18, 16 ; $c4f2
- ld [Coord],a
-Char57:: ; 1aad (0:1aad)
- pop hl
- ld de,Char58Text
- dec de
- ret
-
-Char58Text:: ; 1ab3 (0:1ab3)
- db "@"
-
-Char51:: ; 1ab4 (0:1ab4)
- push de
- ld a,$EE
- FuncCoord 18, 16 ; $c4f2
- ld [Coord],a
- call ProtectedDelay3
- call ManualTextScroll
- FuncCoord 1, 13 ; $c4a5
- ld hl,Coord
- ld bc,$0412
- call ClearScreenArea
- ld c,$14
- call DelayFrames
- pop de
- FuncCoord 1, 14 ; $c4b9
- ld hl,Coord
- jp Next19E8
-
-Char49:: ; 1ad5 (0:1ad5)
- push de
- ld a,$EE
- FuncCoord 18, 16 ; $c4f2
- ld [Coord],a
- call ProtectedDelay3
- call ManualTextScroll
- FuncCoord 1, 10 ; $c469
- ld hl,Coord
- ld bc,$0712
- call ClearScreenArea
- ld c,$14
- call DelayFrames
- pop de
- pop hl
- FuncCoord 1, 11 ; $c47d
- ld hl,Coord
- push hl
- jp Next19E8
-
-Char4B:: ; 1af8 (0:1af8)
- ld a,$EE
- FuncCoord 18, 16 ; $c4f2
- ld [Coord],a
- call ProtectedDelay3
- push de
- call ManualTextScroll
- pop de
- ld a,$7F
- FuncCoord 18, 16 ; $c4f2
- ld [Coord],a
- ;fall through
-Char4C:: ; 1b0a (0:1b0a)
- push de
- call Next1B18
- call Next1B18
- FuncCoord 1, 16 ; $c4e1
- ld hl,Coord
- pop de
- jp Next19E8
-
-Next1B18:: ; 1b18 (0:1b18)
- FuncCoord 0, 14 ; $c4b8
- ld hl,Coord
- FuncCoord 0, 13 ; $c4a4
- ld de,Coord
- ld b,$3C
-.next
- ld a,[hli]
- ld [de],a
- inc de
- dec b
- jr nz,.next
- FuncCoord 1, 16 ; $c4e1
- ld hl,Coord
- ld a,$7F
- ld b,$12
-.next2
- ld [hli],a
- dec b
- jr nz,.next2
-
- ; wait five frames
- ld b,5
-.WaitFrame
- call DelayFrame
- dec b
- jr nz,.WaitFrame
-
- ret
-
-ProtectedDelay3:: ; 1b3a (0:1b3a)
- push bc
- call Delay3
- pop bc
- ret
-
-TextCommandProcessor:: ; 1b40 (0:1b40)
- ld a,[$d358]
- push af
- set 1,a
- ld e,a
- ld a,[$fff4]
- xor e
- ld [$d358],a
- ld a,c
- ld [$cc3a],a
- ld a,b
- ld [$cc3b],a
-
-NextTextCommand:: ; 1b55 (0:1b55)
- ld a,[hli]
- cp a, "@" ; terminator
- jr nz,.doTextCommand
- pop af
- ld [$d358],a
- ret
-.doTextCommand
- push hl
- cp a,$17
- jp z,TextCommand17
- cp a,$0e
- jp nc,TextCommand0B ; if a != 0x17 and a >= 0xE, go to command 0xB
-; if a < 0xE, use a jump table
- ld hl,TextCommandJumpTable
- push bc
- add a
- ld b,$00
- ld c,a
- add hl,bc
- pop bc
- ld a,[hli]
- ld h,[hl]
- ld l,a
- jp [hl]
-
-; draw box
-; 04AAAABBCC
-; AAAA = address of upper left corner
-; BB = height
-; CC = width
-TextCommand04:: ; 1b78 (0:1b78)
- pop hl
- ld a,[hli]
- ld e,a
- ld a,[hli]
- ld d,a
- ld a,[hli]
- ld b,a
- ld a,[hli]
- ld c,a
- push hl
- ld h,d
- ld l,e
- call TextBoxBorder
- pop hl
- jr NextTextCommand
-
-; place string inline
-; 00{string}
-TextCommand00:: ; 1b8a (0:1b8a)
- pop hl
- ld d,h
- ld e,l
- ld h,b
- ld l,c
- call PlaceString
- ld h,d
- ld l,e
- inc hl
- jr NextTextCommand
-
-; place string from RAM
-; 01AAAA
-; AAAA = address of string
-TextCommand01:: ; 1b97 (0:1b97)
- pop hl
- ld a,[hli]
- ld e,a
- ld a,[hli]
- ld d,a
- push hl
- ld h,b
- ld l,c
- call PlaceString
- pop hl
- jr NextTextCommand
-
-; print BCD number
-; 02AAAABB
-; AAAA = address of BCD number
-; BB
-; bits 0-4 = length in bytes
-; bits 5-7 = unknown flags
-TextCommand02:: ; 1ba5 (0:1ba5)
- pop hl
- ld a,[hli]
- ld e,a
- ld a,[hli]
- ld d,a
- ld a,[hli]
- push hl
- ld h,b
- ld l,c
- ld c,a
- call PrintBCDNumber
- ld b,h
- ld c,l
- pop hl
- jr NextTextCommand
-
-; repoint destination address
-; 03AAAA
-; AAAA = new destination address
-TextCommand03:: ; 1bb7 (0:1bb7)
- pop hl
- ld a,[hli]
- ld [$cc3a],a
- ld c,a
- ld a,[hli]
- ld [$cc3b],a
- ld b,a
- jp NextTextCommand
-
-; repoint destination to second line of dialogue text box
-; 05
-; (no arguments)
-TextCommand05:: ; 1bc5 (0:1bc5)
- pop hl
- FuncCoord 1, 16 ; $c4e1
- ld bc,Coord ; address of second line of dialogue text box
- jp NextTextCommand
-
-; blink arrow and wait for A or B to be pressed
-; 06
-; (no arguments)
-TextCommand06:: ; 1bcc (0:1bcc)
- ld a,[W_ISLINKBATTLE]
- cp a,$04
- jp z,TextCommand0D
- ld a,$ee ; down arrow
- FuncCoord 18, 16 ; $c4f2
- ld [Coord],a ; place down arrow in lower right corner of dialogue text box
- push bc
- call ManualTextScroll ; blink arrow and wait for A or B to be pressed
- pop bc
- ld a," "
- FuncCoord 18, 16 ; $c4f2
- ld [Coord],a ; overwrite down arrow with blank space
- pop hl
- jp NextTextCommand
-
-; scroll text up one line
-; 07
-; (no arguments)
-TextCommand07:: ; 1be7 (0:1be7)
- ld a," "
- FuncCoord 18, 16 ; $c4f2
- ld [Coord],a ; place blank space in lower right corner of dialogue text box
- call Next1B18 ; scroll up text
- call Next1B18
- pop hl
- FuncCoord 1, 16 ; $c4e1
- ld bc,Coord ; address of second line of dialogue text box
- jp NextTextCommand
-
-; execute asm inline
-; 08{code}
-TextCommand08:: ; 1bf9 (0:1bf9)
- pop hl
- ld de,NextTextCommand
- push de ; return address
- jp [hl]
-
-; print decimal number (converted from binary number)
-; 09AAAABB
-; AAAA = address of number
-; BB
-; bits 0-3 = how many digits to display
-; bits 4-7 = how long the number is in bytes
-TextCommand09:: ; 1bff (0:1bff)
- pop hl
- ld a,[hli]
- ld e,a
- ld a,[hli]
- ld d,a
- ld a,[hli]
- push hl
- ld h,b
- ld l,c
- ld b,a
- and a,$0f
- ld c,a
- ld a,b
- and a,$f0
- swap a
- set 6,a
- ld b,a
- call PrintNumber
- ld b,h
- ld c,l
- pop hl
- jp NextTextCommand
-
-; wait half a second if the user doesn't hold A or B
-; 0A
-; (no arguments)
-TextCommand0A:: ; 1c1d (0:1c1d)
- push bc
- call GetJoypadState
- ld a,[H_CURRENTPRESSEDBUTTONS]
- and a,%00000011 ; A and B buttons
- jr nz,.skipDelay
- ld c,30
- call DelayFrames
-.skipDelay
- pop bc
- pop hl
- jp NextTextCommand
-
-; plays sounds
-; this actually handles various command ID's, not just 0B
-; (no arguments)
-TextCommand0B:: ; 1c31 (0:1c31)
- pop hl
- push bc
- dec hl
- ld a,[hli]
- ld b,a ; b = command number that got us here
- push hl
- ld hl,TextCommandSounds
-.loop
- ld a,[hli]
- cp b
- jr z,.matchFound
- inc hl
- jr .loop
-.matchFound
- cp a,$14
- jr z,.pokemonCry
- cp a,$15
- jr z,.pokemonCry
- cp a,$16
- jr z,.pokemonCry
- ld a,[hl]
- call PlaySound
- call WaitForSoundToFinish
- pop hl
- pop bc
- jp NextTextCommand
-.pokemonCry
- push de
- ld a,[hl]
- call PlayCry
- pop de
- pop hl
- pop bc
- jp NextTextCommand
-
-; format: text command ID, sound ID or cry ID
-TextCommandSounds:: ; 1c64 (0:1c64)
- db $0B,(SFX_02_3a - SFX_Headers_02) / 3
- db $12,(SFX_02_46 - SFX_Headers_02) / 3
- db $0E,(SFX_02_41 - SFX_Headers_02) / 3
- db $0F,(SFX_02_3a - SFX_Headers_02) / 3
- db $10,(SFX_02_3b - SFX_Headers_02) / 3
- db $11,(SFX_02_42 - SFX_Headers_02) / 3
- db $13,(SFX_02_44 - SFX_Headers_02) / 3
- db $14,NIDORINA ; used in OakSpeech
- db $15,PIDGEOT ; used in SaffronCityText12
- db $16,DEWGONG ; unused?
-
-; draw ellipses
-; 0CAA
-; AA = number of ellipses to draw
-TextCommand0C:: ; 1c78 (0:1c78)
- pop hl
- ld a,[hli]
- ld d,a
- push hl
- ld h,b
- ld l,c
-.loop
- ld a,$75 ; ellipsis
- ld [hli],a
- push de
- call GetJoypadState
- pop de
- ld a,[H_CURRENTPRESSEDBUTTONS] ; joypad state
- and a,%00000011 ; is A or B button pressed?
- jr nz,.skipDelay ; if so, skip the delay
- ld c,10
- call DelayFrames
-.skipDelay
- dec d
- jr nz,.loop
- ld b,h
- ld c,l
- pop hl
- jp NextTextCommand
-
-; wait for A or B to be pressed
-; 0D
-; (no arguments)
-TextCommand0D:: ; 1c9a (0:1c9a)
- push bc
- call ManualTextScroll ; wait for A or B to be pressed
- pop bc
- pop hl
- jp NextTextCommand
-
-; process text commands in another ROM bank
-; 17AAAABB
-; AAAA = address of text commands
-; BB = bank
-TextCommand17:: ; 1ca3 (0:1ca3)
- pop hl
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,[hli]
- ld e,a
- ld a,[hli]
- ld d,a
- ld a,[hli]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- push hl
- ld l,e
- ld h,d
- call TextCommandProcessor
- pop hl
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- jp NextTextCommand
-
-TextCommandJumpTable:: ; 1cc1 (0:1cc1)
- dw TextCommand00
- dw TextCommand01
- dw TextCommand02
- dw TextCommand03
- dw TextCommand04
- dw TextCommand05
- dw TextCommand06
- dw TextCommand07
- dw TextCommand08
- dw TextCommand09
- dw TextCommand0A
- dw TextCommand0B
- dw TextCommand0C
- dw TextCommand0D
-
-; this function seems to be used only once
-; it store the address of a row and column of the VRAM background map in hl
-; INPUT: h - row, l - column, b - high byte of background tile map address in VRAM
-GetRowColAddressBgMap:: ; 1cdd (0:1cdd)
- xor a
- srl h
- rr a
- srl h
- rr a
- srl h
- rr a
- or l
- ld l,a
- ld a,b
- or h
- ld h,a
- ret
-
-; clears a VRAM background map with blank space tiles
-; INPUT: h - high byte of background tile map address in VRAM
-ClearBgMap:: ; 1cf0 (0:1cf0)
- ld a," "
- jr .next
- ld a,l
-.next
- ld de,$400 ; size of VRAM background map
- ld l,e
-.loop
- ld [hli],a
- dec e
- jr nz,.loop
- dec d
- jr nz,.loop
- ret
-
-; When the player takes a step, a row or column of 2x2 tile blocks at the edge
-; of the screen toward which they moved is exposed and has to be redrawn.
-; This function does the redrawing.
-RedrawExposedScreenEdge:: ; 1d01 (0:1d01)
- ld a,[H_SCREENEDGEREDRAW]
- and a
- ret z
- ld b,a
- xor a
- ld [H_SCREENEDGEREDRAW],a
- dec b
- jr nz,.redrawRow
-.redrawColumn
- ld hl,wScreenEdgeTiles
- ld a,[H_SCREENEDGEREDRAWADDR]
- ld e,a
- ld a,[H_SCREENEDGEREDRAWADDR + 1]
- ld d,a
- ld c,18 ; screen height
-.loop1
- ld a,[hli]
- ld [de],a
- inc de
- ld a,[hli]
- ld [de],a
- ld a,31
- add e
- ld e,a
- jr nc,.noCarry
- inc d
-.noCarry
-; the following 4 lines wrap us from bottom to top if necessary
- ld a,d
- and a,$03
- or a,$98
- ld d,a
- dec c
- jr nz,.loop1
- xor a
- ld [H_SCREENEDGEREDRAW],a
- ret
-.redrawRow
- ld hl,wScreenEdgeTiles
- ld a,[H_SCREENEDGEREDRAWADDR]
- ld e,a
- ld a,[H_SCREENEDGEREDRAWADDR + 1]
- ld d,a
- push de
- call .drawHalf ; draw upper half
- pop de
- ld a,32 ; width of VRAM background map
- add e
- ld e,a
- ; draw lower half
-.drawHalf
- ld c,10
-.loop2
- ld a,[hli]
- ld [de],a
- inc de
- ld a,[hli]
- ld [de],a
- ld a,e
- inc a
-; the following 6 lines wrap us from the right edge to the left edge if necessary
- and a,$1f
- ld b,a
- ld a,e
- and a,$e0
- or b
- ld e,a
- dec c
- jr nz,.loop2
- ret
-
-; This function automatically transfers tile number data from the tile map at
-; wTileMap to VRAM during V-blank. Note that it only transfers one third of the
-; background per V-blank. It cycles through which third it draws.
-; This transfer is turned off when walking around the map, but is turned
-; on when talking to sprites, battling, using menus, etc. This is because
-; the above function, RedrawExposedScreenEdge, is used when walking to
-; improve efficiency.
-AutoBgMapTransfer:: ; 1d57 (0:1d57)
- ld a,[H_AUTOBGTRANSFERENABLED]
- and a
- ret z
- ld hl,[sp + 0]
- ld a,h
- ld [H_SPTEMP],a
- ld a,l
- ld [H_SPTEMP + 1],a ; save stack pinter
- ld a,[H_AUTOBGTRANSFERPORTION]
- and a
- jr z,.transferTopThird
- dec a
- jr z,.transferMiddleThird
-.transferBottomThird
- FuncCoord 0,12
- ld hl,Coord
- ld sp,hl
- ld a,[H_AUTOBGTRANSFERDEST + 1]
- ld h,a
- ld a,[H_AUTOBGTRANSFERDEST]
- ld l,a
- ld de,(12 * 32)
- add hl,de
- xor a ; TRANSFERTOP
- jr .doTransfer
-.transferTopThird
- FuncCoord 0,0
- ld hl,Coord
- ld sp,hl
- ld a,[H_AUTOBGTRANSFERDEST + 1]
- ld h,a
- ld a,[H_AUTOBGTRANSFERDEST]
- ld l,a
- ld a,TRANSFERMIDDLE
- jr .doTransfer
-.transferMiddleThird
- FuncCoord 0,6
- ld hl,Coord
- ld sp,hl
- ld a,[H_AUTOBGTRANSFERDEST + 1]
- ld h,a
- ld a,[H_AUTOBGTRANSFERDEST]
- ld l,a
- ld de,(6 * 32)
- add hl,de
- ld a,TRANSFERBOTTOM
-.doTransfer
- ld [H_AUTOBGTRANSFERPORTION],a ; store next portion
- ld b,6
-
-; unrolled loop and using pop for speed
-TransferBgRows:: ; 1d9e (0:1d9e)
- pop de
- ld [hl],e
- inc l
- ld [hl],d
- inc l
- pop de
- ld [hl],e
- inc l
- ld [hl],d
- inc l
- pop de
- ld [hl],e
- inc l
- ld [hl],d
- inc l
- pop de
- ld [hl],e
- inc l
- ld [hl],d
- inc l
- pop de
- ld [hl],e
- inc l
- ld [hl],d
- inc l
- pop de
- ld [hl],e
- inc l
- ld [hl],d
- inc l
- pop de
- ld [hl],e
- inc l
- ld [hl],d
- inc l
- pop de
- ld [hl],e
- inc l
- ld [hl],d
- inc l
- pop de
- ld [hl],e
- inc l
- ld [hl],d
- inc l
- pop de
- ld [hl],e
- inc l
- ld [hl],d
- ld a,13
- add l
- ld l,a
- jr nc,.noCarry
- inc h
-.noCarry
- dec b
- jr nz,TransferBgRows
- ld a,[H_SPTEMP]
- ld h,a
- ld a,[H_SPTEMP + 1]
- ld l,a
- ld sp,hl ; restore stack pointer
- ret
-
-; Copies [H_VBCOPYBGNUMROWS] rows from H_VBCOPYBGSRC to H_VBCOPYBGDEST.
-; If H_VBCOPYBGSRC is XX00, the transfer is disabled.
-VBlankCopyBgMap:: ; 1de1 (0:1de1)
- ld a,[H_VBCOPYBGSRC] ; doubles as enabling byte
- and a
- ret z
- ld hl,[sp + 0]
- ld a,h
- ld [H_SPTEMP],a
- ld a,l
- ld [H_SPTEMP + 1],a ; save stack pointer
- ld a,[H_VBCOPYBGSRC]
- ld l,a
- ld a,[H_VBCOPYBGSRC + 1]
- ld h,a
- ld sp,hl
- ld a,[H_VBCOPYBGDEST]
- ld l,a
- ld a,[H_VBCOPYBGDEST + 1]
- ld h,a
- ld a,[H_VBCOPYBGNUMROWS]
- ld b,a
- xor a
- ld [H_VBCOPYBGSRC],a ; disable transfer so it doesn't continue next V-blank
- jr TransferBgRows
-
-
-VBlankCopyDouble::
-; Copy [H_VBCOPYDOUBLESIZE] 1bpp tiles
-; from H_VBCOPYDOUBLESRC to H_VBCOPYDOUBLEDEST.
-
-; While we're here, convert to 2bpp.
-; The process is straightforward:
-; copy each byte twice.
-
- ld a, [H_VBCOPYDOUBLESIZE]
- and a
- ret z
-
- ld hl, [sp + 0]
- ld a, h
- ld [H_SPTEMP], a
- ld a, l
- ld [H_SPTEMP + 1], a
-
- ld a, [H_VBCOPYDOUBLESRC]
- ld l, a
- ld a, [H_VBCOPYDOUBLESRC + 1]
- ld h, a
- ld sp, hl
-
- ld a, [H_VBCOPYDOUBLEDEST]
- ld l, a
- ld a, [H_VBCOPYDOUBLEDEST + 1]
- ld h, a
-
- ld a, [H_VBCOPYDOUBLESIZE]
- ld b, a
- xor a ; transferred
- ld [H_VBCOPYDOUBLESIZE], a
-
-.loop
- rept 3
- pop de
- ld [hl], e
- inc l
- ld [hl], e
- inc l
- ld [hl], d
- inc l
- ld [hl], d
- inc l
- endr
-
- pop de
- ld [hl], e
- inc l
- ld [hl], e
- inc l
- ld [hl], d
- inc l
- ld [hl], d
- inc hl
- dec b
- jr nz, .loop
-
- ld a, l
- ld [H_VBCOPYDOUBLEDEST], a
- ld a, h
- ld [H_VBCOPYDOUBLEDEST + 1], a
-
- ld hl, [sp + 0]
- ld a, l
- ld [H_VBCOPYDOUBLESRC], a
- ld a, h
- ld [H_VBCOPYDOUBLESRC + 1], a
-
- ld a, [H_SPTEMP]
- ld h, a
- ld a, [H_SPTEMP + 1]
- ld l, a
- ld sp, hl
-
- ret
-
-
-VBlankCopy::
-; Copy [H_VBCOPYSIZE] 2bpp tiles
-; from H_VBCOPYSRC to H_VBCOPYDEST.
-
-; Source and destination addresses
-; are updated, so transfer can
-; continue in subsequent calls.
-
- ld a, [H_VBCOPYSIZE]
- and a
- ret z
-
- ld hl, [sp + 0]
- ld a, h
- ld [H_SPTEMP], a
- ld a, l
- ld [H_SPTEMP + 1], a
-
- ld a, [H_VBCOPYSRC]
- ld l, a
- ld a, [H_VBCOPYSRC + 1]
- ld h, a
- ld sp, hl
-
- ld a, [H_VBCOPYDEST]
- ld l, a
- ld a, [H_VBCOPYDEST + 1]
- ld h, a
-
- ld a, [H_VBCOPYSIZE]
- ld b, a
- xor a ; transferred
- ld [H_VBCOPYSIZE], a
-
-.loop
- rept 7
- pop de
- ld [hl], e
- inc l
- ld [hl], d
- inc l
- endr
-
- pop de
- ld [hl], e
- inc l
- ld [hl], d
- inc hl
- dec b
- jr nz, .loop
-
- ld a, l
- ld [H_VBCOPYDEST], a
- ld a, h
- ld [H_VBCOPYDEST + 1], a
-
- ld hl, [sp + 0]
- ld a, l
- ld [H_VBCOPYSRC], a
- ld a, h
- ld [H_VBCOPYSRC + 1], a
-
- ld a, [H_SPTEMP]
- ld h, a
- ld a, [H_SPTEMP + 1]
- ld l, a
- ld sp, hl
-
- ret
-
-
-UpdateMovingBgTiles::
-; Animate water and flower
-; tiles in the overworld.
-
- ld a, [$ffd7]
- and a
- ret z
-
- ld a, [$ffd8]
- inc a
- ld [$ffd8], a
- cp 20
- ret c
- cp 21
- jr z, .flower
-
- ld hl, $9140
- ld c, $10
-
- ld a, [$d085]
- inc a
- and 7
- ld [$d085], a
-
- and 4
- jr nz, .left
-.right
- ld a, [hl]
- rrca
- ld [hli], a
- dec c
- jr nz, .right
- jr .done
-.left
- ld a, [hl]
- rlca
- ld [hli], a
- dec c
- jr nz, .left
-.done
- ld a, [$ffd7]
- rrca
- ret nc
- xor a
- ld [$ffd8], a
- ret
-
-.flower
- xor a
- ld [$ffd8], a
-
- ld a, [$d085]
- and 3
- cp 2
- ld hl, FlowerTile1
- jr c, .copy
- ld hl, FlowerTile2
- jr z, .copy
- ld hl, FlowerTile3
-.copy
- ld de, $9030
- ld c, $10
-.loop
- ld a, [hli]
- ld [de], a
- inc de
- dec c
- jr nz, .loop
- ret
-
-FlowerTile1: INCBIN "gfx/tilesets/flower/flower1.2bpp"
-FlowerTile2: INCBIN "gfx/tilesets/flower/flower2.2bpp"
-FlowerTile3: INCBIN "gfx/tilesets/flower/flower3.2bpp"
-
-
-SoftReset::
- call StopAllSounds
- call GBPalWhiteOut
- ld c, $20
- call DelayFrames
- ; fallthrough
-
-Init::
-; Program init.
-
-rLCDC_DEFAULT EQU %11100011
-; * LCD enabled
-; * Window tile map at $9C00
-; * Window display enabled
-; * BG and window tile data at $8800
-; * BG tile map at $9800
-; * 8x8 OBJ size
-; * OBJ display enabled
-; * BG display enabled
-
- di
-
- xor a
- ld [rIF], a
- ld [rIE], a
- ld [$ff43], a
- ld [$ff42], a
- ld [$ff01], a
- ld [$ff02], a
- ld [$ff4b], a
- ld [$ff4a], a
- ld [$ff06], a
- ld [$ff07], a
- ld [$ff47], a
- ld [$ff48], a
- ld [$ff49], a
-
- ld a, rLCDC_ENABLE_MASK
- ld [rLCDC], a
- call DisableLCD
-
- ld sp, wStack
-
- ld hl, $c000 ; start of WRAM
- ld bc, $2000 ; size of WRAM
-.loop
- ld [hl], 0
- inc hl
- dec bc
- ld a, b
- or c
- jr nz, .loop
-
- call ClearVram
-
- ld hl, $ff80
- ld bc, $ffff - $ff80
- call FillMemory
-
- call ClearSprites
-
- ld a, Bank(WriteDMACodeToHRAM)
- ld [H_LOADEDROMBANK], a
- ld [MBC3RomBank], a
- call WriteDMACodeToHRAM
-
- xor a
- ld [$ffd7], a
- ld [$ff41], a
- ld [$ffae], a
- ld [$ffaf], a
- ld [$ff0f], a
- ld a, 1 << VBLANK + 1 << TIMER + 1 << SERIAL
- ld [rIE], a
-
- ld a, 144 ; move the window off-screen
- ld [$ffb0], a
- ld [rWY], a
- ld a, 7
- ld [rWX], a
-
- ld a, $ff
- ld [$ffaa], a
-
- ld h, $9800 / $100 ; bg map 0
- call ClearBgMap
- ld h, $9c00 / $100 ; bg map 1
- call ClearBgMap
-
- ld a, rLCDC_DEFAULT
- ld [rLCDC], a
- ld a, $10
- ld [H_SOFTRESETCOUNTER], a
- call StopAllSounds
-
- ei
-
- ld a, $40 ; PREDEF_SGB_BORDER
- call Predef
-
- ld a, $1f
- ld [$c0ef], a
- ld [$c0f0], a
- ld a, $9c
- ld [$ffbd], a
- xor a
- ld [$ffbc], a
- dec a
- ld [$cfcb], a
-
- ld a, $32 ; PREDEF_INTRO
- call Predef
-
- call DisableLCD
- call ClearVram
- call GBPalNormal
- call ClearSprites
- ld a, rLCDC_DEFAULT
- ld [rLCDC], a
-
- jp SetDefaultNamesBeforeTitlescreen
-
-ClearVram:
- ld hl, $8000
- ld bc, $2000
- xor a
- jp FillMemory
-
-
-StopAllSounds::
- ld a, Bank(Func_9876)
- ld [$c0ef], a
- ld [$c0f0], a
- xor a
- ld [wMusicHeaderPointer], a
- ld [$c0ee], a
- ld [$cfca], a
- dec a
- jp PlaySound
-
-
-VBlank::
-
- push af
- push bc
- push de
- push hl
-
- ld a, [H_LOADEDROMBANK]
- ld [$d122], a
-
- ld a, [$ffae]
- ld [rSCX], a
- ld a, [$ffaf]
- ld [rSCY], a
-
- ld a, [$d0a0]
- and a
- jr nz, .ok
- ld a, [$ffb0]
- ld [rWY], a
-.ok
-
- call AutoBgMapTransfer
- call VBlankCopyBgMap
- call RedrawExposedScreenEdge
- call VBlankCopy
- call VBlankCopyDouble
- call UpdateMovingBgTiles
- call $ff80 ; hOAMDMA
- ld a, Bank(PrepareOAMData)
- ld [H_LOADEDROMBANK], a
- ld [MBC3RomBank], a
- call PrepareOAMData
-
- ; VBlank-sensitive operations end.
-
- call Random
-
- ld a, [H_VBLANKOCCURRED]
- and a
- jr z, .vblanked
- xor a
- ld [H_VBLANKOCCURRED], a
-.vblanked
-
- ld a, [H_FRAMECOUNTER]
- and a
- jr z, .decced
- dec a
- ld [H_FRAMECOUNTER], a
-.decced
-
- call Func_28cb
-
- ld a, [$c0ef] ; music ROM bank
- ld [H_LOADEDROMBANK], a
- ld [MBC3RomBank], a
-
- cp BANK(Func_9103)
- jr nz, .notbank2
-.bank2
- call Func_9103
- jr .afterMusic
-.notbank2
- cp 8
- jr nz, .bank1F
-.bank8
- call Func_2136e
- call Func_21879
- jr .afterMusic
-.bank1F
- call Func_7d177
-.afterMusic
-
- callba Func_18dee ; keep track of time played
-
- ld a, [$fff9]
- and a
- call z, ReadJoypad
-
- ld a, [$d122]
- ld [H_LOADEDROMBANK], a
- ld [MBC3RomBank], a
-
- pop hl
- pop de
- pop bc
- pop af
- reti
-
-
-DelayFrame::
-; Wait for the next vblank interrupt.
-; As a bonus, this saves battery.
-
-NOT_VBLANKED EQU 1
-
- ld a, NOT_VBLANKED
- ld [H_VBLANKOCCURRED], a
-.halt
- ; XXX this is a hack--rgbasm adds
- ; a nop after halts by default.
- db $76 ; halt
-
- ld a, [H_VBLANKOCCURRED]
- and a
- jr nz, .halt
- ret
-
-
-; These routines manage gradual fading
-; (e.g., entering a doorway)
-LoadGBPal:: ; 20ba (0:20ba)
- ld a,[$d35d] ;tells if cur.map is dark (requires HM5_FLASH?)
- ld b,a
- ld hl,GBPalTable_00 ;16
- ld a,l
- sub b
- ld l,a
- jr nc,.jr0
- dec h
-.jr0
- ld a,[hli]
- ld [rBGP],a
- ld a,[hli]
- ld [rOBP0],a
- ld a,[hli]
- ld [rOBP1],a
- ret
-
-GBFadeOut1:: ; 20d1 (0:20d1)
- ld hl,IncGradGBPalTable_01 ;0d
- ld b,$04
- jr GBFadeOutCommon
-
-GBFadeOut2:: ; 20d8 (0:20d8)
- ld hl,IncGradGBPalTable_02 ;1c
- ld b,$03
-
-GBFadeOutCommon:: ; 20dd (0:20dd)
- ld a,[hli]
- ld [rBGP],a
- ld a,[hli]
- ld [rOBP0],a
- ld a,[hli]
- ld [rOBP1],a
- ld c,8
- call DelayFrames
- dec b
- jr nz,GBFadeOutCommon
- ret
-
-GBFadeIn1:: ; 20ef (0:20ef)
- ld hl,DecGradGBPalTable_01 ;18
- ld b,$04
- jr GBFadeInCommon
-
-GBFadeIn2:: ; 20f6 (0:20f6)
- ld hl,DecGradGBPalTable_02 ;21
- ld b,$03
-
-GBFadeInCommon:: ; 20fb (0:20fb)
- ld a,[hld]
- ld [rOBP1],a
- ld a,[hld]
- ld [rOBP0],a
- ld a,[hld]
- ld [rBGP],a
- ld c,8
- call DelayFrames
- dec b
- jr nz,GBFadeInCommon
- ret
-
-IncGradGBPalTable_01:: ; 210d (0:210d)
- db %11111111 ;BG Pal
- db %11111111 ;OBJ Pal 1
- db %11111111 ;OBJ Pal 2
- ;and so on...
- db %11111110
- db %11111110
- db %11111000
-
- db %11111001
- db %11100100
- db %11100100
-GBPalTable_00:: ; 2116 (0:2116)
- db %11100100
- db %11010000
-DecGradGBPalTable_01:: ; 2118 (0:2118)
- db %11100000
- ;19
- db %11100100
- db %11010000
- db %11100000
-IncGradGBPalTable_02:: ; 211c (0:211c)
- db %10010000
- db %10000000
- db %10010000
-
- db %01000000
- db %01000000
-DecGradGBPalTable_02:: ; 2121 (0:2121)
- db %01000000
-
- db %00000000
- db %00000000
- db %00000000
-
-Serial:: ; 2125 (0:2125)
- push af
- push bc
- push de
- push hl
- ld a, [$ffaa]
- inc a
- jr z, .asm_2142
- ld a, [$ff01]
- ld [$ffad], a
- ld a, [$ffac]
- ld [$ff01], a
- ld a, [$ffaa]
- cp $2
- jr z, .asm_2162
- ld a, $80
- ld [$ff02], a
- jr .asm_2162
-.asm_2142
- ld a, [$ff01]
- ld [$ffad], a
- ld [$ffaa], a
- cp $2
- jr z, .asm_215f
- xor a
- ld [$ff01], a
- ld a, $3
- ld [rDIV], a ; $ff04
-.asm_2153
- ld a, [rDIV] ; $ff04
- bit 7, a
- jr nz, .asm_2153
- ld a, $80
- ld [$ff02], a
- jr .asm_2162
-.asm_215f
- xor a
- ld [$ff01], a
-.asm_2162
- ld a, $1
- ld [$ffa9], a
- ld a, $fe
- ld [$ffac], a
- pop hl
- pop de
- pop bc
- pop af
- reti
-
-Func_216f:: ; 216f (0:216f)
- ld a, $1
- ld [$ffab], a
-.asm_2173
- ld a, [hl]
- ld [$ffac], a
- call Func_219a
- push bc
- ld b, a
- inc hl
- ld a, $30
-.asm_217e
- dec a
- jr nz, .asm_217e
- ld a, [$ffab]
- and a
- ld a, b
- pop bc
- jr z, .asm_2192
- dec hl
- cp $fd
- jr nz, .asm_2173
- xor a
- ld [$ffab], a
- jr .asm_2173
-.asm_2192
- ld [de], a
- inc de
- dec bc
- ld a, b
- or c
- jr nz, .asm_2173
- ret
-
-Func_219a:: ; 219a (0:219a)
- xor a
- ld [$ffa9], a
- ld a, [$ffaa]
- cp $2
- jr nz, .asm_21a7
- ld a, $81
- ld [$ff02], a
-.asm_21a7
- ld a, [$ffa9]
- and a
- jr nz, .asm_21f1
- ld a, [$ffaa]
- cp $1
- jr nz, .asm_21cc
- call Func_2237
- jr z, .asm_21cc
- call Func_2231
- push hl
- ld hl, $cc48
- inc [hl]
- jr nz, .asm_21c3
- dec hl
- inc [hl]
-.asm_21c3
- pop hl
- call Func_2237
- jr nz, .asm_21a7
- jp Func_223f
-.asm_21cc
- ld a, [rIE] ; $ffff
- and $f
- cp $8
- jr nz, .asm_21a7
- ld a, [W_NUMHITS] ; $d074
- dec a
- ld [W_NUMHITS], a ; $d074
- jr nz, .asm_21a7
- ld a, [$d075]
- dec a
- ld [$d075], a
- jr nz, .asm_21a7
- ld a, [$ffaa]
- cp $1
- jr z, .asm_21f1
- ld a, $ff
-.asm_21ee
- dec a
- jr nz, .asm_21ee
-.asm_21f1
- xor a
- ld [$ffa9], a
- ld a, [rIE] ; $ffff
- and $f
- sub $8
- jr nz, .asm_2204
- ld [W_NUMHITS], a ; $d074
- ld a, $50
- ld [$d075], a
-.asm_2204
- ld a, [$ffad]
- cp $fe
- ret nz
- call Func_2237
- jr z, .asm_221f
- push hl
- ld hl, $cc48
- ld a, [hl]
- dec a
- ld [hld], a
- inc a
- jr nz, .asm_2219
- dec [hl]
-.asm_2219
- pop hl
- call Func_2237
- jr z, Func_223f
-.asm_221f
- ld a, [rIE] ; $ffff
- and $f
- cp $8
- ld a, $fe
- ret z
- ld a, [hl]
- ld [$ffac], a
- call DelayFrame
- jp Func_219a
-
-Func_2231:: ; 2231 (0:2231)
- ld a, $f
-.asm_2233
- dec a
- jr nz, .asm_2233
- ret
-
-Func_2237:: ; 2237 (0:2237)
- push hl
- ld hl, $cc47
- ld a, [hli]
- or [hl]
- pop hl
- ret
-
-Func_223f:: ; 223f (0:223f)
- dec a
- ld [$cc47], a
- ld [$cc48], a
- ret
-
-Func_2247:: ; 2247 (0:2247)
- ld hl, $cc42
- ld de, $cc3d
- ld c, $2
- ld a, $1
- ld [$ffab], a
-.asm_2253
- call DelayFrame
- ld a, [hl]
- ld [$ffac], a
- call Func_219a
- ld b, a
- inc hl
- ld a, [$ffab]
- and a
- ld a, $0
- ld [$ffab], a
- jr nz, .asm_2253
- ld a, b
- ld [de], a
- inc de
- dec c
- jr nz, .asm_2253
- ret
-
-Func_226e:: ; 226e (0:226e)
- call SaveScreenTilesToBuffer1
- callab PrintWaitingText
- call Func_227f
- jp LoadScreenTilesFromBuffer1
-
-Func_227f:: ; 227f (0:227f)
- ld a, $ff
- ld [$cc3e], a
-.asm_2284
- call Func_22c3
- call DelayFrame
- call Func_2237
- jr z, .asm_22a0
- push hl
- ld hl, $cc48
- dec [hl]
- jr nz, .asm_229f
- dec hl
- dec [hl]
- jr nz, .asm_229f
- pop hl
- xor a
- jp Func_223f
-.asm_229f
- pop hl
-.asm_22a0
- ld a, [$cc3e]
- inc a
- jr z, .asm_2284
- ld b, $a
-.asm_22a8
- call DelayFrame
- call Func_22c3
- dec b
- jr nz, .asm_22a8
- ld b, $a
-.asm_22b3
- call DelayFrame
- call Func_22ed
- dec b
- jr nz, .asm_22b3
- ld a, [$cc3e]
- ld [$cc3d], a
- ret
-
-Func_22c3:: ; 22c3 (0:22c3)
- call asm_22d7
- ld a, [$cc42]
- add $60
- ld [$ffac], a
- ld a, [$ffaa]
- cp $2
- jr nz, asm_22d7
- ld a, $81
- ld [$ff02], a
-asm_22d7:: ; 22d7 (0:22d7)
- ld a, [$ffad]
- ld [$cc3d], a
- and $f0
- cp $60
- ret nz
- xor a
- ld [$ffad], a
- ld a, [$cc3d]
- and $f
- ld [$cc3e], a
- ret
-
-Func_22ed:: ; 22ed (0:22ed)
- xor a
- ld [$ffac], a
- ld a, [$ffaa]
- cp $2
- ret nz
- ld a, $81
- ld [$ff02], a
- ret
-
-Func_22fa:: ; 22fa (0:22fa)
- ld a, $2
- ld [$ff01], a
- xor a
- ld [$ffad], a
- ld a, $80
- ld [$ff02], a
- ret
-
-; timer interrupt is apparently not invoked anyway
-Timer:: ; 2306 (0:2306)
- reti
-
-Func_2307:: ; 2307 (0:2307)
- call WaitForSoundToFinish
- xor a
- ld c, a
- ld d, a
- ld [$cfca], a
- jr asm_2324
-
-Func_2312:: ; 2312 (0:2312)
- ld c, $a
- ld d, $0
- ld a, [$d72e]
- bit 5, a
- jr z, asm_2324
- xor a
- ld [$cfca], a
- ld c, $8
- ld d, c
-asm_2324:: ; 2324 (0:2324)
- ld a, [$d700]
- and a
- jr z, .asm_2343
- cp $2
- jr z, .asm_2332
- ld a, MUSIC_BIKE_RIDING
- jr .asm_2334
-.asm_2332
- ld a, MUSIC_SURFING
-.asm_2334
- ld b, a
- ld a, d
- and a
- ld a, Bank(Func_7d8ea)
- jr nz, .asm_233e
- ld [$c0ef], a
-.asm_233e
- ld [$c0f0], a
- jr .asm_234c
-.asm_2343
- ld a, [$d35b]
- ld b, a
- call Func_2385
- jr c, .asm_2351
-.asm_234c
- ld a, [$cfca]
- cp b
- ret z
-.asm_2351
- ld a, c
- ld [wMusicHeaderPointer], a
- ld a, b
- ld [$cfca], a
- ld [$c0ee], a
- jp PlaySound
-
-Func_235f:: ; 235f (0:235f)
- ld a, [$c0ef]
- ld b, a
- cp $2
- jr nz, .checkForBank08
-.bank02
- ld hl, Func_9103
- jr .asm_2378
-.checkForBank08
- cp $8
- jr nz, .bank1F
-.bank08
- ld hl, Func_21879
- jr .asm_2378
-.bank1F
- ld hl, Func_7d177
-.asm_2378
- ld c, $6
-.asm_237a
- push bc
- push hl
- call Bankswitch
- pop hl
- pop bc
- dec c
- jr nz, .asm_237a
- ret
-
-Func_2385:: ; 2385 (0:2385)
- ld a, [$d35c]
- ld e, a
- ld a, [$c0ef]
- cp e
- jr nz, .asm_2394
- ld [$c0f0], a
- and a
- ret
-.asm_2394
- ld a, c
- and a
- ld a, e
- jr nz, .asm_239c
- ld [$c0ef], a
-.asm_239c
- ld [$c0f0], a
- scf
- ret
-
-PlayMusic:: ; 23a1 (0:23a1)
- ld b, a
- ld [$c0ee], a
- xor a
- ld [wMusicHeaderPointer], a
- ld a, c
- ld [$c0ef], a
- ld [$c0f0], a
- ld a, b
-
-; plays music specified by a. If value is $ff, music is stopped
-PlaySound:: ; 23b1 (0:23b1)
- push hl
- push de
- push bc
- ld b, a
- ld a, [$c0ee]
- and a
- jr z, .asm_23c8
- xor a
- ld [$c02a], a
- ld [$c02b], a
- ld [$c02c], a
- ld [$c02d], a
-.asm_23c8
- ld a, [wMusicHeaderPointer]
- and a
- jr z, .asm_23e3
- ld a, [$c0ee]
- and a
- jr z, .asm_2425
- xor a
- ld [$c0ee], a
- ld a, [$cfca]
- cp $ff
- jr nz, .asm_2414
- xor a
- ld [wMusicHeaderPointer], a
-.asm_23e3
- xor a
- ld [$c0ee], a
- ld a, [H_LOADEDROMBANK]
- ld [$ffb9], a
- ld a, [$c0ef]
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- cp $2
- jr nz, .checkForBank08
-.bank02
- ld a, b
- call Func_9876
- jr .asm_240b
-.checkForBank08
- cp $8
- jr nz, .bank1F
-.bank08
- ld a, b
- call Func_22035
- jr .asm_240b
-.bank1F
- ld a, b
- call Func_7d8ea
-.asm_240b
- ld a, [$ffb9]
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- jr .asm_2425
-.asm_2414
- ld a, b
- ld [$cfca], a
- ld a, [wMusicHeaderPointer]
- ld [$cfc8], a
- ld [$cfc9], a
- ld a, b
- ld [wMusicHeaderPointer], a
-.asm_2425
- pop bc
- pop de
- pop hl
- ret
-
-UpdateSprites:: ; 2429 (0:2429)
- ld a, [$cfcb]
- dec a
- ret nz
- ld a, [H_LOADEDROMBANK]
- push af
- ld a, Bank(_UpdateSprites)
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- call _UpdateSprites
- pop af
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ret
-
-INCLUDE "data/mart_inventories.asm"
-
-TextScriptEndingChar:: ; 24d6 (0:24d6)
- db "@"
-TextScriptEnd:: ; 24d7 (0:24d7)
- ld hl,TextScriptEndingChar
- ret
-
-ExclamationText:: ; 24db (0:24db)
- TX_FAR _ExclamationText
- db "@"
-
-GroundRoseText:: ; 24e0 (0:24e0)
- TX_FAR _GroundRoseText
- db "@"
-
-BoulderText:: ; 24e5 (0:24e5)
- TX_FAR _BoulderText
- db "@"
-
-MartSignText:: ; 24ea (0:24ea)
- TX_FAR _MartSignText
- db "@"
-
-PokeCenterSignText:: ; 24ef (0:24ef)
- TX_FAR _PokeCenterSignText
- db "@"
-
-Predef5CText:: ; 24f4 (0:24f4)
-; XXX better label (what does predef $5C do?)
- db $08 ; asm
- ld a, $5c
- call Predef
- jp TextScriptEnd
-
-; bankswitches and runs _UncompressSpriteData
-; bank is given in a, sprite input stream is pointed to in W_SPRITEINPUTPTR
-UncompressSpriteData:: ; 24fd (0:24fd)
- ld b, a
- ld a, [H_LOADEDROMBANK]
- push af
- ld a, b
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ld a, $a
- ld [$0], a
- xor a
- ld [$4000], a
- call _UncompressSpriteData
- pop af
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ret
-
-; initializes necessary data to load a sprite and runs UncompressSpriteDataLoop
-_UncompressSpriteData:: ; 251a (0:251a)
- ld hl, S_SPRITEBUFFER1
- ld c, (2*SPRITEBUFFERSIZE) % $100
- ld b, (2*SPRITEBUFFERSIZE) / $100
- xor a
- call FillMemory ; clear sprite buffer 1 and 2
- ld a, $1
- ld [W_SPRITEINPUTBITCOUNTER], a
- ld a, $3
- ld [W_SPRITEOUTPUTBITOFFSET], a
- xor a
- ld [W_SPRITECURPOSX], a
- ld [W_SPRITECURPOSY], a
- ld [W_SPRITELOADFLAGS], a ; $d0a8
- call ReadNextInputByte ; first byte of input determines sprite width (high nybble) and height (low nybble) in tiles (8x8 pixels)
- ld b, a
- and $f
- add a
- add a
- add a
- ld [W_SPRITEHEIGHT], a
- ld a, b
- swap a
- and $f
- add a
- add a
- add a
- ld [W_SPRITEWITDH], a
- call ReadNextInputBit
- ld [W_SPRITELOADFLAGS], a ; initialite bit1 to 0 and bit0 to the first input bit
- ; this will load two chunks of data to S_SPRITEBUFFER1 and S_SPRITEBUFFER2
- ; bit 0 decides in which one the first chunk is placed
- ; fall through
-
-; uncompresses a chunk from the sprite input data stream (pointed to at $d0da) into S_SPRITEBUFFER1 or S_SPRITEBUFFER2
-; each chunk is a 1bpp sprite. A 2bpp sprite consist of two chunks which are merged afterwards
-; note that this is an endless loop which is terminated during a call to MoveToNextBufferPosition by manipulating the stack
-UncompressSpriteDataLoop:: ; 2556 (0:2556)
- ld hl, S_SPRITEBUFFER1
- ld a, [W_SPRITELOADFLAGS] ; $d0a8
- bit 0, a
- jr z, .useSpriteBuffer1 ; check which buffer to use
- ld hl, S_SPRITEBUFFER2
-.useSpriteBuffer1
- call StoreSpriteOutputPointer
- ld a, [W_SPRITELOADFLAGS] ; $d0a8
- bit 1, a
- jr z, .startDecompression ; check if last iteration
- call ReadNextInputBit ; if last chunk, read 1-2 bit unpacking mode
- and a
- jr z, .unpackingMode0 ; 0 -> mode 0
- call ReadNextInputBit ; 1 0 -> mode 1
- inc a ; 1 1 -> mode 2
-.unpackingMode0
- ld [W_SPRITEUNPACKMODE], a
-.startDecompression
- call ReadNextInputBit
- and a
- jr z, .readRLEncodedZeros ; if first bit is 0, the input starts with zeroes, otherwise with (non-zero) input
-.readNextInput
- call ReadNextInputBit
- ld c, a
- call ReadNextInputBit
- sla c
- or c ; read next two bits into c
- and a
- jr z, .readRLEncodedZeros ; 00 -> RLEncoded zeroes following
- call WriteSpriteBitsToBuffer ; otherwise write input to output and repeat
- call MoveToNextBufferPosition
- jr .readNextInput
-.readRLEncodedZeros
- ld c, $0 ; number of zeroes it length encoded, the number
-.countConsecutiveOnesLoop ; of consecutive ones determines the number of bits the number has
- call ReadNextInputBit
- and a
- jr z, .countConsecutiveOnesFinished
- inc c
- jr .countConsecutiveOnesLoop
-.countConsecutiveOnesFinished
- ld a, c
- add a
- ld hl, LengthEncodingOffsetList
- add l
- ld l, a
- jr nc, .noCarry
- inc h
-.noCarry
- ld a, [hli] ; read offset that is added to the number later on
- ld e, a ; adding an offset of 2^length - 1 makes every integer uniquely
- ld d, [hl] ; representable in the length encoding and saves bits
- push de
- inc c
- ld e, $0
- ld d, e
-.readNumberOfZerosLoop ; reads the next c+1 bits of input
- call ReadNextInputBit
- or e
- ld e, a
- dec c
- jr z, .readNumberOfZerosDone
- sla e
- rl d
- jr .readNumberOfZerosLoop
-.readNumberOfZerosDone
- pop hl ; add the offset
- add hl, de
- ld e, l
- ld d, h
-.writeZerosLoop
- ld b, e
- xor a ; write 00 to buffer
- call WriteSpriteBitsToBuffer
- ld e, b
- call MoveToNextBufferPosition
- dec de
- ld a, d
- and a
- jr nz, .continueLoop
- ld a, e
- and a
-.continueLoop
- jr nz, .writeZerosLoop
- jr .readNextInput
-
-; moves output pointer to next position
-; also cancels the calling function if the all output is done (by removing the return pointer from stack)
-; and calls postprocessing functions according to the unpack mode
-MoveToNextBufferPosition:: ; 25d8 (0:25d8)
- ld a, [W_SPRITEHEIGHT]
- ld b, a
- ld a, [W_SPRITECURPOSY]
- inc a
- cp b
- jr z, .curColumnDone
- ld [W_SPRITECURPOSY], a
- ld a, [W_SPRITEOUTPUTPTR]
- inc a
- ld [W_SPRITEOUTPUTPTR], a
- ret nz
- ld a, [W_SPRITEOUTPUTPTR+1]
- inc a
- ld [W_SPRITEOUTPUTPTR+1], a
- ret
-.curColumnDone
- xor a
- ld [W_SPRITECURPOSY], a
- ld a, [W_SPRITEOUTPUTBITOFFSET]
- and a
- jr z, .bitOffsetsDone
- dec a
- ld [W_SPRITEOUTPUTBITOFFSET], a
- ld hl, W_SPRITEOUTPUTPTRCACHED
- ld a, [hli]
- ld [W_SPRITEOUTPUTPTR], a
- ld a, [hl]
- ld [W_SPRITEOUTPUTPTR+1], a
- ret
-.bitOffsetsDone
- ld a, $3
- ld [W_SPRITEOUTPUTBITOFFSET], a
- ld a, [W_SPRITECURPOSX]
- add $8
- ld [W_SPRITECURPOSX], a
- ld b, a
- ld a, [W_SPRITEWITDH]
- cp b
- jr z, .allColumnsDone
- ld a, [W_SPRITEOUTPUTPTR]
- ld l, a
- ld a, [W_SPRITEOUTPUTPTR+1]
- ld h, a
- inc hl
- jp StoreSpriteOutputPointer
-.allColumnsDone
- pop hl
- xor a
- ld [W_SPRITECURPOSX], a
- ld a, [W_SPRITELOADFLAGS] ; $d0a8
- bit 1, a
- jr nz, .done ; test if there is one more sprite to go
- xor $1
- set 1, a
- ld [W_SPRITELOADFLAGS], a ; $d0a8
- jp UncompressSpriteDataLoop
-.done
- jp UnpackSprite
-
-; writes 2 bits (from a) to the output buffer (pointed to from W_SPRITEOUTPUTPTR)
-WriteSpriteBitsToBuffer:: ; 2649 (0:2649)
- ld e, a
- ld a, [W_SPRITEOUTPUTBITOFFSET]
- and a
- jr z, .offset0
- cp $2
- jr c, .offset1
- jr z, .offset2
- rrc e ; offset 3
- rrc e
- jr .offset0
-.offset1
- sla e
- sla e
- jr .offset0
-.offset2
- swap e
-.offset0
- ld a, [W_SPRITEOUTPUTPTR]
- ld l, a
- ld a, [W_SPRITEOUTPUTPTR+1]
- ld h, a
- ld a, [hl]
- or e
- ld [hl], a
- ret
-
-; reads next bit from input stream and returns it in a
-ReadNextInputBit:: ; 2670 (0:2670)
- ld a, [W_SPRITEINPUTBITCOUNTER]
- dec a
- jr nz, .curByteHasMoreBitsToRead
- call ReadNextInputByte
- ld [W_SPRITEINPUTCURBYTE], a
- ld a, $8
-.curByteHasMoreBitsToRead
- ld [W_SPRITEINPUTBITCOUNTER], a
- ld a, [W_SPRITEINPUTCURBYTE]
- rlca
- ld [W_SPRITEINPUTCURBYTE], a
- and $1
- ret
-
-; reads next byte from input stream and returns it in a
-ReadNextInputByte:: ; 268b (0:268b)
- ld a, [W_SPRITEINPUTPTR]
- ld l, a
- ld a, [W_SPRITEINPUTPTR+1]
- ld h, a
- ld a, [hli]
- ld b, a
- ld a, l
- ld [W_SPRITEINPUTPTR], a
- ld a, h
- ld [W_SPRITEINPUTPTR+1], a
- ld a, b
- ret
-
-; the nth item is 2^n - 1
-LengthEncodingOffsetList:: ; 269f (0:269f)
- dw %0000000000000001
- dw %0000000000000011
- dw %0000000000000111
- dw %0000000000001111
- dw %0000000000011111
- dw %0000000000111111
- dw %0000000001111111
- dw %0000000011111111
- dw %0000000111111111
- dw %0000001111111111
- dw %0000011111111111
- dw %0000111111111111
- dw %0001111111111111
- dw %0011111111111111
- dw %0111111111111111
- dw %1111111111111111
-
-; unpacks the sprite data depending on the unpack mode
-UnpackSprite:: ; 26bf (0:26bf)
- ld a, [W_SPRITEUNPACKMODE]
- cp $2
- jp z, UnpackSpriteMode2
- and a
- jp nz, XorSpriteChunks
- ld hl, S_SPRITEBUFFER1
- call SpriteDifferentialDecode
- ld hl, S_SPRITEBUFFER2
- ; fall through
-
-; decodes differential encoded sprite data
-; input bit value 0 preserves the current bit value and input bit value 1 toggles it (starting from initial value 0).
-SpriteDifferentialDecode:: ; 26d4 (0:26d4)
- xor a
- ld [W_SPRITECURPOSX], a
- ld [W_SPRITECURPOSY], a
- call StoreSpriteOutputPointer
- ld a, [W_SPRITEFLIPPED]
- and a
- jr z, .notFlipped
- ld hl, DecodeNybble0TableFlipped
- ld de, DecodeNybble1TableFlipped
- jr .storeDecodeTablesPointers
-.notFlipped
- ld hl, DecodeNybble0Table
- ld de, DecodeNybble1Table
-.storeDecodeTablesPointers
- ld a, l
- ld [W_SPRITEDECODETABLE0PTR], a
- ld a, h
- ld [W_SPRITEDECODETABLE0PTR+1], a
- ld a, e
- ld [W_SPRITEDECODETABLE1PTR], a
- ld a, d
- ld [W_SPRITEDECODETABLE1PTR+1], a
- ld e, $0 ; last decoded nybble, initialized to 0
-.decodeNextByteLoop
- ld a, [W_SPRITEOUTPUTPTR]
- ld l, a
- ld a, [W_SPRITEOUTPUTPTR+1]
- ld h, a
- ld a, [hl]
- ld b, a
- swap a
- and $f
- call DifferentialDecodeNybble ; decode high nybble
- swap a
- ld d, a
- ld a, b
- and $f
- call DifferentialDecodeNybble ; decode low nybble
- or d
- ld b, a
- ld a, [W_SPRITEOUTPUTPTR]
- ld l, a
- ld a, [W_SPRITEOUTPUTPTR+1]
- ld h, a
- ld a, b
- ld [hl], a ; write back decoded data
- ld a, [W_SPRITEHEIGHT]
- add l ; move on to next column
- jr nc, .noCarry
- inc h
-.noCarry
- ld [W_SPRITEOUTPUTPTR], a
- ld a, h
- ld [W_SPRITEOUTPUTPTR+1], a
- ld a, [W_SPRITECURPOSX]
- add $8
- ld [W_SPRITECURPOSX], a
- ld b, a
- ld a, [W_SPRITEWITDH]
- cp b
- jr nz, .decodeNextByteLoop ; test if current row is done
- xor a
- ld e, a
- ld [W_SPRITECURPOSX], a
- ld a, [W_SPRITECURPOSY] ; move on to next row
- inc a
- ld [W_SPRITECURPOSY], a
- ld b, a
- ld a, [W_SPRITEHEIGHT]
- cp b
- jr z, .done ; test if all rows finished
- ld a, [W_SPRITEOUTPUTPTRCACHED]
- ld l, a
- ld a, [W_SPRITEOUTPUTPTRCACHED+1]
- ld h, a
- inc hl
- call StoreSpriteOutputPointer
- jr .decodeNextByteLoop
-.done
- xor a
- ld [W_SPRITECURPOSY], a
- ret
-
-; decodes the nybble stored in a. Last decoded data is assumed to be in e (needed to determine if initial value is 0 or 1)
-DifferentialDecodeNybble:: ; 276d (0:276d)
- srl a ; c=a%2, a/=2
- ld c, $0
- jr nc, .evenNumber
- ld c, $1
-.evenNumber
- ld l, a
- ld a, [W_SPRITEFLIPPED]
- and a
- jr z, .notFlipped ; determine if initial value is 0 or one
- bit 3, e ; if flipped, consider MSB of last data
- jr .selectLookupTable
-.notFlipped
- bit 0, e ; else consider LSB
-.selectLookupTable
- ld e, l
- jr nz, .initialValue1 ; load the appropriate table
- ld a, [W_SPRITEDECODETABLE0PTR]
- ld l, a
- ld a, [W_SPRITEDECODETABLE0PTR+1]
- jr .tableLookup
-.initialValue1
- ld a, [W_SPRITEDECODETABLE1PTR]
- ld l, a
- ld a, [W_SPRITEDECODETABLE1PTR+1]
-.tableLookup
- ld h, a
- ld a, e
- add l
- ld l, a
- jr nc, .noCarry
- inc h
-.noCarry
- ld a, [hl]
- bit 0, c
- jr nz, .selectLowNybble
- swap a ; select high nybble
-.selectLowNybble
- and $f
- ld e, a ; update last decoded data
- ret
-
-DecodeNybble0Table:: ; 27a7 (0:27a7)
- dn $0, $1
- dn $3, $2
- dn $7, $6
- dn $4, $5
- dn $f, $e
- dn $c, $d
- dn $8, $9
- dn $b, $a
-DecodeNybble1Table:: ; 27af (0:27af)
- dn $f, $e
- dn $c, $d
- dn $8, $9
- dn $b, $a
- dn $0, $1
- dn $3, $2
- dn $7, $6
- dn $4, $5
-DecodeNybble0TableFlipped:: ; 27b7 (0:27b7)
- dn $0, $8
- dn $c, $4
- dn $e, $6
- dn $2, $a
- dn $f, $7
- dn $3, $b
- dn $1, $9
- dn $d, $5
-DecodeNybble1TableFlipped:: ; 27bf (0:27bf)
- dn $f, $7
- dn $3, $b
- dn $1, $9
- dn $d, $5
- dn $0, $8
- dn $c, $4
- dn $e, $6
- dn $2, $a
-
-; combines the two loaded chunks with xor (the chunk loaded second is the destination). The source chunk is differeintial decoded beforehand.
-XorSpriteChunks:: ; 27c7 (0:27c7)
- xor a
- ld [W_SPRITECURPOSX], a
- ld [W_SPRITECURPOSY], a
- call ResetSpriteBufferPointers
- ld a, [W_SPRITEOUTPUTPTR] ; points to buffer 1 or 2, depending on flags
- ld l, a
- ld a, [W_SPRITEOUTPUTPTR+1]
- ld h, a
- call SpriteDifferentialDecode ; decode buffer 1 or 2, depending on flags
- call ResetSpriteBufferPointers
- ld a, [W_SPRITEOUTPUTPTR] ; source buffer, points to buffer 1 or 2, depending on flags
- ld l, a
- ld a, [W_SPRITEOUTPUTPTR+1]
- ld h, a
- ld a, [W_SPRITEOUTPUTPTRCACHED] ; destination buffer, points to buffer 2 or 1, depending on flags
- ld e, a
- ld a, [W_SPRITEOUTPUTPTRCACHED+1]
- ld d, a
-.xorChunksLoop
- ld a, [W_SPRITEFLIPPED]
- and a
- jr z, .notFlipped
- push de
- ld a, [de]
- ld b, a
- swap a
- and $f
- call ReverseNybble ; if flipped reverse the nybbles in the destination buffer
- swap a
- ld c, a
- ld a, b
- and $f
- call ReverseNybble
- or c
- pop de
- ld [de], a
-.notFlipped
- ld a, [hli]
- ld b, a
- ld a, [de]
- xor b
- ld [de], a
- inc de
- ld a, [W_SPRITECURPOSY]
- inc a
- ld [W_SPRITECURPOSY], a ; go to next row
- ld b, a
- ld a, [W_SPRITEHEIGHT]
- cp b
- jr nz, .xorChunksLoop ; test if column finished
- xor a
- ld [W_SPRITECURPOSY], a
- ld a, [W_SPRITECURPOSX]
- add $8
- ld [W_SPRITECURPOSX], a ; go to next column
- ld b, a
- ld a, [W_SPRITEWITDH]
- cp b
- jr nz, .xorChunksLoop ; test if all columns finished
- xor a
- ld [W_SPRITECURPOSX], a
- ret
-
-; reverses the bits in the nybble given in register a
-ReverseNybble:: ; 2837 (0:2837)
- ld de, NybbleReverseTable
- add e
- ld e, a
- jr nc, .asm_283f
- inc d
-.asm_283f
- ld a, [de]
- ret
-
-; resets sprite buffer pointers to buffer 1 and 2, depending on W_SPRITELOADFLAGS
-ResetSpriteBufferPointers:: ; 2841 (0:2841)
- ld a, [W_SPRITELOADFLAGS] ; $d0a8
- bit 0, a
- jr nz, .buffer2Selected
- ld de, S_SPRITEBUFFER1
- ld hl, S_SPRITEBUFFER2
- jr .storeBufferPointers
-.buffer2Selected
- ld de, S_SPRITEBUFFER2
- ld hl, S_SPRITEBUFFER1
-.storeBufferPointers
- ld a, l
- ld [W_SPRITEOUTPUTPTR], a
- ld a, h
- ld [W_SPRITEOUTPUTPTR+1], a
- ld a, e
- ld [W_SPRITEOUTPUTPTRCACHED], a
- ld a, d
- ld [W_SPRITEOUTPUTPTRCACHED+1], a
- ret
-
-; maps each nybble to its reverse
-NybbleReverseTable:: ; 2867 (0:2867)
- db $0, $8, $4, $c, $2, $a, $6 ,$e, $1, $9, $5, $d, $3, $b, $7 ,$f
-
-; combines the two loaded chunks with xor (the chunk loaded second is the destination). Both chunks are differeintial decoded beforehand.
-UnpackSpriteMode2:: ; 2877 (0:2877)
- call ResetSpriteBufferPointers
- ld a, [W_SPRITEFLIPPED]
- push af
- xor a
- ld [W_SPRITEFLIPPED], a ; temporarily clear flipped flag for decoding the destination chunk
- ld a, [W_SPRITEOUTPUTPTRCACHED]
- ld l, a
- ld a, [W_SPRITEOUTPUTPTRCACHED+1]
- ld h, a
- call SpriteDifferentialDecode
- call ResetSpriteBufferPointers
- pop af
- ld [W_SPRITEFLIPPED], a
- jp XorSpriteChunks
-
-; stores hl into the output pointers
-StoreSpriteOutputPointer:: ; 2897 (0:2897)
- ld a, l
- ld [W_SPRITEOUTPUTPTR], a
- ld [W_SPRITEOUTPUTPTRCACHED], a
- ld a, h
- ld [W_SPRITEOUTPUTPTR+1], a
- ld [W_SPRITEOUTPUTPTRCACHED+1], a
- ret
-
-ResetPlayerSpriteData:: ; 28a6 (0:28a6)
- ld hl, wSpriteStateData1
- call ResetPlayerSpriteData_ClearSpriteData
- ld hl, wSpriteStateData2
- call ResetPlayerSpriteData_ClearSpriteData
- ld a, $1
- ld [wSpriteStateData1], a
- ld [$c20e], a
- ld hl, $c104
- ld [hl], $3c ; set Y screen pos
- inc hl
- inc hl
- ld [hl], $40 ; set X screen pos
- ret
-
-; overwrites sprite data with zeroes
-ResetPlayerSpriteData_ClearSpriteData:: ; 28c4 (0:28c4)
- ld bc, $10
- xor a
- jp FillMemory
-
-Func_28cb:: ; 28cb (0:28cb)
- ld a, [wMusicHeaderPointer]
- and a
- jr nz, .asm_28dc
- ld a, [$d72c]
- bit 1, a
- ret nz
- ld a, $77
- ld [$ff24], a
- ret
-.asm_28dc
- ld a, [$cfc9]
- and a
- jr z, .asm_28e7
- dec a
- ld [$cfc9], a
- ret
-.asm_28e7
- ld a, [$cfc8]
- ld [$cfc9], a
- ld a, [$ff24]
- and a
- jr z, .asm_2903
- ld b, a
- and $f
- dec a
- ld c, a
- ld a, b
- and $f0
- swap a
- dec a
- swap a
- or c
- ld [$ff24], a
- ret
-.asm_2903
- ld a, [wMusicHeaderPointer]
- ld b, a
- xor a
- ld [wMusicHeaderPointer], a
- ld a, $ff
- ld [$c0ee], a
- call PlaySound
- ld a, [$c0f0]
- ld [$c0ef], a
- ld a, b
- ld [$c0ee], a
- jp PlaySound
-
-; this function is used to display sign messages, sprite dialog, etc.
-; INPUT: [$ff8c] = sprite ID or text ID
-DisplayTextID:: ; 2920 (0:2920)
- ld a,[H_LOADEDROMBANK]
- push af
- callba DisplayTextIDInit ; initialization
- ld hl,$cf11
- bit 0,[hl]
- res 0,[hl]
- jr nz,.skipSwitchToMapBank
- ld a,[W_CURMAP]
- call SwitchToMapRomBank
-.skipSwitchToMapBank
- ld a,30 ; half a second
- ld [H_FRAMECOUNTER],a ; used as joypad poll timer
- ld hl,W_MAPTEXTPTR
- ld a,[hli]
- ld h,[hl]
- ld l,a ; hl = map text pointer
- ld d,$00
- ld a,[$ff8c] ; text ID
- ld [$cf13],a
- and a
- jp z,DisplayStartMenu
- cp a,$d3 ; safari game over
- jp z,DisplaySafariGameOverText
- cp a,$d0 ; fainted
- jp z,DisplayPokemonFaintedText
- cp a,$d1 ; blacked out
- jp z,DisplayPlayerBlackedOutText
- cp a,$d2 ; repel wore off
- jp z,DisplayRepelWoreOffText
- ld a,[$d4e1] ; number of sprites
- ld e,a
- ld a,[$ff8c] ; sprite ID
- cp e
- jr z,.spriteHandling
- jr nc,.skipSpriteHandling
-.spriteHandling
-; get the text ID of the sprite
- push hl
- push de
- push bc
- callba Func_13074 ; update the graphics of the sprite the player is talking to (to face the right direction)
- pop bc
- pop de
- ld hl,W_MAPSPRITEDATA ; NPC text entries
- ld a,[$ff8c]
- dec a
- add a
- add l
- ld l,a
- jr nc,.noCarry
- inc h
-.noCarry
- inc hl
- ld a,[hl] ; a = text ID of the sprite
- pop hl
-.skipSpriteHandling
-; look up the address of the text in the map's text entries
- dec a
- ld e,a
- sla e
- add hl,de
- ld a,[hli]
- ld h,[hl]
- ld l,a ; hl = address of the text
- ld a,[hl] ; a = first byte of text
-; check first byte of text for special cases
- cp a,$fe ; Pokemart NPC
- jp z,DisplayPokemartDialogue
- cp a,$ff ; Pokemon Center NPC
- jp z,DisplayPokemonCenterDialogue
- cp a,$fc ; Item Storage PC
- jp z,FuncTX_ItemStoragePC
- cp a,$fd ; Bill's PC
- jp z,FuncTX_BillsPC
- cp a,$f9 ; Pokemon Center PC
- jp z,FuncTX_PokemonCenterPC
- cp a,$f5 ; Vending Machine
- jr nz,.notVendingMachine
- callba VendingMachineMenu ; jump banks to vending machine routine
- jr AfterDisplayingTextID
-.notVendingMachine
- cp a,$f7 ; slot machine
- jp z,FuncTX_SlotMachine
- cp a,$f6 ; cable connection NPC in Pokemon Center
- jr nz,.notSpecialCase
- callab CableClubNPC
- jr AfterDisplayingTextID
-.notSpecialCase
- call Func_3c59 ; display the text
- ld a,[$cc3c]
- and a
- jr nz,HoldTextDisplayOpen
-
-AfterDisplayingTextID:: ; 29d6 (0:29d6)
- ld a,[$cc47]
- and a
- jr nz,HoldTextDisplayOpen
- call WaitForTextScrollButtonPress ; wait for a button press after displaying all the text
-
-; loop to hold the dialogue box open as long as the player keeps holding down the A button
-HoldTextDisplayOpen:: ; 29df (0:29df)
- call GetJoypadState
- ld a,[H_CURRENTPRESSEDBUTTONS]
- bit 0,a ; is the A button being pressed?
- jr nz,HoldTextDisplayOpen
-
-CloseTextDisplay:: ; 29e8 (0:29e8)
- ld a,[W_CURMAP]
- call SwitchToMapRomBank
- ld a,$90
- ld [$ffb0],a ; move the window off the screen
- call DelayFrame
- call LoadGBPal
- xor a
- ld [H_AUTOBGTRANSFERENABLED],a ; disable continuous WRAM to VRAM transfer each V-blank
-; loop to make sprites face the directions they originally faced before the dialogue
- ld hl,$c219
- ld c,$0f
- ld de,$0010
-.restoreSpriteFacingDirectionLoop
- ld a,[hl]
- dec h
- ld [hl],a
- inc h
- add hl,de
- dec c
- jr nz,.restoreSpriteFacingDirectionLoop
- ld a,BANK(InitMapSprites)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- call InitMapSprites ; reload sprite tile pattern data (since it was partially overwritten by text tile patterns)
- ld hl,$cfc4
- res 0,[hl]
- ld a,[$d732]
- bit 3,a
- call z,LoadPlayerSpriteGraphics
- call LoadCurrentMapView
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- jp UpdateSprites ; move sprites
-
-DisplayPokemartDialogue:: ; 2a2e (0:2a2e)
- push hl
- ld hl,PokemartGreetingText
- call PrintText
- pop hl
- inc hl
- call LoadItemList
- ld a,$02
- ld [$cf94],a ; selects between subtypes of menus
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,Bank(DisplayPokemartDialogue_)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- call DisplayPokemartDialogue_
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- jp AfterDisplayingTextID
-
-PokemartGreetingText:: ; 2a55 (0:2a55)
- TX_FAR _PokemartGreetingText
- db "@"
-
-LoadItemList:: ; 2a5a (0:2a5a)
- ld a,$01
- ld [$cfcb],a
- ld a,h
- ld [$d128],a
- ld a,l
- ld [$d129],a
- ld de,$cf7b
-.loop
- ld a,[hli]
- ld [de],a
- inc de
- cp a,$ff
- jr nz,.loop
- ret
-
-DisplayPokemonCenterDialogue:: ; 2a72 (0:2a72)
- xor a
- ld [$ff8b],a
- ld [$ff8c],a
- ld [$ff8d],a
- inc hl
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,Bank(DisplayPokemonCenterDialogue_)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- call DisplayPokemonCenterDialogue_
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- jp AfterDisplayingTextID
-
-DisplaySafariGameOverText:: ; 2a90 (0:2a90)
- callab PrintSafariGameOverText
- jp AfterDisplayingTextID
-
-DisplayPokemonFaintedText:: ; 2a9b (0:2a9b)
- ld hl,PokemonFaintedText
- call PrintText
- jp AfterDisplayingTextID
-
-PokemonFaintedText:: ; 2aa4 (0:2aa4)
- TX_FAR _PokemonFaintedText
- db "@"
-
-DisplayPlayerBlackedOutText:: ; 2aa9 (0:2aa9)
- ld hl,PlayerBlackedOutText
- call PrintText
- ld a,[$d732]
- res 5,a
- ld [$d732],a
- jp HoldTextDisplayOpen
-
-PlayerBlackedOutText:: ; 2aba (0:2aba)
- TX_FAR _PlayerBlackedOutText
- db "@"
-
-DisplayRepelWoreOffText:: ; 2abf (0:2abf)
- ld hl,RepelWoreOffText
- call PrintText
- jp AfterDisplayingTextID
-
-RepelWoreOffText:: ; 2ac8 (0:2ac8)
- TX_FAR _RepelWoreOffText
- db "@"
-
-INCLUDE "engine/menu/start_menu.asm"
-
-; function to count how many bits are set in a string of bytes
-; INPUT:
-; hl = address of string of bytes
-; b = length of string of bytes
-; OUTPUT:
-; [$D11E] = number of set bits
-CountSetBits:: ; 2b7f (0:2b7f)
- ld c,0
-.loop
- ld a,[hli]
- ld e,a
- ld d,8
-.innerLoop ; count how many bits are set in the current byte
- srl e
- ld a,0
- adc c
- ld c,a
- dec d
- jr nz,.innerLoop
- dec b
- jr nz,.loop
- ld a,c
- ld [$d11e],a ; store number of set bits
- ret
-
-; subtracts the amount the player paid from their money
-; sets carry flag if there is enough money and unsets carry flag if not
-SubtractAmountPaidFromMoney:: ; 2b96 (0:2b96)
- ld b,BANK(SubtractAmountPaidFromMoney_)
- ld hl,SubtractAmountPaidFromMoney_
- jp Bankswitch
-
-; adds the amount the player sold to their money
-AddAmountSoldToMoney:: ; 2b9e (0:2b9e)
- ld de,wPlayerMoney + 2
- ld hl,$ffa1 ; total price of items
- ld c,3 ; length of money in bytes
- ld a,$0b
- call Predef ; add total price to money
- ld a,$13
- ld [$d125],a
- call DisplayTextBoxID ; redraw money text box
- ld a, (SFX_02_5a - SFX_Headers_02) / 3
- call PlaySoundWaitForCurrent ; play sound
- jp WaitForSoundToFinish ; wait until sound is done playing
-
-; function to remove an item (in varying quantities) from the player's bag or PC box
-; INPUT:
-; HL = address of inventory (either wNumBagItems or wNumBoxItems)
-; [$CF92] = index (within the inventory) of the item to remove
-; [$CF96] = quantity to remove
-RemoveItemFromInventory:: ; 2bbb (0:2bbb)
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,BANK(RemoveItemFromInventory_)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- call RemoveItemFromInventory_
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; function to add an item (in varying quantities) to the player's bag or PC box
-; INPUT:
-; HL = address of inventory (either wNumBagItems or wNumBoxItems)
-; [$CF91] = item ID
-; [$CF96] = item quantity
-; sets carry flag if successful, unsets carry flag if unsuccessful
-AddItemToInventory:: ; 2bcf (0:2bcf)
- push bc
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,BANK(AddItemToInventory_)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- call AddItemToInventory_
- pop bc
- ld a,b
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- pop bc
- ret
-
-; INPUT:
-; [wListMenuID] = list menu ID
-; [$cf8b] = address of the list (2 bytes)
-DisplayListMenuID:: ; 2be6 (0:2be6)
- xor a
- ld [H_AUTOBGTRANSFERENABLED],a ; disable auto-transfer
- ld a,1
- ld [$ffb7],a ; joypad state update flag
- ld a,[W_BATTLETYPE]
- and a ; is it the Old Man battle?
- jr nz,.specialBattleType
- ld a,$01 ; hardcoded bank
- jr .bankswitch
-.specialBattleType ; Old Man battle
- ld a, Bank(OldManItemList)
-.bankswitch
- call BankswitchHome
- ld hl,$d730
- set 6,[hl] ; turn off letter printing delay
- xor a
- ld [$cc35],a ; 0 means no item is currently being swapped
- ld [$d12a],a
- ld a,[$cf8b]
- ld l,a
- ld a,[$cf8c]
- ld h,a ; hl = address of the list
- ld a,[hl]
- ld [$d12a],a ; [$d12a] = number of list entries
- ld a,$0d ; list menu text box ID
- ld [$d125],a
- call DisplayTextBoxID ; draw the menu text box
- call UpdateSprites ; move sprites
- FuncCoord 4,2 ; coordinates of upper left corner of menu text box
- ld hl,Coord
- ld de,$090e ; height and width of menu text box
- ld a,[wListMenuID]
- and a ; is it a PC pokemon list?
- jr nz,.skipMovingSprites
- call UpdateSprites ; move sprites
-.skipMovingSprites
- ld a,1 ; max menu item ID is 1 if the list has less than 2 entries
- ld [$cc37],a
- ld a,[$d12a]
- cp a,2 ; does the list have less than 2 entries?
- jr c,.setMenuVariables
- ld a,2 ; max menu item ID is 2 if the list has at least 2 entries
-.setMenuVariables
- ld [wMaxMenuItem],a
- ld a,4
- ld [wTopMenuItemY],a
- ld a,5
- ld [wTopMenuItemX],a
- ld a,%00000111 ; A button, B button, Select button
- ld [wMenuWatchedKeys],a
- ld c,10
- call DelayFrames
-
-DisplayListMenuIDLoop:: ; 2c53 (0:2c53)
- xor a
- ld [H_AUTOBGTRANSFERENABLED],a ; disable transfer
- call PrintListMenuEntries
- ld a,1
- ld [H_AUTOBGTRANSFERENABLED],a ; enable transfer
- call Delay3
- ld a,[W_BATTLETYPE]
- and a ; is it the Old Man battle?
- jr z,.notOldManBattle
-.oldManBattle
- ld a,"▶"
- FuncCoord 5,4
- ld [Coord],a ; place menu cursor in front of first menu entry
- ld c,80
- call DelayFrames
- xor a
- ld [wCurrentMenuItem],a
- ld hl,Coord
- ld a,l
- ld [wMenuCursorLocation],a
- ld a,h
- ld [wMenuCursorLocation + 1],a
- jr .buttonAPressed
-.notOldManBattle
- call LoadGBPal
- call HandleMenuInput
- push af
- call PlaceMenuCursor
- pop af
- bit 0,a ; was the A button pressed?
- jp z,.checkOtherKeys
-.buttonAPressed
- ld a,[wCurrentMenuItem]
- call PlaceUnfilledArrowMenuCursor
- ld a,$01
- ld [$d12e],a
- ld [$d12d],a
- xor a
- ld [$cc37],a
- ld a,[wCurrentMenuItem]
- ld c,a
- ld a,[wListScrollOffset]
- add c
- ld c,a
- ld a,[$d12a] ; number of list entries
- and a ; is the list empty?
- jp z,ExitListMenu ; if so, exit the menu
- dec a
- cp c ; did the player select Cancel?
- jp c,ExitListMenu ; if so, exit the menu
- ld a,c
- ld [wWhichPokemon],a
- ld a,[wListMenuID]
- cp a,ITEMLISTMENU
- jr nz,.skipMultiplying
-; if it's an item menu
- sla c ; item entries are 2 bytes long, so multiply by 2
-.skipMultiplying
- ld a,[$cf8b]
- ld l,a
- ld a,[$cf8c]
- ld h,a
- inc hl ; hl = beginning of list entries
- ld b,0
- add hl,bc
- ld a,[hl]
- ld [$cf91],a
- ld a,[wListMenuID]
- and a ; is it a PC pokemon list?
- jr z,.pokemonList
- push hl
- call GetItemPrice
- pop hl
- ld a,[wListMenuID]
- cp a,ITEMLISTMENU
- jr nz,.skipGettingQuantity
-; if it's an item menu
- inc hl
- ld a,[hl] ; a = item quantity
- ld [$cf97],a
-.skipGettingQuantity
- ld a,[$cf91]
- ld [$d0b5],a
- ld a,$01
- ld [$d0b7],a
- call GetName
- jr .storeChosenEntry
-.pokemonList
- ld hl,W_NUMINPARTY
- ld a,[$cf8b]
- cp l ; is it a list of party pokemon or box pokemon?
- ld hl,W_PARTYMON1NAME
- jr z,.getPokemonName
- ld hl, W_BOXMON1NAME ; box pokemon names
-.getPokemonName
- ld a,[wWhichPokemon]
- call GetPartyMonName
-.storeChosenEntry ; store the menu entry that the player chose and return
- ld de,$cd6d
- call CopyStringToCF4B ; copy name to $cf4b
- ld a,$01
- ld [$d12e],a
- ld a,[wCurrentMenuItem]
- ld [$d12d],a
- xor a
- ld [$ffb7],a ; joypad state update flag
- ld hl,$d730
- res 6,[hl] ; turn on letter printing delay
- jp BankswitchBack
-.checkOtherKeys ; check B, SELECT, Up, and Down keys
- bit 1,a ; was the B button pressed?
- jp nz,ExitListMenu ; if so, exit the menu
- bit 2,a ; was the select button pressed?
- jp nz,HandleItemListSwapping ; if so, allow the player to swap menu entries
- ld b,a
- bit 7,b ; was Down pressed?
- ld hl,wListScrollOffset
- jr z,.upPressed
-.downPressed
- ld a,[hl]
- add a,3
- ld b,a
- ld a,[$d12a] ; number of list entries
- cp b ; will going down scroll past the Cancel button?
- jp c,DisplayListMenuIDLoop
- inc [hl] ; if not, go down
- jp DisplayListMenuIDLoop
-.upPressed
- ld a,[hl]
- and a
- jp z,DisplayListMenuIDLoop
- dec [hl]
- jp DisplayListMenuIDLoop
-
-DisplayChooseQuantityMenu:: ; 2d57 (0:2d57)
-; text box dimensions/coordinates for just quantity
- FuncCoord 15,9
- ld hl,Coord
- ld b,1 ; height
- ld c,3 ; width
- ld a,[wListMenuID]
- cp a,PRICEDITEMLISTMENU
- jr nz,.drawTextBox
-; text box dimensions/coordinates for quantity and price
- FuncCoord 7,9
- ld hl,Coord
- ld b,1 ; height
- ld c,11 ; width
-.drawTextBox
- call TextBoxBorder
- FuncCoord 16,10
- ld hl,Coord
- ld a,[wListMenuID]
- cp a,PRICEDITEMLISTMENU
- jr nz,.printInitialQuantity
- FuncCoord 8,10
- ld hl,Coord
-.printInitialQuantity
- ld de,InitialQuantityText
- call PlaceString
- xor a
- ld [$cf96],a ; initialize current quantity to 0
- jp .incrementQuantity
-.waitForKeyPressLoop
- call GetJoypadStateLowSensitivity
- ld a,[H_NEWLYPRESSEDBUTTONS] ; newly pressed buttons
- bit 0,a ; was the A button pressed?
- jp nz,.buttonAPressed
- bit 1,a ; was the B button pressed?
- jp nz,.buttonBPressed
- bit 6,a ; was Up pressed?
- jr nz,.incrementQuantity
- bit 7,a ; was Down pressed?
- jr nz,.decrementQuantity
- jr .waitForKeyPressLoop
-.incrementQuantity
- ld a,[$cf97] ; max quantity
- inc a
- ld b,a
- ld hl,$cf96 ; current quantity
- inc [hl]
- ld a,[hl]
- cp b
- jr nz,.handleNewQuantity
-; wrap to 1 if the player goes above the max quantity
- ld a,1
- ld [hl],a
- jr .handleNewQuantity
-.decrementQuantity
- ld hl,$cf96 ; current quantity
- dec [hl]
- jr nz,.handleNewQuantity
-; wrap to the max quantity if the player goes below 1
- ld a,[$cf97] ; max quantity
- ld [hl],a
-.handleNewQuantity
- FuncCoord 17,10
- ld hl,Coord
- ld a,[wListMenuID]
- cp a,PRICEDITEMLISTMENU
- jr nz,.printQuantity
-.printPrice
- ld c,$03
- ld a,[$cf96]
- ld b,a
- ld hl,$ff9f ; total price
-; initialize total price to 0
- xor a
- ld [hli],a
- ld [hli],a
- ld [hl],a
-.addLoop ; loop to multiply the individual price by the quantity to get the total price
- ld de,$ffa1
- ld hl,$ff8d
- push bc
- ld a,$0b
- call Predef ; add the individual price to the current sum
- pop bc
- dec b
- jr nz,.addLoop
- ld a,[$ff8e]
- and a ; should the price be halved (for selling items)?
- jr z,.skipHalvingPrice
- xor a
- ld [$ffa2],a
- ld [$ffa3],a
- ld a,$02
- ld [$ffa4],a
- ld a,$0d
- call Predef ; halves the price
-; store the halved price
- ld a,[$ffa2]
- ld [$ff9f],a
- ld a,[$ffa3]
- ld [$ffa0],a
- ld a,[$ffa4]
- ld [$ffa1],a
-.skipHalvingPrice
- FuncCoord 12,10
- ld hl,Coord
- ld de,SpacesBetweenQuantityAndPriceText
- call PlaceString
- ld de,$ff9f ; total price
- ld c,$a3
- call PrintBCDNumber
- FuncCoord 9,10
- ld hl,Coord
-.printQuantity
- ld de,$cf96 ; current quantity
- ld bc,$8102 ; print leading zeroes, 1 byte, 2 digits
- call PrintNumber
- jp .waitForKeyPressLoop
-.buttonAPressed ; the player chose to make the transaction
- xor a
- ld [$cc35],a ; 0 means no item is currently being swapped
- ret
-.buttonBPressed ; the player chose to cancel the transaction
- xor a
- ld [$cc35],a ; 0 means no item is currently being swapped
- ld a,$ff
- ret
-
-InitialQuantityText:: ; 2e30 (0:2e30)
- db "×01@"
-
-SpacesBetweenQuantityAndPriceText:: ; 2e34 (0:2e34)
- db " @"
-
-ExitListMenu:: ; 2e3b (0:2e3b)
- ld a,[wCurrentMenuItem]
- ld [$d12d],a
- ld a,$02
- ld [$d12e],a
- ld [$cc37],a
- xor a
- ld [$ffb7],a
- ld hl,$d730
- res 6,[hl]
- call BankswitchBack
- xor a
- ld [$cc35],a ; 0 means no item is currently being swapped
- scf
- ret
-
-PrintListMenuEntries:: ; 2e5a (0:2e5a)
- FuncCoord 5, 3 ; $c3e1
- ld hl,Coord
- ld b,$09
- ld c,$0e
- call ClearScreenArea
- ld a,[$cf8b]
- ld e,a
- ld a,[$cf8c]
- ld d,a
- inc de ; de = beginning of list entries
- ld a,[wListScrollOffset]
- ld c,a
- ld a,[wListMenuID]
- cp a,ITEMLISTMENU
- ld a,c
- jr nz,.skipMultiplying
-; if it's an item menu
-; item entries are 2 bytes long, so multiply by 2
- sla a
- sla c
-.skipMultiplying
- add e
- ld e,a
- jr nc,.noCarry
- inc d
-.noCarry
- FuncCoord 6,4 ; coordinates of first list entry name
- ld hl,Coord
- ld b,4 ; print 4 names
-.loop
- ld a,b
- ld [wWhichPokemon],a
- ld a,[de]
- ld [$d11e],a
- cp a,$ff
- jp z,.printCancelMenuItem
- push bc
- push de
- push hl
- push hl
- push de
- ld a,[wListMenuID]
- and a
- jr z,.pokemonPCMenu
- cp a,$01
- jr z,.movesMenu
-.itemMenu
- call GetItemName
- jr .placeNameString
-.pokemonPCMenu
- push hl
- ld hl,W_NUMINPARTY
- ld a,[$cf8b]
- cp l ; is it a list of party pokemon or box pokemon?
- ld hl,W_PARTYMON1NAME
- jr z,.getPokemonName
- ld hl, W_BOXMON1NAME ; box pokemon names
-.getPokemonName
- ld a,[wWhichPokemon]
- ld b,a
- ld a,4
- sub b
- ld b,a
- ld a,[wListScrollOffset]
- add b
- call GetPartyMonName
- pop hl
- jr .placeNameString
-.movesMenu
- call GetMoveName
-.placeNameString
- call PlaceString
- pop de
- pop hl
- ld a,[$cf93]
- and a ; should prices be printed?
- jr z,.skipPrintingItemPrice
-.printItemPrice
- push hl
- ld a,[de]
- ld de,ItemPrices
- ld [$cf91],a
- call GetItemPrice ; get price
- pop hl
- ld bc,20 + 5 ; 1 row down and 5 columns right
- add hl,bc
- ld c,$a3 ; no leading zeroes, right-aligned, print currency symbol, 3 bytes
- call PrintBCDNumber
-.skipPrintingItemPrice
- ld a,[wListMenuID]
- and a
- jr nz,.skipPrintingPokemonLevel
-.printPokemonLevel
- ld a,[$d11e]
- push af
- push hl
- ld hl,W_NUMINPARTY
- ld a,[$cf8b]
- cp l ; is it a list of party pokemon or box pokemon?
- ld a,$00
- jr z,.next
- ld a,$02
-.next
- ld [$cc49],a
- ld hl,wWhichPokemon
- ld a,[hl]
- ld b,a
- ld a,$04
- sub b
- ld b,a
- ld a,[wListScrollOffset]
- add b
- ld [hl],a
- call LoadMonData ; load pokemon info
- ld a,[$cc49]
- and a ; is it a list of party pokemon or box pokemon?
- jr z,.skipCopyingLevel
-.copyLevel
- ld a,[$cf9b]
- ld [$cfb9],a
-.skipCopyingLevel
- pop hl
- ld bc,$001c
- add hl,bc
- call PrintLevel ; print level
- pop af
- ld [$d11e],a
-.skipPrintingPokemonLevel
- pop hl
- pop de
- inc de
- ld a,[wListMenuID]
- cp a,ITEMLISTMENU
- jr nz,.nextListEntry
-.printItemQuantity
- ld a,[$d11e]
- ld [$cf91],a
- call IsKeyItem ; check if item is unsellable
- ld a,[$d124]
- and a ; is the item unsellable?
- jr nz,.skipPrintingItemQuantity ; if so, don't print the quantity
- push hl
- ld bc,20 + 8 ; 1 row down and 8 columns right
- add hl,bc
- ld a,"×"
- ldi [hl],a
- ld a,[$d11e]
- push af
- ld a,[de]
- ld [$cf97],a
- push de
- ld de,$d11e
- ld [de],a
- ld bc,$0102
- call PrintNumber
- pop de
- pop af
- ld [$d11e],a
- pop hl
-.skipPrintingItemQuantity
- inc de
- pop bc
- inc c
- push bc
- inc c
- ld a,[$cc35] ; ID of item chosen for swapping (counts from 1)
- and a ; is an item being swapped?
- jr z,.nextListEntry
- sla a
- cp c ; is it this item?
- jr nz,.nextListEntry
- dec hl
- ld a,$ec ; unfilled right arrow menu cursor to indicate an item being swapped
- ld [hli],a
-.nextListEntry
- ld bc,2 * 20 ; 2 rows
- add hl,bc
- pop bc
- inc c
- dec b
- jp nz,.loop
- ld bc,-8
- add hl,bc
- ld a,$ee ; down arrow
- ld [hl],a
- ret
-.printCancelMenuItem
- ld de,ListMenuCancelText
- jp PlaceString
-
-ListMenuCancelText:: ; 2f97 (0:2f97)
- db "CANCEL@"
-
-GetMonName:: ; 2f9e (0:2f9e)
- push hl
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,BANK(MonsterNames) ; 07
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ld a,[$d11e]
- dec a
- ld hl,MonsterNames ; 421E
- ld c,10
- ld b,0
- call AddNTimes
- ld de,$cd6d
- push de
- ld bc,10
- call CopyData
- ld hl,$cd77
- ld [hl], "@"
- pop de
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- pop hl
- ret
-
-GetItemName:: ; 2fcf (0:2fcf)
-; given an item ID at [$D11E], store the name of the item into a string
-; starting at $CD6D
- push hl
- push bc
- ld a,[$D11E]
- cp HM_01 ; is this a TM/HM?
- jr nc,.Machine
-
- ld [$D0B5],a
- ld a,ITEM_NAME
- ld [W_LISTTYPE],a
- ld a,BANK(ItemNames)
- ld [$D0B7],a
- call GetName
- jr .Finish
-
-.Machine
- call GetMachineName
-.Finish
- ld de,$CD6D ; pointer to where item name is stored in RAM
- pop bc
- pop hl
- ret
-
-GetMachineName:: ; 2ff3 (0:2ff3)
-; copies the name of the TM/HM in [$D11E] to $CD6D
- push hl
- push de
- push bc
- ld a,[$D11E]
- push af
- cp TM_01 ; is this a TM? [not HM]
- jr nc,.WriteTM
-; if HM, then write "HM" and add 5 to the item ID, so we can reuse the
-; TM printing code
- add 5
- ld [$D11E],a
- ld hl,HiddenPrefix ; points to "HM"
- ld bc,2
- jr .WriteMachinePrefix
-.WriteTM
- ld hl,TechnicalPrefix ; points to "TM"
- ld bc,2
-.WriteMachinePrefix
- ld de,$CD6D
- call CopyData
-
-; now get the machine number and convert it to text
- ld a,[$D11E]
- sub TM_01 - 1
- ld b,$F6 ; "0"
-.FirstDigit
- sub 10
- jr c,.SecondDigit
- inc b
- jr .FirstDigit
-.SecondDigit
- add 10
- push af
- ld a,b
- ld [de],a
- inc de
- pop af
- ld b,$F6 ; "0"
- add b
- ld [de],a
- inc de
- ld a,"@"
- ld [de],a
-
- pop af
- ld [$D11E],a
- pop bc
- pop de
- pop hl
- ret
-
-TechnicalPrefix:: ; 303c (0:303c)
- db "TM"
-HiddenPrefix:: ; 303e (0:303e)
- db "HM"
-
-; sets carry if item is HM, clears carry if item is not HM
-; Input: a = item ID
-IsItemHM:: ; 3040 (0:3040)
- cp a,HM_01
- jr c,.notHM
- cp a,TM_01
- ret
-.notHM
- and a
- ret
-
-; sets carry if move is an HM, clears carry if move is not an HM
-; Input: a = move ID
-IsMoveHM:: ; 3049 (0:3049)
- ld hl,HMMoves
- ld de,1
- jp IsInArray
-
-HMMoves:: ; 3052 (0:3052)
- db CUT,FLY,SURF,STRENGTH,FLASH
- db $ff ; terminator
-
-GetMoveName:: ; 3058 (0:3058)
- push hl
- ld a,MOVE_NAME
- ld [W_LISTTYPE],a
- ld a,[$d11e]
- ld [$d0b5],a
- ld a,BANK(MoveNames)
- ld [$d0b7],a
- call GetName
- ld de,$cd6d ; pointer to where move name is stored in RAM
- pop hl
- ret
-
-; reloads text box tile patterns, current map view, and tileset tile patterns
-ReloadMapData:: ; 3071 (0:3071)
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,[W_CURMAP]
- call SwitchToMapRomBank
- call DisableLCD
- call LoadTextBoxTilePatterns
- call LoadCurrentMapView
- call LoadTilesetTilePatternData
- call EnableLCD
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; reloads tileset tile patterns
-ReloadTilesetTilePatterns:: ; 3090 (0:3090)
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,[W_CURMAP]
- call SwitchToMapRomBank
- call DisableLCD
- call LoadTilesetTilePatternData
- call EnableLCD
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; shows the town map and lets the player choose a destination to fly to
-ChooseFlyDestination:: ; 30a9 (0:30a9)
- ld hl,$d72e
- res 4,[hl]
- ld b, BANK(LoadTownMap_Fly)
- ld hl, LoadTownMap_Fly
- jp Bankswitch
-
-; causes the text box to close waithout waiting for a button press after displaying text
-DisableWaitingAfterTextDisplay:: ; 30b6 (0:30b6)
- ld a,$01
- ld [$cc3c],a
- ret
-
-; uses an item
-; UseItem is used with dummy items to perform certain other functions as well
-; INPUT:
-; [$cf91] = item ID
-; OUTPUT:
-; [$cd6a] = success
-; 00: unsucessful
-; 01: successful
-; 02: not able to be used right now, no extra menu displayed (only certain items use this)
-UseItem:: ; 30bc (0:30bc)
- ld b,BANK(UseItem_)
- ld hl,UseItem_
- jp Bankswitch
-
-; confirms the item toss and then tosses the item
-; INPUT:
-; hl = address of inventory (either wNumBagItems or wNumBoxItems)
-; [$cf91] = item ID
-; [$cf92] = index of item within inventory
-; [$cf96] = quantity to toss
-; OUTPUT:
-; clears carry flag if the item is tossed, sets carry flag if not
-TossItem:: ; 30c4 (0:30c4)
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,BANK(TossItem_)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- call TossItem_
- pop de
- ld a,d
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; checks if an item is a key item
-; INPUT:
-; [$cf91] = item ID
-; OUTPUT:
-; [$d124] = result
-; 00: item is not key item
-; 01: item is key item
-IsKeyItem:: ; 30d9 (0:30d9)
- push hl
- push de
- push bc
- callba IsKeyItem_
- pop bc
- pop de
- pop hl
- ret
-
-; function to draw various text boxes
-; INPUT:
-; [$D125] = text box ID
-DisplayTextBoxID:: ; 30e8 (0:30e8)
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,BANK(DisplayTextBoxID_)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- call DisplayTextBoxID_
- pop bc
- ld a,b
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-Func_30fd:: ; 30fd (0:30fd)
- ld a, [$cc57]
- and a
- ret nz
- ld a, [$d736]
- bit 1, a
- ret nz
- ld a, [$d730]
- and $80
- ret
-
-Func_310e:: ; 310e (0:310e)
- ld hl, $d736
- bit 0, [hl]
- res 0, [hl]
- jr nz, .asm_3146
- ld a, [$cc57]
- and a
- ret z
- dec a
- add a
- ld d, $0
- ld e, a
- ld hl, .pointerTable_3140
- add hl, de
- ld a, [hli]
- ld h, [hl]
- ld l, a
- ld a, [H_LOADEDROMBANK]
- push af
- ld a, [$cc58]
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ld a, [$cf10]
- call CallFunctionInTable
- pop af
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ret
-.pointerTable_3140
- dw PointerTable_1a442
- dw PointerTable_1a510
- dw PointerTable_1a57d
-.asm_3146
- ld b, BANK(Func_1a3e0)
- ld hl, Func_1a3e0
- jp Bankswitch
-
-Func_314e:: ; 314e (0:314e)
- ld b, BANK(Func_1a41d)
- ld hl, Func_1a41d
- jp Bankswitch
-
-Func_3156:: ; 3156 (0:3156)
- ret
-
-; stores hl in [W_TRAINERHEADERPTR]
-StoreTrainerHeaderPointer:: ; 3157 (0:3157)
- ld a, h
- ld [W_TRAINERHEADERPTR], a
- ld a, l
- ld [W_TRAINERHEADERPTR+1], a
- ret
-
-; executes the current map script from the function pointer array provided in hl.
-; a: map script index to execute (unless overridden by [$d733] bit 4)
-ExecuteCurMapScriptInTable:: ; 3160 (0:3160)
- push af
- push de
- call StoreTrainerHeaderPointer
- pop hl
- pop af
- push hl
- ld hl, W_FLAGS_D733
- bit 4, [hl]
- res 4, [hl]
- jr z, .useProvidedIndex ; test if map script index was overridden manually
- ld a, [W_CURMAPSCRIPT]
-.useProvidedIndex
- pop hl
- ld [W_CURMAPSCRIPT], a
- call CallFunctionInTable
- ld a, [W_CURMAPSCRIPT]
- ret
-
-LoadGymLeaderAndCityName:: ; 317f (0:317f)
- push de
- ld de, wGymCityName
- ld bc, $11
- call CopyData ; load city name
- pop hl
- ld de, wGymLeaderName
- ld bc, $b
- jp CopyData ; load gym leader name
-
-; reads specific information from trainer header (pointed to at W_TRAINERHEADERPTR)
-; a: offset in header data
-; 0 -> flag's bit (into wTrainerHeaderFlagBit)
-; 2 -> flag's byte ptr (into hl)
-; 4 -> before battle text (into hl)
-; 6 -> after battle text (into hl)
-; 8 -> end battle text (into hl)
-ReadTrainerHeaderInfo:: ; 3193 (0:3193)
- push de
- push af
- ld d, $0
- ld e, a
- ld hl, W_TRAINERHEADERPTR
- ld a, [hli]
- ld l, [hl]
- ld h, a
- add hl, de
- pop af
- and a
- jr nz, .nonZeroOffset
- ld a, [hl]
- ld [wTrainerHeaderFlagBit], a ; store flag's bit
- jr .done
-.nonZeroOffset
- cp $2
- jr z, .readPointer ; read flag's byte ptr
- cp $4
- jr z, .readPointer ; read before battle text
- cp $6
- jr z, .readPointer ; read after battle text
- cp $8
- jr z, .readPointer ; read end battle text
- cp $a
- jr nz, .done
- ld a, [hli] ; read end battle text (2) but override the result afterwards (XXX why, bug?)
- ld d, [hl]
- ld e, a
- jr .done
-.readPointer
- ld a, [hli]
- ld h, [hl]
- ld l, a
-.done
- pop de
- ret
-
-TrainerFlagAction::
- ld a, $10 ; FlagActionPredef
- jp Predef
-
-; direct talking to a trainer (rather than getting seen by one)
-TalkToTrainer:: ; 31cc (0:31cc)
- call StoreTrainerHeaderPointer
- xor a
- call ReadTrainerHeaderInfo ; read flag's bit
- ld a, $2
- call ReadTrainerHeaderInfo ; read flag's byte ptr
- ld a, [wTrainerHeaderFlagBit]
- ld c, a
- ld b, $2
- call TrainerFlagAction ; read trainer's flag
- ld a, c
- and a
- jr z, .trainerNotYetFought ; test trainer's flag
- ld a, $6
- call ReadTrainerHeaderInfo ; print after battle text
- jp PrintText
-.trainerNotYetFought ; 0x31ed
- ld a, $4
- call ReadTrainerHeaderInfo ; print before battle text
- call PrintText
- ld a, $a
- call ReadTrainerHeaderInfo ; (?) does nothing apparently (maybe bug in ReadTrainerHeaderInfo)
- push de
- ld a, $8
- call ReadTrainerHeaderInfo ; read end battle text
- pop de
- call PreBattleSaveRegisters
- ld hl, W_FLAGS_D733
- set 4, [hl] ; activate map script index override (index is set below)
- ld hl, wFlags_0xcd60
- bit 0, [hl] ; test if player is already being engaged by another trainer
- ret nz
- call EngageMapTrainer
- ld hl, W_CURMAPSCRIPT
- inc [hl] ; progress map script index (assuming it was 0 before) to start pre-battle routines
- jp Func_325d
-
-; checks if any trainers are seeing the player and wanting to fight
-CheckFightingMapTrainers:: ; 3219 (0:3219)
- call CheckForEngagingTrainers
- ld a, [$cf13]
- cp $ff
- jr nz, .trainerEngaging
- xor a
- ld [$cf13], a
- ld [wTrainerHeaderFlagBit], a
- ret
-.trainerEngaging
- ld hl, W_FLAGS_D733
- set 3, [hl]
- ld [$cd4f], a
- xor a
- ld [$cd50], a
- ld a, $4c
- call Predef
- ld a, D_RIGHT | D_LEFT | D_UP | D_DOWN
- ld [wJoypadForbiddenButtonsMask], a
- xor a
- ldh [$b4], a
- call TrainerWalkUpToPlayer_Bank0
- ld hl, W_CURMAPSCRIPT
- inc [hl] ; progress to battle phase 1 (engaging)
- ret
-
-Func_324c:: ; 324c (0:324c)
- ld a, [$d730]
- and $1
- ret nz
- ld [wJoypadForbiddenButtonsMask], a
- ld a, [$cf13]
- ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
- call DisplayTextID
-
-Func_325d:: ; 325d (0:325d)
- xor a
- ld [wJoypadForbiddenButtonsMask], a
- call InitBattleEnemyParameters
- ld hl, $d72d
- set 6, [hl]
- set 7, [hl]
- ld hl, $d72e
- set 1, [hl]
- ld hl, W_CURMAPSCRIPT
- inc [hl] ; progress to battle phase 2 (battling)
- ret
-
-EndTrainerBattle:: ; 3275 (0:3275)
- ld hl, $d126
- set 5, [hl]
- set 6, [hl]
- ld hl, $d72d
- res 7, [hl]
- ld hl, wFlags_0xcd60
- res 0, [hl] ; player is no longer engaged by any trainer
- ld a, [W_ISINBATTLE] ; $d057
- cp $ff
- jp z, ResetButtonPressedAndMapScript
- ld a, $2
- call ReadTrainerHeaderInfo
- ld a, [wTrainerHeaderFlagBit]
- ld c, a
- ld b, $1
- call TrainerFlagAction ; flag trainer as fought
- ld a, [W_ENEMYMONORTRAINERCLASS]
- cp $c8
- jr nc, .skipRemoveSprite ; test if trainer was fought (in that case skip removing the corresponding sprite)
- ld hl, W_MISSABLEOBJECTLIST
- ld de, $2
- ld a, [$cf13]
- call IsInArray ; search for sprite ID
- inc hl
- ld a, [hl]
- ld [$cc4d], a ; load corresponding missable object index and remove it
- ld a, $11
- call Predef ; indirect jump to RemoveMissableObject (f1d7 (3:71d7))
-.skipRemoveSprite
- ld hl, $d730
- bit 4, [hl]
- res 4, [hl]
- ret nz
-
-ResetButtonPressedAndMapScript:: ; 32c1 (0:32c1)
- xor a
- ld [wJoypadForbiddenButtonsMask], a
- ld [H_CURRENTPRESSEDBUTTONS], a
- ld [H_NEWLYPRESSEDBUTTONS], a
- ld [H_NEWLYRELEASEDBUTTONS], a
- ld [W_CURMAPSCRIPT], a ; reset battle status
- ret
-
-; calls TrainerWalkUpToPlayer
-TrainerWalkUpToPlayer_Bank0:: ; 32cf (0:32cf)
- ld b, BANK(TrainerWalkUpToPlayer)
- ld hl, TrainerWalkUpToPlayer
- jp Bankswitch
-
-; sets opponent type and mon set/lvl based on the engaging trainer data
-InitBattleEnemyParameters:: ; 32d7 (0:32d7)
- ld a, [wEngagedTrainerClass]
- ld [W_CUROPPONENT], a ; $d059
- ld [W_ENEMYMONORTRAINERCLASS], a
- cp $c8
- ld a, [wEngagedTrainerSet] ; $cd2e
- jr c, .noTrainer
- ld [W_TRAINERNO], a ; $d05d
- ret
-.noTrainer
- ld [W_CURENEMYLVL], a ; $d127
- ret
-
-Func_32ef:: ; 32ef (0:32ef)
- ld hl, Func_567f9
- jr asm_3301
-
-Func_32f4:: ; 32f4 (0:32f4)
- ld hl, Func_56819
- jr asm_3301 ; 0x32f7 $8
-
-Func_32f9:: ; 32f9 (0:32f9)
- ld hl, Func_5683d
- jr asm_3301
-
-Func_32fe:: ; 32fe (0:32fe)
- ld hl, Func_5685d
-asm_3301:: ; 3301 (0:3301)
- ld b, BANK(Func_567f9) ; BANK(Func_56819), BANK(Func_5683d), BANK(Func_5685d)
- jp Bankswitch ; indirect jump to one of the four functions
-
-CheckForEngagingTrainers:: ; 3306 (0:3306)
- xor a
- call ReadTrainerHeaderInfo ; read trainer flag's bit (unused)
- ld d, h ; store trainer header address in de
- ld e, l
-.trainerLoop
- call StoreTrainerHeaderPointer ; set trainer header pointer to current trainer
- ld a, [de]
- ld [$cf13], a ; store trainer flag's bit
- ld [wTrainerHeaderFlagBit], a
- cp $ff
- ret z
- ld a, $2
- call ReadTrainerHeaderInfo ; read trainer flag's byte ptr
- ld b, $2
- ld a, [wTrainerHeaderFlagBit]
- ld c, a
- call TrainerFlagAction ; read trainer flag
- ld a, c
- and a
- jr nz, .trainerAlreadyFought
- push hl
- push de
- push hl
- xor a
- call ReadTrainerHeaderInfo ; get trainer header pointer
- inc hl
- ld a, [hl] ; read trainer engage distance
- pop hl
- ld [wTrainerEngageDistance], a
- ld a, [$cf13]
- swap a
- ld [wTrainerSpriteOffset], a ; $cd3d
- ld a, $39
- call Predef ; indirect jump to CheckEngagePlayer (5690f (15:690f))
- pop de
- pop hl
- ld a, [wTrainerSpriteOffset] ; $cd3d
- and a
- ret nz ; break if the trainer is engaging
-.trainerAlreadyFought
- ld hl, $c
- add hl, de
- ld d, h
- ld e, l
- jr .trainerLoop
-
-; saves loaded rom bank and hl as well as de registers
-PreBattleSaveRegisters:: ; 3354 (0:3354)
- ld a, [H_LOADEDROMBANK]
- ld [W_PBSTOREDROMBANK], a
- ld a, h
- ld [W_PBSTOREDREGISTERH], a
- ld a, l
- ld [W_PBSTOREDREGISTERL], a
- ld a, d
- ld [W_PBSTOREDREGISTERD], a
- ld a, e
- ld [W_PBSTOREDREGISTERE], a
- ret
-
-; loads data of some trainer on the current map and plays pre-battle music
-; [$cf13]: sprite ID of trainer who is engaged
-EngageMapTrainer:: ; 336a (0:336a)
- ld hl, W_MAPSPRITEEXTRADATA
- ld d, $0
- ld a, [$cf13]
- dec a
- add a
- ld e, a
- add hl, de ; seek to engaged trainer data
- ld a, [hli] ; load trainer class
- ld [wEngagedTrainerClass], a
- ld a, [hl] ; load trainer mon set
- ld [wEnemyMonAttackMod], a ; $cd2e
- jp PlayTrainerMusic
-
-Func_3381:: ; 3381 (0:3381)
- push hl
- ld hl, $d72d
- bit 7, [hl]
- res 7, [hl]
- pop hl
- ret z
- ld a, [H_LOADEDROMBANK]
- push af
- ld a, [W_PBSTOREDROMBANK]
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- push hl
- callba SaveTrainerName
- ld hl, TrainerNameText
- call PrintText
- pop hl
- pop af
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- callba Func_1a5e7
- jp WaitForSoundToFinish
-
-Func_33b7:: ; 33b7 (0:33b7)
- ld a, [$cf0b]
- and a
- jr nz, .asm_33c6
- ld a, [W_PBSTOREDREGISTERH]
- ld h, a
- ld a, [W_PBSTOREDREGISTERL]
- ld l, a
- ret
-.asm_33c6
- ld a, [W_PBSTOREDREGISTERD]
- ld h, a
- ld a, [W_PBSTOREDREGISTERE]
- ld l, a
- ret
-
-TrainerNameText:: ; 33cf (0:33cf)
- TX_FAR _TrainerNameText
- db $08
-
-Func_33d4:: ; 33d4 (0:33d4)
- call Func_33b7
- call TextCommandProcessor
- jp TextScriptEnd
-
-Func_33dd:: ; 33dd (0:33dd)
- ld a, [wFlags_0xcd60]
- bit 0, a
- ret nz
- call EngageMapTrainer
- xor a
- ret
-
-PlayTrainerMusic:: ; 33e8 (0:33e8)
- ld a, [wEngagedTrainerClass]
- cp $c8 + SONY1
- ret z
- cp $c8 + SONY2
- ret z
- cp $c8 + SONY3
- ret z
- ld a, [W_GYMLEADERNO] ; $d05c
- and a
- ret nz
- xor a
- ld [wMusicHeaderPointer], a
- ld a, $ff
- call PlaySound ; stop music
- ld a, BANK(Music_MeetEvilTrainer)
- ld [$c0ef], a
- ld [$c0f0], a
- ld a, [wEngagedTrainerClass]
- ld b, a
- ld hl, EvilTrainerList
-.evilTrainerListLoop
- ld a, [hli]
- cp $ff
- jr z, .noEvilTrainer
- cp b
- jr nz, .evilTrainerListLoop
- ld a, MUSIC_MEET_EVIL_TRAINER
- jr .PlaySound
-.noEvilTrainer
- ld hl, FemaleTrainerList
-.femaleTrainerListLoop
- ld a, [hli]
- cp $ff
- jr z, .maleTrainer
- cp b
- jr nz, .femaleTrainerListLoop
- ld a, MUSIC_MEET_FEMALE_TRAINER
- jr .PlaySound
-.maleTrainer
- ld a, MUSIC_MEET_MALE_TRAINER
-.PlaySound
- ld [$c0ee], a
- jp PlaySound
-
-INCLUDE "data/trainer_types.asm"
-
-Func_3442:: ; 3442 (0:3442)
- ld a, [hli]
- cp $ff
- ret z
- cp b
- jr nz, .asm_345b
- ld a, [hli]
- cp c
- jr nz, .asm_345c
- ld a, [hli]
- ld d, [hl]
- ld e, a
- ld hl, $ccd3
- call DecodeRLEList
- dec a
- ld [$cd38], a
- ret
-.asm_345b
- inc hl
-.asm_345c
- inc hl
- inc hl
- jr Func_3442
-
-FuncTX_ItemStoragePC:: ; 3460 (0:3460)
- call SaveScreenTilesToBuffer2
- ld b, BANK(PlayerPC)
- ld hl, PlayerPC
- jr bankswitchAndContinue
-
-FuncTX_BillsPC:: ; 346a (0:346a)
- call SaveScreenTilesToBuffer2
- ld b, BANK(Func_214c2)
- ld hl, Func_214c2
- jr bankswitchAndContinue
-
-FuncTX_SlotMachine:: ; 3474 (0:3474)
-; XXX find a better name for this function
-; special_F7
- ld b,BANK(CeladonPrizeMenu)
- ld hl,CeladonPrizeMenu
-bankswitchAndContinue:: ; 3479 (0:3479)
- call Bankswitch
- jp HoldTextDisplayOpen ; continue to main text-engine function
-
-FuncTX_PokemonCenterPC:: ; 347f (0:347f)
- ld b, BANK(ActivatePC)
- ld hl, ActivatePC
- jr bankswitchAndContinue
-
-Func_3486:: ; 3486 (0:3486)
- xor a
- ld [$cd3b], a
- ld [$c206], a
- ld hl, $d730
- set 7, [hl]
- ret
-
-IsItemInBag:: ; 3493 (0:3493)
-; given an item_id in b
-; set zero flag if item isn't in player's bag
-; else reset zero flag
-; related to Pokémon Tower and ghosts
- ld a,$1C
- call Predef
- ld a,b
- and a
- ret
-
-DisplayPokedex:: ; 349b (0:349b)
- ld [$d11e], a
- ld b, BANK(Func_7c18)
- ld hl, Func_7c18
- jp Bankswitch
-
-Func_34a6:: ; 34a6 (0:34a6)
- call Func_34ae
- ld c, $6
- jp DelayFrames
-
-Func_34ae:: ; 34ae (0:34ae)
- ld a, $9
- ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
- call Func_34fc
- ld a, [$ff8d]
- ld [hl], a
- ret
-
-Func_34b9:: ; 34b9 (0:34b9)
- ld de, $fff9
- add hl, de
- ld [hl], a
- ret
-
-; tests if the player's coordinates are in a specified array
-; INPUT:
-; hl = address of array
-; OUTPUT:
-; [$cd3d] = if there is match, the matching array index
-; sets carry if the coordinates are in the array, clears carry if not
-ArePlayerCoordsInArray:: ; 34bf (0:34bf)
- ld a,[W_YCOORD]
- ld b,a
- ld a,[W_XCOORD]
- ld c,a
- ; fallthrough
-
-CheckCoords:: ; 34c7 (0:34c7)
- xor a
- ld [$cd3d],a
-.loop
- ld a,[hli]
- cp a,$ff ; reached terminator?
- jr z,.notInArray
- push hl
- ld hl,$cd3d
- inc [hl]
- pop hl
-.compareYCoord
- cp b
- jr z,.compareXCoord
- inc hl
- jr .loop
-.compareXCoord
- ld a,[hli]
- cp c
- jr nz,.loop
-.inArray
- scf
- ret
-.notInArray
- and a
- ret
-
-; tests if a boulder's coordinates are in a specified array
-; INPUT:
-; hl = address of array
-; ff8c = which boulder to check? XXX
-; OUTPUT:
-; [$cd3d] = if there is match, the matching array index
-; sets carry if the coordinates are in the array, clears carry if not
-CheckBoulderCoords:: ; 34e4 (0:34e4)
- push hl
- ld hl, $c204
- ld a, [$ff8c]
- swap a
- ld d, $0
- ld e, a
- add hl, de
- ld a, [hli]
- sub $4 ; because sprite coordinates are offset by 4
- ld b, a
- ld a, [hl]
- sub $4 ; because sprite coordinates are offset by 4
- ld c, a
- pop hl
- jp CheckCoords
-
-Func_34fc:: ; 34fc (0:34fc)
- ld h, $c1
- jr asm_3502
-
-Func_3500:: ; 3500 (0:3500)
- ld h, $c2
-asm_3502:: ; 3502 (0:3502)
- ld a, [H_DOWNARROWBLINKCNT1] ; $ff8b
- ld b, a
- ld a, [H_DOWNARROWBLINKCNT2] ; $ff8c
- swap a
- add b
- ld l, a
- ret
-
-; decodes a $ff-terminated RLEncoded list
-; each entry is a pair of bytes <byte value> <repetitions>
-; the final $ff will be replicated in the output list and a contains the number of bytes written
-; de: input list
-; hl: output list
-DecodeRLEList:: ; 350c (0:350c)
- xor a
- ld [wRLEByteCount], a ; count written bytes here
-.listLoop
- ld a, [de]
- cp $ff
- jr z, .endOfList
- ld [H_DOWNARROWBLINKCNT1], a ; store byte value to be written
- inc de
- ld a, [de]
- ld b, $0
- ld c, a ; number of bytes to be written
- ld a, [wRLEByteCount]
- add c
- ld [wRLEByteCount], a ; update total number of written bytes
- ld a, [H_DOWNARROWBLINKCNT1] ; $ff8b
- call FillMemory ; write a c-times to output
- inc de
- jr .listLoop
-.endOfList
- ld a, $ff
- ld [hl], a ; write final $ff
- ld a, [wRLEByteCount]
- inc a ; include sentinel in counting
- ret
-
-; sets movement byte 1 for sprite [$FF8C] to $FE and byte 2 to [$FF8D]
-SetSpriteMovementBytesToFE:: ; 3533 (0:3533)
- push hl
- call GetSpriteMovementByte1Pointer
- ld [hl], $fe
- call GetSpriteMovementByte2Pointer
- ld a, [$ff8d]
- ld [hl], a
- pop hl
- ret
-
-; sets both movement bytes for sprite [$FF8C] to $FF
-SetSpriteMovementBytesToFF:: ; 3541 (0:3541)
- push hl
- call GetSpriteMovementByte1Pointer
- ld [hl],$FF
- call GetSpriteMovementByte2Pointer
- ld [hl],$FF ; prevent person from walking?
- pop hl
- ret
-
-; returns the sprite movement byte 1 pointer for sprite [$FF8C] in hl
-GetSpriteMovementByte1Pointer:: ; 354e (0:354e)
- ld h,$C2
- ld a,[$FF8C] ; the sprite to move
- swap a
- add a,6
- ld l,a
- ret
-
-; returns the sprite movement byte 2 pointer for sprite [$FF8C] in hl
-GetSpriteMovementByte2Pointer:: ; 3558 (0:3558)
- push de
- ld hl,W_MAPSPRITEDATA
- ld a,[$FF8C] ; the sprite to move
- dec a
- add a
- ld d,0
- ld e,a
- add hl,de
- pop de
- ret
-
-GetTrainerInformation:: ; 3566 (0:3566)
- call GetTrainerName
- ld a, [W_ISLINKBATTLE] ; $d12b
- and a
- jr nz, .linkBattle
- ld a, Bank(TrainerPicAndMoneyPointers)
- call BankswitchHome
- ld a, [W_TRAINERCLASS] ; $d031
- dec a
- ld hl, TrainerPicAndMoneyPointers
- ld bc, $5
- call AddNTimes
- ld de, $d033
- ld a, [hli]
- ld [de], a
- inc de
- ld a, [hli]
- ld [de], a
- ld de, $d046
- ld a, [hli]
- ld [de], a
- inc de
- ld a, [hli]
- ld [de], a
- jp BankswitchBack
-.linkBattle
- ld hl, $d033
- ld de, RedPicFront
- ld [hl], e
- inc hl
- ld [hl], d
- ret
-
-GetTrainerName:: ; 359e (0:359e)
- ld b, BANK(GetTrainerName_)
- ld hl, GetTrainerName_
- jp Bankswitch
-
-; tests if player's money are at least as much as [$ff9f]
-; sets carry flag if not enough money
-; sets zero flag if amounts match exactly
-HasEnoughMoney:: ; 35a6 (0:35a6)
- ld de, wPlayerMoney ; $d347
- ld hl, $ff9f
- ld c, $3
- jp StringCmp
-
-; tests if player's game corner coins are at least as many as [$ffa0]
-; sets carry flag if not enough coins
-; sets zero flag if amounts match exactly
-HasEnoughCoins:: ; 35b1 (0:35b1)
- ld de, wPlayerCoins
- ld hl, $ffa0
- ld c, $2
- jp StringCmp
-
-BankswitchHome:: ; 35bc (0:35bc)
-; switches to bank # in a
-; Only use this when in the home bank!
- ld [$CF09],a
- ld a,[H_LOADEDROMBANK]
- ld [$CF08],a
- ld a,[$CF09]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-BankswitchBack:: ; 35cd (0:35cd)
-; returns from BankswitchHome
- ld a,[$CF08]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-Bankswitch:: ; 35d6 (0:35d6)
-; self-contained bankswitch, use this when not in the home bank
-; switches to the bank in b
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,b
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ld bc,.Return
- push bc
- jp [hl]
-.Return
- pop bc
- ld a,b
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-; displays yes/no choice
-; yes -> set carry
-YesNoChoice:: ; 35ec (0:35ec)
- call SaveScreenTilesToBuffer1
- call InitYesNoTextBoxParameters
- jr DisplayYesNoChoice
-
-Func_35f4:: ; 35f4 (0:35f4)
- ld a, $14
- ld [$d125], a
- call InitYesNoTextBoxParameters
- jp DisplayTextBoxID
-
-InitYesNoTextBoxParameters:: ; 35ff (0:35ff)
- xor a
- ld [$d12c], a
- FuncCoord 14, 7 ; $c43a
- ld hl, Coord
- ld bc, $80f
- ret
-
-YesNoChoicePokeCenter:: ; 360a (0:360a)
- call SaveScreenTilesToBuffer1
- ld a, $6
- ld [$d12c], a
- FuncCoord 11, 6 ; $c423
- ld hl, Coord
- ld bc, $80c
- jr DisplayYesNoChoice
-
-Func_361a:: ; 361a (0:361a)
- call SaveScreenTilesToBuffer1
- ld a, $3
- ld [$d12c], a
- FuncCoord 12, 7 ; $c438
- ld hl, Coord
- ld bc, $080d
-DisplayYesNoChoice:: ; 3628 (0:3628)
- ld a, $14
- ld [$d125], a
- call DisplayTextBoxID
- jp LoadScreenTilesFromBuffer1
-
-; calculates the difference |a-b|, setting carry flag if a<b
-CalcDifference:: ; 3633 (0:3633)
- sub b
- ret nc
- cpl
- add $1
- scf
- ret
-
-MoveSprite:: ; 363a (0:363a)
-; move the sprite [$FF8C] with the movement pointed to by de
-; actually only copies the movement data to $CC5B for later
- call SetSpriteMovementBytesToFF
-MoveSprite_:: ; 363d (0:363d)
- push hl
- push bc
- call GetSpriteMovementByte1Pointer
- xor a
- ld [hl],a
- ld hl,$CC5B
- ld c,0
-
-.loop
- ld a,[de]
- ld [hli],a
- inc de
- inc c
- cp a,$FF ; have we reached the end of the movement data?
- jr nz,.loop
-
- ld a,c
- ld [$CF0F],a ; number of steps taken
-
- pop bc
- ld hl,$D730
- set 0,[hl]
- pop hl
- xor a
- ld [$CD3B],a
- ld [$CCD3],a
- dec a
- ld [wJoypadForbiddenButtonsMask],a
- ld [$CD3A],a
- ret
-
-Func_366b:: ; 366b (0:366b)
- push hl
- ld hl, $ffe7
- xor a
- ld [hld], a
- ld a, [hld]
- and a
- jr z, .asm_367e
- ld a, [hli]
-.asm_3676
- sub [hl]
- jr c, .asm_367e
- inc hl
- inc [hl]
- dec hl
- jr .asm_3676
-.asm_367e
- pop hl
- ret
-
-; copies the tile patterns for letters and numbers into VRAM
-LoadFontTilePatterns:: ; 3680 (0:3680)
- ld a,[rLCDC]
- bit 7,a ; is the LCD enabled?
- jr nz,.lcdEnabled
-.lcdDisabled
- ld hl,FontGraphics
- ld de,$8800
- ld bc,$400
- ld a,BANK(FontGraphics)
- jp FarCopyDataDouble ; if LCD is off, transfer all at once
-.lcdEnabled
- ld de,FontGraphics
- ld hl,$8800
- ld bc,(BANK(FontGraphics) << 8 | $80)
- jp CopyVideoDataDouble ; if LCD is on, transfer during V-blank
-
-; copies the text box tile patterns into VRAM
-LoadTextBoxTilePatterns:: ; 36a0 (0:36a0)
- ld a,[rLCDC]
- bit 7,a ; is the LCD enabled?
- jr nz,.lcdEnabled
-.lcdDisabled
- ld hl,TextBoxGraphics
- ld de,$9600
- ld bc,$0200
- ld a,BANK(TextBoxGraphics)
- jp FarCopyData2 ; if LCD is off, transfer all at once
-.lcdEnabled
- ld de,TextBoxGraphics
- ld hl,$9600
- ld bc,(BANK(TextBoxGraphics) << 8 | $20)
- jp CopyVideoData ; if LCD is on, transfer during V-blank
-
-; copies HP bar and status display tile patterns into VRAM
-LoadHpBarAndStatusTilePatterns:: ; 36c0 (0:36c0)
- ld a,[rLCDC]
- bit 7,a ; is the LCD enabled?
- jr nz,.lcdEnabled
-.lcdDisabled
- ld hl,HpBarAndStatusGraphics
- ld de,$9620
- ld bc,$01e0
- ld a,BANK(HpBarAndStatusGraphics)
- jp FarCopyData2 ; if LCD is off, transfer all at once
-.lcdEnabled
- ld de,HpBarAndStatusGraphics
- ld hl,$9620
- ld bc,(BANK(HpBarAndStatusGraphics) << 8 | $1e)
- jp CopyVideoData ; if LCD is on, transfer during V-blank
-
-;Fills memory range with the specified byte.
-;input registers a = fill_byte, bc = length, hl = address
-FillMemory:: ; 36e0 (0:36e0)
- push de
- ld d, a
-.loop
- ld a, d
- ldi [hl], a
- dec bc
- ld a, b
- or c
- jr nz, .loop
- pop de
- ret
-
-; loads sprite that de points to
-; bank of sprite is given in a
-UncompressSpriteFromDE:: ; 36eb (0:36eb)
- ld hl, W_SPRITEINPUTPTR
- ld [hl], e
- inc hl
- ld [hl], d
- jp UncompressSpriteData
-
-SaveScreenTilesToBuffer2:: ; 36f4 (0:36f4)
- ld hl, wTileMap
- ld de, wTileMapBackup2
- ld bc, $168
- call CopyData
- ret
-
-LoadScreenTilesFromBuffer2:: ; 3701 (0:3701)
- call LoadScreenTilesFromBuffer2DisableBGTransfer
- ld a, $1
- ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
- ret
-
-; loads screen tiles stored in wTileMapBackup2 but leaves H_AUTOBGTRANSFERENABLED disabled
-LoadScreenTilesFromBuffer2DisableBGTransfer:: ; 3709 (0:3709)
- xor a
- ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
- ld hl, wTileMapBackup2
- ld de, wTileMap
- ld bc, $168
- call CopyData
- ret
-
-SaveScreenTilesToBuffer1:: ; 3719 (0:3719)
- ld hl, wTileMap
- ld de, wTileMapBackup
- ld bc, $168
- jp CopyData
-
-LoadScreenTilesFromBuffer1:: ; 3725 (0:3725)
- xor a
- ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
- ld hl, wTileMapBackup
- ld de, wTileMap
- ld bc, $168
- call CopyData
- ld a, $1
- ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
- ret
-
-DelayFrames:: ; 3739 (0:3739)
-; wait n frames, where n is the value in c
- call DelayFrame
- dec c
- jr nz,DelayFrames
- ret
-
-PlaySoundWaitForCurrent:: ; 3740 (0:3740)
- push af
- call WaitForSoundToFinish
- pop af
- jp PlaySound
-
-; Wait for sound to finish playing
-WaitForSoundToFinish:: ; 3748 (0:3748)
- ld a, [$d083]
- and $80
- ret nz
- push hl
-.asm_374f
- ld hl, $c02a
- xor a
- or [hl]
- inc hl
- or [hl]
- inc hl
- inc hl
- or [hl]
- jr nz, .asm_374f
- pop hl
- ret
-
-NamePointers:: ; 375d (0:375d)
- dw MonsterNames
- dw MoveNames
- dw UnusedNames
- dw ItemNames
- dw W_PARTYMON1OT ; player's OT names list
- dw W_ENEMYMON1OT ; enemy's OT names list
- dw TrainerNames
-
-GetName:: ; 376b (0:376b)
-; arguments:
-; [$D0B5] = which name
-; [$D0B6] = which list (W_LISTTYPE)
-; [$D0B7] = bank of list
-;
-; returns pointer to name in de
- ld a,[$d0b5]
- ld [$d11e],a
- cp a,$C4 ;it's TM/HM
- jp nc,GetMachineName
- ld a,[H_LOADEDROMBANK]
- push af
- push hl
- push bc
- push de
- ld a,[W_LISTTYPE] ;List3759_entrySelector
- dec a
- jr nz,.otherEntries
- ;1 = MON_NAMES
- call GetMonName
- ld hl,11
- add hl,de
- ld e,l
- ld d,h
- jr .gotPtr
-.otherEntries ; $378d
- ;2-7 = OTHER ENTRIES
- ld a,[$d0b7]
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ld a,[W_LISTTYPE] ;VariousNames' entryID
- dec a
- add a
- ld d,0
- ld e,a
- jr nc,.skip
- inc d
-.skip ; $37a0
- ld hl,NamePointers
- add hl,de
- ld a,[hli]
- ld [$ff96],a
- ld a,[hl]
- ld [$ff95],a
- ld a,[$ff95]
- ld h,a
- ld a,[$ff96]
- ld l,a
- ld a,[$d0b5]
- ld b,a
- ld c,0
-.nextName
- ld d,h
- ld e,l
-.nextChar
- ld a,[hli]
- cp a, "@"
- jr nz,.nextChar
- inc c ;entry counter
- ld a,b ;wanted entry
- cp c
- jr nz,.nextName
- ld h,d
- ld l,e
- ld de,$cd6d
- ld bc,$0014
- call CopyData
-.gotPtr ; $37cd
- ld a,e
- ld [$cf8d],a
- ld a,d
- ld [$cf8e],a
- pop de
- pop bc
- pop hl
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- ret
-
-GetItemPrice:: ; 37df (0:37df)
- ld a, [H_LOADEDROMBANK]
- push af
- ld a, [wListMenuID] ; $cf94
- cp $1
- ld a, $1 ; hardcoded Bank
- jr nz, .asm_37ed
- ld a, $f ; hardcoded Bank
-.asm_37ed
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ld hl, $cf8f
- ld a, [hli]
- ld h, [hl]
- ld l, a
- ld a, [$cf91]
- cp HM_01
- jr nc, .asm_3812
- ld bc, $3
-.asm_3802
- add hl, bc
- dec a
- jr nz, .asm_3802
- dec hl
- ld a, [hld]
- ld [$ff8d], a
- ld a, [hld]
- ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
- ld a, [hl]
- ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
- jr .asm_381c
-.asm_3812
- ld a, Bank(GetMachinePrice)
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- call GetMachinePrice
-.asm_381c
- ld de, H_DOWNARROWBLINKCNT1 ; $ff8b
- pop af
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ret
-
-; copies a string from [de] to [$cf4b]
-CopyStringToCF4B:: ; 3826 (0:3826)
- ld hl, $cf4b
- ; fall through
-
-; copies a string from [de] to [hl]
-CopyString:: ; 3829 (0:3829)
- ld a, [de]
- inc de
- ld [hli], a
- cp "@"
- jr nz, CopyString
- ret
-
-; this function is used when lower button sensitivity is wanted (e.g. menus)
-; OUTPUT: [$ffb5] = pressed buttons in usual format
-; there are two flags that control its functionality, [$ffb6] and [$ffb7]
-; there are esentially three modes of operation
-; 1. Get newly pressed buttons only
-; ([$ffb7] == 0, [$ffb6] == any)
-; Just copies [H_NEWLYPRESSEDBUTTONS] to [$ffb5].
-; 2. Get currently pressed buttons at low sample rate with delay
-; ([$ffb7] == 1, [$ffb6] != 0)
-; If the user holds down buttons for more than half a second,
-; report buttons as being pressed up to 12 times per second thereafter.
-; If the user holds down buttons for less than half a second,
-; report only one button press.
-; 3. Same as 2, but report no buttons as pressed if A or B is held down.
-; ([$ffb7] == 1, [$ffb6] == 0)
-GetJoypadStateLowSensitivity:: ; 3831 (0:3831)
- call GetJoypadState
- ld a,[$ffb7] ; flag
- and a ; get all currently pressed buttons or only newly pressed buttons?
- ld a,[H_NEWLYPRESSEDBUTTONS] ; newly pressed buttons
- jr z,.storeButtonState
- ld a,[H_CURRENTPRESSEDBUTTONS] ; all currently pressed buttons
-.storeButtonState
- ld [$ffb5],a
- ld a,[H_NEWLYPRESSEDBUTTONS] ; newly pressed buttons
- and a ; have any buttons been newly pressed since last check?
- jr z,.noNewlyPressedButtons
-.newlyPressedButtons
- ld a,30 ; half a second delay
- ld [H_FRAMECOUNTER],a
- ret
-.noNewlyPressedButtons
- ld a,[H_FRAMECOUNTER]
- and a ; is the delay over?
- jr z,.delayOver
-.delayNotOver
- xor a
- ld [$ffb5],a ; report no buttons as pressed
- ret
-.delayOver
-; if [$ffb6] = 0 and A or B is pressed, report no buttons as pressed
- ld a,[H_CURRENTPRESSEDBUTTONS]
- and a,%00000011 ; A and B buttons
- jr z,.setShortDelay
- ld a,[$ffb6] ; flag
- and a
- jr nz,.setShortDelay
- xor a
- ld [$ffb5],a
-.setShortDelay
- ld a,5 ; 1/12 of a second delay
- ld [H_FRAMECOUNTER],a
- ret
-
-WaitForTextScrollButtonPress:: ; 3865 (0:3865)
- ld a, [H_DOWNARROWBLINKCNT1] ; $ff8b
- push af
- ld a, [H_DOWNARROWBLINKCNT2] ; $ff8c
- push af
- xor a
- ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
- ld a, $6
- ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
-.asm_3872
- push hl
- ld a, [$d09b]
- and a
- jr z, .asm_387c
- call Func_716c6
-.asm_387c
- FuncCoord 18, 16 ; $c4f2
- ld hl, Coord
- call HandleDownArrowBlinkTiming
- pop hl
- call GetJoypadStateLowSensitivity
- ld a, $2d
- call Predef ; indirect jump to Func_5a5f (5a5f (1:5a5f))
- ld a, [$ffb5]
- and A_BUTTON | B_BUTTON
- jr z, .asm_3872
- pop af
- ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
- pop af
- ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
- ret
-
-; (unlass in link battle) waits for A or B being pressed and outputs the scrolling sound effect
-ManualTextScroll:: ; 3898 (0:3898)
- ld a, [W_ISLINKBATTLE] ; $d12b
- cp $4
- jr z, .inLinkBattle
- call WaitForTextScrollButtonPress
- ld a, (SFX_02_40 - SFX_Headers_02) / 3
- jp PlaySound
-.inLinkBattle
- ld c, $41
- jp DelayFrames
-
-; function to do multiplication
-; all values are big endian
-; INPUT
-; FF96-FF98 = multiplicand
-; FF99 = multiplier
-; OUTPUT
-; FF95-FF98 = product
-Multiply:: ; 38ac (0:38ac)
- push hl
- push bc
- callab _Multiply
- pop bc
- pop hl
- ret
-
-; function to do division
-; all values are big endian
-; INPUT
-; FF95-FF98 = dividend
-; FF99 = divisor
-; b = number of bytes in the dividend (starting from FF95)
-; OUTPUT
-; FF95-FF98 = quotient
-; FF99 = remainder
-Divide:: ; 38b9 (0:38b9)
- push hl
- push de
- push bc
- ld a,[H_LOADEDROMBANK]
- push af
- ld a,Bank(_Divide)
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- call _Divide
- pop af
- ld [H_LOADEDROMBANK],a
- ld [$2000],a
- pop bc
- pop de
- pop hl
- ret
-
-; This function is used to wait a short period after printing a letter to the
-; screen unless the player presses the A/B button or the delay is turned off
-; through the [$d730] or [$d358] flags.
-PrintLetterDelay:: ; 38d3 (0:38d3)
- ld a,[$d730]
- bit 6,a
- ret nz
- ld a,[$d358]
- bit 1,a
- ret z
- push hl
- push de
- push bc
- ld a,[$d358]
- bit 0,a
- jr z,.waitOneFrame
- ld a,[$d355]
- and a,$0f
- ld [H_FRAMECOUNTER],a
- jr .checkButtons
-.waitOneFrame
- ld a,1
- ld [H_FRAMECOUNTER],a
-.checkButtons
- call GetJoypadState
- ld a,[H_CURRENTPRESSEDBUTTONS]
-.checkAButton
- bit 0,a ; is the A button pressed?
- jr z,.checkBButton
- jr .endWait
-.checkBButton
- bit 1,a ; is the B button pressed?
- jr z,.buttonsNotPressed
-.endWait
- call DelayFrame
- jr .done
-.buttonsNotPressed ; if neither A nor B is pressed
- ld a,[H_FRAMECOUNTER]
- and a
- jr nz,.checkButtons
-.done
- pop bc
- pop de
- pop hl
- ret
-
-; Copies [hl, bc) to [de, bc - hl).
-; In other words, the source data is from hl up to but not including bc,
-; and the destination is de.
-CopyDataUntil:: ; 3913 (0:3913)
- ld a,[hli]
- ld [de],a
- inc de
- ld a,h
- cp b
- jr nz,CopyDataUntil
- ld a,l
- cp c
- jr nz,CopyDataUntil
- ret
-
-; Function to remove a pokemon from the party or the current box.
-; wWhichPokemon determines the pokemon.
-; [$cf95] == 0 specifies the party.
-; [$cf95] != 0 specifies the current box.
-RemovePokemon:: ; 391f (0:391f)
- ld hl, _RemovePokemon
- ld b, BANK(_RemovePokemon)
- jp Bankswitch
-
-AddPokemonToParty:: ; 3927 (0:3927)
- push hl
- push de
- push bc
- callba _AddPokemonToParty
- pop bc
- pop de
- pop hl
- ret
-
-; calculates all 5 stats of current mon and writes them to [de]
-CalcStats:: ; 3936 (0:3936)
- ld c, $0
-.statsLoop
- inc c
- call CalcStat
- ld a, [H_MULTIPLICAND+1]
- ld [de], a
- inc de
- ld a, [H_MULTIPLICAND+2]
- ld [de], a
- inc de
- ld a, c
- cp $5
- jr nz, .statsLoop
- ret
-
-; calculates stat c of current mon
-; c: stat to calc (HP=1,Atk=2,Def=3,Spd=4,Spc=5)
-; b: consider stat exp?
-; hl: base ptr to stat exp values ([hl + 2*c - 1] and [hl + 2*c])
-CalcStat:: ; 394a (0:394a)
- push hl
- push de
- push bc
- ld a, b
- ld d, a
- push hl
- ld hl, W_MONHEADER
- ld b, $0
- add hl, bc
- ld a, [hl] ; read base value of stat
- ld e, a
- pop hl
- push hl
- sla c
- ld a, d
- and a
- jr z, .statExpDone ; consider stat exp?
- add hl, bc ; skip to corresponding stat exp value
-.statExpLoop ; calculates ceil(Sqrt(stat exp)) in b
- xor a
- ld [H_MULTIPLICAND], a
- ld [H_MULTIPLICAND+1], a
- inc b ; increment current stat exp bonus
- ld a, b
- cp $ff
- jr z, .statExpDone
- ld [H_MULTIPLICAND+2], a
- ld [H_MULTIPLIER], a
- call Multiply
- ld a, [hld]
- ld d, a
- ld a, [$ff98]
- sub d
- ld a, [hli]
- ld d, a
- ld a, [$ff97]
- sbc d ; test if (current stat exp bonus)^2 < stat exp
- jr c, .statExpLoop
-.statExpDone
- srl c
- pop hl
- push bc
- ld bc, $b ; skip to stat IV values
- add hl, bc
- pop bc
- ld a, c
- cp $2
- jr z, .getAttackIV
- cp $3
- jr z, .getDefenseIV
- cp $4
- jr z, .getSpeedIV
- cp $5
- jr z, .getSpecialIV
-.getHpIV
- push bc
- ld a, [hl] ; Atk IV
- swap a
- and $1
- sla a
- sla a
- sla a
- ld b, a
- ld a, [hli] ; Def IV
- and $1
- sla a
- sla a
- add b
- ld b, a
- ld a, [hl] ; Spd IV
- swap a
- and $1
- sla a
- add b
- ld b, a
- ld a, [hl] ; Spc IV
- and $1
- add b ; HP IV: LSB of the other 4 IVs
- pop bc
- jr .calcStatFromIV
-.getAttackIV
- ld a, [hl]
- swap a
- and $f
- jr .calcStatFromIV
-.getDefenseIV
- ld a, [hl]
- and $f
- jr .calcStatFromIV
-.getSpeedIV
- inc hl
- ld a, [hl]
- swap a
- and $f
- jr .calcStatFromIV
-.getSpecialIV
- inc hl
- ld a, [hl]
- and $f
-.calcStatFromIV
- ld d, $0
- add e
- ld e, a
- jr nc, .noCarry
- inc d ; de = Base + IV
-.noCarry
- sla e
- rl d ; de = (Base + IV) * 2
- srl b
- srl b ; b = ceil(Sqrt(stat exp)) / 4
- ld a, b
- add e
- jr nc, .noCarry2
- inc d ; da = (Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4
-.noCarry2
- ld [H_MULTIPLICAND+2], a
- ld a, d
- ld [H_MULTIPLICAND+1], a
- xor a
- ld [H_MULTIPLICAND], a
- ld a, [W_CURENEMYLVL] ; $d127
- ld [H_MULTIPLIER], a
- call Multiply ; ((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level
- ld a, [H_MULTIPLICAND]
- ld [H_DIVIDEND], a
- ld a, [H_MULTIPLICAND+1]
- ld [H_DIVIDEND+1], a
- ld a, [H_MULTIPLICAND+2]
- ld [H_DIVIDEND+2], a
- ld a, $64
- ld [H_DIVISOR], a
- ld a, $3
- ld b, a
- call Divide ; (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100
- ld a, c
- cp $1
- ld a, $5
- jr nz, .notHPStat
- ld a, [W_CURENEMYLVL] ; $d127
- ld b, a
- ld a, [H_MULTIPLICAND+2]
- add b
- ld [H_MULTIPLICAND+2], a
- jr nc, .noCarry3
- ld a, [H_MULTIPLICAND+1]
- inc a
- ld [H_MULTIPLICAND+1], a ; HP: (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100 + Level
-.noCarry3
- ld a, $a
-.notHPStat
- ld b, a
- ld a, [H_MULTIPLICAND+2]
- add b
- ld [H_MULTIPLICAND+2], a
- jr nc, .noCarry4
- ld a, [H_MULTIPLICAND+1]
- inc a ; non-HP: (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100 + 5
- ld [H_MULTIPLICAND+1], a ; HP: (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100 + Level + 10
-.noCarry4
- ld a, [H_MULTIPLICAND+1] ; check for overflow (>999)
- cp $4
- jr nc, .overflow
- cp $3
- jr c, .noOverflow
- ld a, [H_MULTIPLICAND+2]
- cp $e8
- jr c, .noOverflow
-.overflow
- ld a, $3 ; overflow: cap at 999
- ld [H_MULTIPLICAND+1], a
- ld a, $e7
- ld [H_MULTIPLICAND+2], a
-.noOverflow
- pop bc
- pop de
- pop hl
- ret
-
-AddEnemyMonToPlayerParty:: ; 3a53 (0:3a53)
- ld a, [H_LOADEDROMBANK]
- push af
- ld a, BANK(_AddEnemyMonToPlayerParty)
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- call _AddEnemyMonToPlayerParty
- pop bc
- ld a, b
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ret
-
-Func_3a68:: ; 3a68 (0:3a68)
- ld a, [H_LOADEDROMBANK]
- push af
- ld a, BANK(Func_f51e)
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- call Func_f51e
- pop bc
- ld a, b
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ret
-
-; skips a text entries, each of size $b (like trainer name, OT name, rival name, ...)
-; hl: base pointer, will be incremented by $b * a
-SkipFixedLengthTextEntries:: ; 3a7d (0:3a7d)
- and a
- ret z
- ld bc, $b
-.skipLoop
- add hl, bc
- dec a
- jr nz, .skipLoop
- ret
-
-AddNTimes:: ; 3a87 (0:3a87)
-; add bc to hl a times
- and a
- ret z
-.loop
- add hl,bc
- dec a
- jr nz,.loop
- ret
-
-; Compare strings, c bytes in length, at de and hl.
-; Often used to compare big endian numbers in battle calculations.
-StringCmp:: ; 3a8e (0:3a8e)
- ld a,[de]
- cp [hl]
- ret nz
- inc de
- inc hl
- dec c
- jr nz,StringCmp
- ret
-
-; INPUT:
-; a = oam block index (each block is 4 oam entries)
-; b = Y coordinate of upper left corner of sprite
-; c = X coordinate of upper left corner of sprite
-; de = base address of 4 tile number and attribute pairs
-WriteOAMBlock:: ; 3a97 (0:3a97)
- ld h,$c3
- swap a ; multiply by 16
- ld l,a
- call .writeOneEntry ; upper left
- push bc
- ld a,8
- add c
- ld c,a
- call .writeOneEntry ; upper right
- pop bc
- ld a,8
- add b
- ld b,a
- call .writeOneEntry ; lower left
- ld a,8
- add c
- ld c,a
- ; lower right
-.writeOneEntry
- ld [hl],b ; Y coordinate
- inc hl
- ld [hl],c ; X coordinate
- inc hl
- ld a,[de] ; tile number
- inc de
- ld [hli],a
- ld a,[de] ; attribute
- inc de
- ld [hli],a
- ret
-
-HandleMenuInput:: ; 3abe (0:3abe)
- xor a
- ld [$d09b],a
-
-HandleMenuInputPokemonSelection:: ; 3ac2 (0:3ac2)
- ld a,[H_DOWNARROWBLINKCNT1]
- push af
- ld a,[H_DOWNARROWBLINKCNT2]
- push af ; save existing values on stack
- xor a
- ld [H_DOWNARROWBLINKCNT1],a ; blinking down arrow timing value 1
- ld a,$06
- ld [H_DOWNARROWBLINKCNT2],a ; blinking down arrow timing value 2
-.loop1
- xor a
- ld [$d08b],a ; counter for pokemon shaking animation
- call PlaceMenuCursor
- call Delay3
-.loop2
- push hl
- ld a,[$d09b]
- and a ; is it a pokemon selection menu?
- jr z,.getJoypadState
- callba AnimatePartyMon ; shake mini sprite of selected pokemon
-.getJoypadState
- pop hl
- call GetJoypadStateLowSensitivity
- ld a,[$ffb5]
- and a ; was a key pressed?
- jr nz,.keyPressed
- push hl
- FuncCoord 18,11 ; coordinates of blinking down arrow in some menus
- ld hl,Coord
- call HandleDownArrowBlinkTiming ; blink down arrow (if any)
- pop hl
- ld a,[wMenuJoypadPollCount]
- dec a
- jr z,.giveUpWaiting
- jr .loop2
-.giveUpWaiting
-; if a key wasn't pressed within the specified number of checks
- pop af
- ld [H_DOWNARROWBLINKCNT2],a
- pop af
- ld [H_DOWNARROWBLINKCNT1],a ; restore previous values
- xor a
- ld [wMenuWrappingEnabled],a ; disable menu wrapping
- ret
-.keyPressed
- xor a
- ld [$cc4b],a
- ld a,[$ffb5]
- ld b,a
- bit 6,a ; pressed Up key?
- jr z,.checkIfDownPressed
-.upPressed
- ld a,[wCurrentMenuItem] ; selected menu item
- and a ; already at the top of the menu?
- jr z,.alreadyAtTop
-.notAtTop
- dec a
- ld [wCurrentMenuItem],a ; move selected menu item up one space
- jr .checkOtherKeys
-.alreadyAtTop
- ld a,[wMenuWrappingEnabled]
- and a ; is wrapping around enabled?
- jr z,.noWrappingAround
- ld a,[wMaxMenuItem]
- ld [wCurrentMenuItem],a ; wrap to the bottom of the menu
- jr .checkOtherKeys
-.checkIfDownPressed
- bit 7,a
- jr z,.checkOtherKeys
-.downPressed
- ld a,[wCurrentMenuItem]
- inc a
- ld c,a
- ld a,[wMaxMenuItem]
- cp c
- jr nc,.notAtBottom
-.alreadyAtBottom
- ld a,[wMenuWrappingEnabled]
- and a ; is wrapping around enabled?
- jr z,.noWrappingAround
- ld c,$00 ; wrap from bottom to top
-.notAtBottom
- ld a,c
- ld [wCurrentMenuItem],a
-.checkOtherKeys
- ld a,[wMenuWatchedKeys]
- and b ; does the menu care about any of the pressed keys?
- jp z,.loop1
-.checkIfAButtonOrBButtonPressed
- ld a,[$ffb5]
- and a,%00000011 ; pressed A button or B button?
- jr z,.skipPlayingSound
-.AButtonOrBButtonPressed
- push hl
- ld hl,wFlags_0xcd60
- bit 5,[hl]
- pop hl
- jr nz,.skipPlayingSound
- ld a,(SFX_02_40 - SFX_Headers_02) / 3
- call PlaySound ; play sound
-.skipPlayingSound
- pop af
- ld [H_DOWNARROWBLINKCNT2],a
- pop af
- ld [H_DOWNARROWBLINKCNT1],a ; restore previous values
- xor a
- ld [wMenuWrappingEnabled],a ; disable menu wrapping
- ld a,[$ffb5]
- ret
-.noWrappingAround
- ld a,[$cc37]
- and a ; should we return if the user tried to go past the top or bottom?
- jr z,.checkOtherKeys
- jr .checkIfAButtonOrBButtonPressed
-
-PlaceMenuCursor:: ; 3b7c (0:3b7c)
- ld a,[wTopMenuItemY]
- and a ; is the y coordinate 0?
- jr z,.adjustForXCoord
- ld hl,wTileMap
- ld bc,20 ; screen width
-.topMenuItemLoop
- add hl,bc
- dec a
- jr nz,.topMenuItemLoop
-.adjustForXCoord
- ld a,[wTopMenuItemX]
- ld b,$00
- ld c,a
- add hl,bc
- push hl
- ld a,[wLastMenuItem]
- and a ; was the previous menu id 0?
- jr z,.checkForArrow1
- push af
- ld a,[$fff6]
- bit 1,a ; is the menu double spaced?
- jr z,.doubleSpaced1
- ld bc,20
- jr .getOldMenuItemScreenPosition
-.doubleSpaced1
- ld bc,40
-.getOldMenuItemScreenPosition
- pop af
-.oldMenuItemLoop
- add hl,bc
- dec a
- jr nz,.oldMenuItemLoop
-.checkForArrow1
- ld a,[hl]
- cp a,"▶" ; was an arrow next to the previously selected menu item?
- jr nz,.skipClearingArrow
-.clearArrow
- ld a,[wTileBehindCursor]
- ld [hl],a
-.skipClearingArrow
- pop hl
- ld a,[wCurrentMenuItem]
- and a
- jr z,.checkForArrow2
- push af
- ld a,[$fff6]
- bit 1,a ; is the menu double spaced?
- jr z,.doubleSpaced2
- ld bc,20
- jr .getCurrentMenuItemScreenPosition
-.doubleSpaced2
- ld bc,40
-.getCurrentMenuItemScreenPosition
- pop af
-.currentMenuItemLoop
- add hl,bc
- dec a
- jr nz,.currentMenuItemLoop
-.checkForArrow2
- ld a,[hl]
- cp a,"▶" ; has the right arrow already been placed?
- jr z,.skipSavingTile ; if so, don't lose the saved tile
- ld [wTileBehindCursor],a ; save tile before overwriting with right arrow
-.skipSavingTile
- ld a,"▶" ; place right arrow
- ld [hl],a
- ld a,l
- ld [wMenuCursorLocation],a
- ld a,h
- ld [wMenuCursorLocation + 1],a
- ld a,[wCurrentMenuItem]
- ld [wLastMenuItem],a
- ret
-
-; This is used to mark a menu cursor other than the one currently being
-; manipulated. In the case of submenus, this is used to show the location of
-; the menu cursor in the parent menu. In the case of swapping items in list,
-; this is used to mark the item that was first chosen to be swapped.
-PlaceUnfilledArrowMenuCursor:: ; 3bec (0:3bec)
- ld b,a
- ld a,[wMenuCursorLocation]
- ld l,a
- ld a,[wMenuCursorLocation + 1]
- ld h,a
- ld [hl],$ec ; outline of right arrow
- ld a,b
- ret
-
-; Replaces the menu cursor with a blank space.
-EraseMenuCursor:: ; 3bf9 (0:3bf9)
- ld a,[wMenuCursorLocation]
- ld l,a
- ld a,[wMenuCursorLocation + 1]
- ld h,a
- ld [hl]," "
- ret
-
-; This toggles a blinking down arrow at hl on and off after a delay has passed.
-; This is often called even when no blinking is occurring.
-; The reason is that most functions that call this initialize H_DOWNARROWBLINKCNT1 to 0.
-; The effect is that if the tile at hl is initialized with a down arrow,
-; this function will toggle that down arrow on and off, but if the tile isn't
-; initliazed with a down arrow, this function does nothing.
-; That allows this to be called without worrying about if a down arrow should
-; be blinking.
-HandleDownArrowBlinkTiming:: ; 3c04 (0:3c04)
- ld a,[hl]
- ld b,a
- ld a,$ee ; down arrow
- cp b
- jr nz,.downArrowOff
-.downArrowOn
- ld a,[H_DOWNARROWBLINKCNT1]
- dec a
- ld [H_DOWNARROWBLINKCNT1],a
- ret nz
- ld a,[H_DOWNARROWBLINKCNT2]
- dec a
- ld [H_DOWNARROWBLINKCNT2],a
- ret nz
- ld a," "
- ld [hl],a
- ld a,$ff
- ld [H_DOWNARROWBLINKCNT1],a
- ld a,$06
- ld [H_DOWNARROWBLINKCNT2],a
- ret
-.downArrowOff
- ld a,[H_DOWNARROWBLINKCNT1]
- and a
- ret z
- dec a
- ld [H_DOWNARROWBLINKCNT1],a
- ret nz
- dec a
- ld [H_DOWNARROWBLINKCNT1],a
- ld a,[H_DOWNARROWBLINKCNT2]
- dec a
- ld [H_DOWNARROWBLINKCNT2],a
- ret nz
- ld a,$06
- ld [H_DOWNARROWBLINKCNT2],a
- ld a,$ee ; down arrow
- ld [hl],a
- ret
-
-; The following code either enables or disables the automatic drawing of
-; text boxes by DisplayTextID. Both functions cause DisplayTextID to wait
-; for a button press after displaying text (unless [$cc47] is set).
-
-EnableAutoTextBoxDrawing:: ; 3c3c (0:3c3c)
- xor a
- jr AutoTextBoxDrawingCommon
-
-DisableAutoTextBoxDrawing:: ; 3c3f (0:3c3f)
- ld a,$01
-
-AutoTextBoxDrawingCommon:: ; 3c41 (0:3c41)
- ld [$cf0c],a ; control text box drawing
- xor a
- ld [$cc3c],a ; make DisplayTextID wait for button press
- ret
-
-PrintText:: ; 3c49 (0:3c49)
-; given a pointer in hl, print the text there
- push hl
- ld a,1
- ld [$D125],a
- call DisplayTextBoxID
- call UpdateSprites
- call Delay3
- pop hl
-Func_3c59:: ; 3c59 (0:3c59)
- FuncCoord 1,14
- ld bc,Coord ;$C4B9
- jp TextCommandProcessor
-
-; converts a big-endian binary number into decimal and prints it
-; INPUT:
-; b = flags and number of bytes
-; bit 7: if set, print leading zeroes
-; if unset, do not print leading zeroes
-; bit 6: if set, left-align the string (do not pad empty digits with spaces)
-; if unset, right-align the string
-; bits 4-5: unused
-; bits 0-3: number of bytes (only 1 - 3 bytes supported)
-; c = number of decimal digits
-; de = address of the number (big-endian)
-PrintNumber:: ; 3c5f (0:3c5f)
- push bc
- xor a
- ld [H_PASTLEADINGZEROES],a
- ld [H_NUMTOPRINT],a
- ld [H_NUMTOPRINT + 1],a
- ld a,b
- and a,%00001111
- cp a,1
- jr z,.oneByte
- cp a,2
- jr z,.twoBytes
-.threeBytes
- ld a,[de]
- ld [H_NUMTOPRINT],a
- inc de
- ld a,[de]
- ld [H_NUMTOPRINT + 1],a
- inc de
- ld a,[de]
- ld [H_NUMTOPRINT + 2],a
- jr .checkNumDigits
-.twoBytes
- ld a,[de]
- ld [H_NUMTOPRINT + 1],a
- inc de
- ld a,[de]
- ld [H_NUMTOPRINT + 2],a
- jr .checkNumDigits
-.oneByte
- ld a,[de]
- ld [H_NUMTOPRINT + 2],a
-.checkNumDigits
- push de
- ld d,b
- ld a,c
- ld b,a
- xor a
- ld c,a
- ld a,b ; a = number of decimal digits
- cp a,2
- jr z,.tensPlace
- cp a,3
- jr z,.hundredsPlace
- cp a,4
- jr z,.thousandsPlace
- cp a,5
- jr z,.tenThousandsPlace
- cp a,6
- jr z,.hundredThousandsPlace
-.millionsPlace
- ld a,1000000 >> 16
- ld [H_POWEROFTEN],a
- ld a,(1000000 >> 8) & $FF
- ld [H_POWEROFTEN + 1],a
- ld a,1000000 & $FF
- ld [H_POWEROFTEN + 2],a
- call PrintNumber_PrintDigit
- call PrintNumber_AdvancePointer
-.hundredThousandsPlace
- ld a,100000 >> 16
- ld [H_POWEROFTEN],a
- ld a,(100000 >> 8) & $FF
- ld [H_POWEROFTEN + 1],a
- ld a,100000 & $FF
- ld [H_POWEROFTEN + 2],a
- call PrintNumber_PrintDigit
- call PrintNumber_AdvancePointer
-.tenThousandsPlace
- xor a
- ld [H_POWEROFTEN],a
- ld a,10000 >> 8
- ld [H_POWEROFTEN + 1],a
- ld a,10000 & $FF
- ld [H_POWEROFTEN + 2],a
- call PrintNumber_PrintDigit
- call PrintNumber_AdvancePointer
-.thousandsPlace
- xor a
- ld [H_POWEROFTEN],a
- ld a,1000 >> 8
- ld [H_POWEROFTEN + 1],a
- ld a,1000 & $FF
- ld [H_POWEROFTEN + 2],a
- call PrintNumber_PrintDigit
- call PrintNumber_AdvancePointer
-.hundredsPlace
- xor a
- ld [H_POWEROFTEN],a
- xor a
- ld [H_POWEROFTEN + 1],a
- ld a,100
- ld [H_POWEROFTEN + 2],a
- call PrintNumber_PrintDigit
- call PrintNumber_AdvancePointer
-.tensPlace
- ld c,00
- ld a,[H_NUMTOPRINT + 2]
-.loop
- cp a,10
- jr c,.underflow
- sub a,10
- inc c
- jr .loop
-.underflow
- ld b,a
- ld a,[H_PASTLEADINGZEROES]
- or c
- ld [H_PASTLEADINGZEROES],a
- jr nz,.pastLeadingZeroes
- call PrintNumber_PrintLeadingZero
- jr .advancePointer
-.pastLeadingZeroes
- ld a,"0"
- add c
- ld [hl],a
-.advancePointer
- call PrintNumber_AdvancePointer
-.onesPlace
- ld a,"0"
- add b
- ld [hli],a
- pop de
- dec de
- pop bc
- ret
-
-; prints a decimal digit
-; This works by repeatedely subtracting a power of ten until the number becomes negative.
-; The number of subtractions it took in order to make the number negative is the digit for the current number place.
-; The last value that the number had before becoming negative is kept as the new value of the number.
-; A more succinct description is that the number is divided by a power of ten
-; and the quotient becomes the digit while the remainder is stored as the new value of the number.
-PrintNumber_PrintDigit:: ; 3d25 (0:3d25)
- ld c,0 ; counts number of loop iterations to determine the decimal digit
-.loop
- ld a,[H_POWEROFTEN]
- ld b,a
- ld a,[H_NUMTOPRINT]
- ld [H_SAVEDNUMTOPRINT],a
- cp b
- jr c,.underflow0
- sub b
- ld [H_NUMTOPRINT],a
- ld a,[H_POWEROFTEN + 1]
- ld b,a
- ld a,[H_NUMTOPRINT + 1]
- ld [H_SAVEDNUMTOPRINT + 1],a
- cp b
- jr nc,.noBorrowForByte1
-.byte1BorrowFromByte0
- ld a,[H_NUMTOPRINT]
- or a,0
- jr z,.underflow1
- dec a
- ld [H_NUMTOPRINT],a
- ld a,[H_NUMTOPRINT + 1]
-.noBorrowForByte1
- sub b
- ld [H_NUMTOPRINT + 1],a
- ld a,[H_POWEROFTEN + 2]
- ld b,a
- ld a,[H_NUMTOPRINT + 2]
- ld [H_SAVEDNUMTOPRINT + 2],a
- cp b
- jr nc,.noBorrowForByte2
-.byte2BorrowFromByte1
- ld a,[H_NUMTOPRINT + 1]
- and a
- jr nz,.finishByte2BorrowFromByte1
-.byte2BorrowFromByte0
- ld a,[H_NUMTOPRINT]
- and a
- jr z,.underflow2
- dec a
- ld [H_NUMTOPRINT],a
- xor a
-.finishByte2BorrowFromByte1
- dec a
- ld [H_NUMTOPRINT + 1],a
- ld a,[H_NUMTOPRINT + 2]
-.noBorrowForByte2
- sub b
- ld [H_NUMTOPRINT + 2],a
- inc c
- jr .loop
-.underflow2
- ld a,[H_SAVEDNUMTOPRINT + 1]
- ld [H_NUMTOPRINT + 1],a
-.underflow1
- ld a,[H_SAVEDNUMTOPRINT]
- ld [H_NUMTOPRINT],a
-.underflow0
- ld a,[H_PASTLEADINGZEROES]
- or c
- jr z,PrintNumber_PrintLeadingZero
- ld a,"0"
- add c
- ld [hl],a
- ld [H_PASTLEADINGZEROES],a
- ret
-
-; prints a leading zero unless they are turned off in the flags
-PrintNumber_PrintLeadingZero:: ; 3d83 (0:3d83)
- bit 7,d ; print leading zeroes?
- ret z
- ld [hl],"0"
- ret
-
-; increments the pointer unless leading zeroes are not being printed,
-; the number is left-aligned, and no nonzero digits have been printed yet
-PrintNumber_AdvancePointer:: ; 3d89 (0:3d89)
- bit 7,d ; print leading zeroes?
- jr nz,.incrementPointer
- bit 6,d ; left alignment or right alignment?
- jr z,.incrementPointer
- ld a,[H_PASTLEADINGZEROES]
- and a
- ret z
-.incrementPointer
- inc hl
- ret
-
-; calls a function from a table of function pointers
-; INPUT:
-; a = index within table
-; hl = address of function pointer table
-CallFunctionInTable:: ; 3d97 (0:3d97)
- push hl
- push de
- push bc
- add a
- ld d,0
- ld e,a
- add hl,de
- ld a,[hli]
- ld h,[hl]
- ld l,a
- ld de,.returnAddress
- push de
- jp [hl]
-.returnAddress
- pop bc
- pop de
- pop hl
- ret
-
-
-IsInArray::
-; Search an array at hl for the value in a.
-; Entry size is de bytes.
-; Return count b and carry if found.
- ld b, 0
-
-IsInRestOfArray::
- ld c, a
-.loop
- ld a, [hl]
- cp -1
- jr z, .notfound
- cp c
- jr z, .found
- inc b
- add hl, de
- jr .loop
-
-.notfound
- and a
- ret
-
-.found
- scf
- ret
-
-
-Func_3dbe:: ; 3dbe (0:3dbe)
- call ClearSprites
- ld a, $1
- ld [$cfcb], a
- call Func_3e08
- call LoadScreenTilesFromBuffer2
- call LoadTextBoxTilePatterns
- call GoPAL_SET_CF1C
- jr Delay3
-
-
-GBPalWhiteOutWithDelay3::
- call GBPalWhiteOut
-
-Delay3::
-; The bg map is updated each frame in thirds.
-; Wait three frames to let the bg map fully update.
- ld c, 3
- jp DelayFrames
-
-GBPalNormal::
-; Reset BGP and OBP0.
- ld a, %11100100 ; 3210
- ld [rBGP], a
- ld a, %11010000 ; 3100
- ld [rOBP0], a
- ret
-
-GBPalWhiteOut::
-; White out all palettes.
- xor a
- ld [rBGP],a
- ld [rOBP0],a
- ld [rOBP1],a
- ret
-
-
-GoPAL_SET_CF1C:: ; 3ded (0:3ded)
- ld b,$ff
-GoPAL_SET:: ; 3def (0:3def)
- ld a,[$cf1b]
- and a
- ret z
- ld a,$45
- jp Predef
-
-GetHealthBarColor::
-; Return at hl the palette of
-; an HP bar e pixels long.
- ld a, e
- cp 27
- ld d, 0 ; green
- jr nc, .gotColor
- cp 10
- inc d ; yellow
- jr nc, .gotColor
- inc d ; red
-.gotColor
- ld [hl], d
- ret
-
-Func_3e08:: ; 3e08 (0:3e08)
- ld hl, $cfc4
- ld a, [hl]
- push af
- res 0, [hl]
- push hl
- xor a
- ld [W_SPRITESETID], a ; $d3a8
- call DisableLCD
- callba InitMapSprites
- call EnableLCD
- pop hl
- pop af
- ld [hl], a
- call LoadPlayerSpriteGraphics
- call LoadFontTilePatterns
- jp UpdateSprites
-
-
-GiveItem::
-; Give player quantity c of item b,
-; and copy the item's name to $cf4b.
-; Return carry on success.
- ld a, b
- ld [$d11e], a
- ld [$cf91], a
- ld a, c
- ld [$cf96], a
- ld hl,wNumBagItems
- call AddItemToInventory
- ret nc
- call GetItemName
- call CopyStringToCF4B
- scf
- ret
-
-GivePokemon::
-; Give the player monster b at level c.
- ld a, b
- ld [$cf91], a
- ld a, c
- ld [$d127], a
- xor a
- ld [$cc49], a
- ld b, BANK(_GivePokemon)
- ld hl, _GivePokemon
- jp Bankswitch
-
-
-Random::
-; Return a random number in a.
-; For battles, use BattleRandom.
- push hl
- push de
- push bc
- callba Random_
- ld a,[hRandomAdd]
- pop bc
- pop de
- pop hl
- ret
-
-
-Predef::
-; Call predefined function a.
-; To preserve other registers, have the
-; destination call GetPredefRegisters.
-
- ; Save the predef id for GetPredefPointer.
- ld [wPredefID], a
-
- ; A hack for LoadDestinationWarpPosition.
- ; See Func_c754 (predef $19).
- ld a, [H_LOADEDROMBANK]
- ld [wPredefParentBank], a
-
- push af
- ld a, BANK(GetPredefPointer)
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
-
- call GetPredefPointer
-
- ld a, [wPredefBank]
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
-
- ld de, .done
- push de
- jp [hl]
-.done
-
- pop af
- ld [H_LOADEDROMBANK], a
- ld [$2000], a
- ret
-
-GetPredefRegisters::
-; Restore the contents of register pairs
-; when GetPredefPointer was called.
- ld a, [wPredefRegisters + 0]
- ld h, a
- ld a, [wPredefRegisters + 1]
- ld l, a
- ld a, [wPredefRegisters + 2]
- ld d, a
- ld a, [wPredefRegisters + 3]
- ld e, a
- ld a, [wPredefRegisters + 4]
- ld b, a
- ld a, [wPredefRegisters + 5]
- ld c, a
- ret
-
-
-Func_3ead:: ; 3ead (0:3ead)
- ld b, BANK(CinnabarGymQuiz_1eb0a)
- ld hl, CinnabarGymQuiz_1eb0a
- jp Bankswitch
-
-Func_3eb5:: ; 3eb5 (0:3eb5)
- ld a, [H_LOADEDROMBANK]
- push af
- ld a, [H_CURRENTPRESSEDBUTTONS]
- bit 0, a
- jr z, .asm_3eea
- ld a, Bank(Func_469a0)
- ld [$2000], a
- ld [H_LOADEDROMBANK], a
- call Func_469a0
- ld a, [$ffee]
- and a
- jr nz, .asm_3edd
- ld a, [$cd3e]
- ld [$2000], a
- ld [H_LOADEDROMBANK], a
- ld de, .asm_3eda
- push de
- jp [hl]
-.asm_3eda
- xor a
- jr .asm_3eec
-.asm_3edd
- callba PrintBookshelfText
- ld a, [$ffdb]
- and a
- jr z, .asm_3eec
-.asm_3eea
- ld a, $ff
-.asm_3eec
- ld [$ffeb], a
- pop af
- ld [$2000], a
- ld [H_LOADEDROMBANK], a
- ret
-
-PrintPredefTextID:: ; 3ef5 (0:3ef5)
- ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
- ld hl, PointerTable_3f22
- call Func_3f0f
- ld hl, $cf11
- set 0, [hl]
- call DisplayTextID
-
-Func_3f05:: ; 3f05 (0:3f05)
- ld hl, W_MAPTEXTPTR ; $d36c
- ld a, [$ffec]
- ld [hli], a
- ld a, [$ffed]
- ld [hl], a
- ret
-
-Func_3f0f:: ; 3f0f (0:3f0f)
- ld a, [W_MAPTEXTPTR] ; $d36c
- ld [$ffec], a
- ld a, [$d36d]
- ld [$ffed], a
- ld a, l
- ld [W_MAPTEXTPTR], a ; $d36c
- ld a, h
- ld [$d36d], a
- ret
-
-PointerTable_3f22:: ; 3f22 (0:3f22)
- dw CardKeySuccessText ; id = 01
- dw CardKeyFailText ; id = 02
- dw RedBedroomPC ; id = 03
- dw RedBedroomSNESText ; id = 04
- dw PushStartText ; id = 05
- dw SaveOptionText ; id = 06
- dw StrengthsAndWeaknessesText ; id = 07
- dw OakLabEmailText ; id = 08
- dw AerodactylFossilText ; id = 09
- dw Route15UpstairsBinocularsText ; id = 0A
- dw KabutopsFossilText ; id = 0B
- dw GymStatueText1 ; id = 0C
- dw GymStatueText2 ; id = 0D
- dw BookcaseText ; id = 0E
- dw ViridianCityPokecenterBenchGuyText ; id = 0F
- dw PewterCityPokecenterBenchGuyText ; id = 10
- dw CeruleanCityPokecenterBenchGuyText ; id = 11
- dw LavenderCityPokecenterBenchGuyText ; id = 12
- dw VermilionCityPokecenterBenchGuyText ; id = 13
- dw CeladonCityPokecenterBenchGuyText ; id = 14
- dw CeladonCityHotelText ; id = 15
- dw FuchsiaCityPokecenterBenchGuyText ; id = 16
- dw CinnabarIslandPokecenterBenchGuyText ; id = 17
- dw SaffronCityPokecenterBenchGuyText ; id = 18
- dw MtMoonPokecenterBenchGuyText ; id = 19
- dw RockTunnelPokecenterBenchGuyText ; id = 1A
- dw UnusedBenchGuyText1 ; id = 1B
- dw UnusedBenchGuyText2 ; id = 1C
- dw UnusedBenchGuyText3 ; id = 1D
- dw TerminatorText_62508 ; id = 1E
- dw PredefText1f ; id = 1F
- dw ViridianSchoolNotebook ; id = 20
- dw ViridianSchoolBlackboard ; id = 21
- dw JustAMomentText ; id = 22
- dw PredefText23 ; id = 23
- dw FoundHiddenItemText ; id = 24
- dw HiddenItemBagFullText ; id = 25
- dw VermilionGymTrashText ; id = 26
- dw IndigoPlateauHQText ; id = 27
- dw GameCornerOutOfOrderText ; id = 28
- dw GameCornerOutToLunchText ; id = 29
- dw GameCornerSomeonesKeysText ; id = 2A
- dw FoundHiddenCoinsText ; id = 2B
- dw DroppedHiddenCoinsText ; id = 2C
- dw BillsHouseMonitorText ; id = 2D
- dw BillsHouseInitiatedText ; id = 2E
- dw BillsHousePokemonList ; id = 2F
- dw MagazinesText ; id = 30
- dw CinnabarGymQuiz ; id = 31
- dw GameCornerNoCoinsText ; id = 32
- dw GameCornerCoinCaseText ; id = 33
- dw LinkCableHelp ; id = 34
- dw TMNotebook ; id = 35
- dw FightingDojoText ; id = 36
- dw FightingDojoText_52a10 ; id = 37
- dw FightingDojoText_52a1d ; id = 38
- dw NewBicycleText ; id = 39
- dw IndigoPlateauStatues ; id = 3A
- dw VermilionGymTrashSuccesText1 ; id = 3B
- dw VermilionGymTrashSuccesText2 ; id = 3C
- dw VermilionGymTrashSuccesText3 ; id = 3D
- dw VermilionGymTrashFailText ; id = 3E
- dw TownMapText ; id = 3F
- dw BookOrSculptureText ; id = 40
- dw ElevatorText ; id = 41
- dw PokemonStuffText ; id = 42
-
+INCLUDE "home.asm"
SECTION "bank1",ROMX,BANK[$1]