ref: 3fdb8a0d8995746d5605136ece384516338489b0
dir: /home/text.asm/
TextBoxBorder:: ; Draw a cxb text box at hl. ; top row push hl ld a, "┌" ld [hli], a inc a ; ─ call NPlaceChar inc a ; ┐ ld [hl], a pop hl ld de, 20 add hl, de ; middle rows .next push hl ld a, "│" ld [hli],a ld a, " " call NPlaceChar ld [hl], "│" pop hl ld de, 20 add hl, de dec b jr nz, .next ; bottom row ld a, "└" ld [hli], a ld a, "─" call NPlaceChar ld [hl], "┘" ret NPlaceChar:: ; Place char a c times. 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 hlCoord 1, 16 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,wPlayerName 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,wBattleMonNick ; player active monster name jr FinishDTE .Enemy ; 1A40 ; print “Enemy ” ld de,Char5AText call PlaceString ld h,b ld l,c ld de,wEnemyMonNick ; 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,[wLinkState] cp LINK_STATE_BATTLING jp z,Next1AA2 ld a,$EE Coorda 18, 16 Next1AA2:: ; 1aa2 (0:1aa2) call ProtectedDelay3 call ManualTextScroll ld a,$7F Coorda 18, 16 Char57:: ; 1aad (0:1aad) pop hl ld de,Char58Text dec de ret Char58Text:: ; 1ab3 (0:1ab3) db "@" Char51:: ; 1ab4 (0:1ab4) push de ld a,$EE Coorda 18, 16 call ProtectedDelay3 call ManualTextScroll hlCoord 1, 13 ld bc,$0412 call ClearScreenArea ld c,$14 call DelayFrames pop de hlCoord 1, 14 jp Next19E8 Char49:: ; 1ad5 (0:1ad5) push de ld a,$EE Coorda 18, 16 call ProtectedDelay3 call ManualTextScroll hlCoord 1, 10 ld bc,$0712 call ClearScreenArea ld c,$14 call DelayFrames pop de pop hl hlCoord 1, 11 push hl jp Next19E8 Char4B:: ; 1af8 (0:1af8) ld a,$EE Coorda 18, 16 call ProtectedDelay3 push de call ManualTextScroll pop de ld a,$7F Coorda 18, 16 ;fall through Char4C:: ; 1b0a (0:1b0a) push de call Next1B18 call Next1B18 hlCoord 1, 16 pop de jp Next19E8 Next1B18:: ; 1b18 (0:1b18) hlCoord 0, 14 deCoord 0, 13 ld b,$3C .next ld a,[hli] ld [de],a inc de dec b jr nz,.next hlCoord 1, 16 ld a,$7F ld b,$12 .next2 ld [hli],a dec b jr nz,.next2 ; wait five frames ld b,5 .WaitFrame call DelayFrame dec b jr nz,.WaitFrame ret ProtectedDelay3:: ; 1b3a (0:1b3a) push bc call Delay3 pop bc ret TextCommandProcessor:: ; 1b40 (0:1b40) ld a,[wd358] push af set 1,a ld e,a ld a,[$fff4] xor e ld [wd358],a ld a,c ld [wcc3a],a ld a,b ld [wcc3b],a NextTextCommand:: ; 1b55 (0:1b55) ld a,[hli] cp a, "@" ; terminator jr nz,.doTextCommand pop af ld [wd358],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,$00 ld c,a add hl,bc pop bc ld a,[hli] ld h,[hl] ld l,a jp [hl] ; draw box ; 04AAAABBCC ; AAAA = address of upper left corner ; BB = height ; CC = width TextCommand04:: ; 1b78 (0:1b78) pop hl ld a,[hli] ld e,a ld a,[hli] ld d,a ld a,[hli] ld b,a ld a,[hli] ld c,a push hl ld h,d ld l,e call TextBoxBorder pop hl jr NextTextCommand ; place string inline ; 00{string} TextCommand00:: ; 1b8a (0:1b8a) pop hl ld d,h ld e,l ld h,b ld l,c call PlaceString ld h,d ld l,e inc hl jr NextTextCommand ; place string from RAM ; 01AAAA ; AAAA = address of string TextCommand01:: ; 1b97 (0:1b97) pop hl ld a,[hli] ld e,a ld a,[hli] ld d,a push hl ld h,b ld l,c call PlaceString pop hl jr NextTextCommand ; print BCD number ; 02AAAABB ; AAAA = address of BCD number ; BB ; bits 0-4 = length in bytes ; bits 5-7 = unknown flags TextCommand02:: ; 1ba5 (0:1ba5) pop hl ld a,[hli] ld e,a ld a,[hli] ld d,a ld a,[hli] push hl ld h,b ld l,c ld c,a call PrintBCDNumber ld b,h ld c,l pop hl jr NextTextCommand ; repoint destination address ; 03AAAA ; AAAA = new destination address TextCommand03:: ; 1bb7 (0:1bb7) pop hl ld a,[hli] ld [wcc3a],a ld c,a ld a,[hli] ld [wcc3b],a ld b,a jp NextTextCommand ; repoint destination to second line of dialogue text box ; 05 ; (no arguments) TextCommand05:: ; 1bc5 (0:1bc5) pop hl bcCoord 1, 16 ; address of second line of dialogue text box jp NextTextCommand ; blink arrow and wait for A or B to be pressed ; 06 ; (no arguments) TextCommand06:: ; 1bcc (0:1bcc) ld a,[wLinkState] cp a,LINK_STATE_BATTLING jp z,TextCommand0D ld a,$ee ; down arrow Coorda 18, 16 ; 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," " Coorda 18, 16 ; overwrite down arrow with blank space pop hl jp NextTextCommand ; scroll text up one line ; 07 ; (no arguments) TextCommand07:: ; 1be7 (0:1be7) ld a," " Coorda 18, 16 ; place blank space in lower right corner of dialogue text box call Next1B18 ; scroll up text call Next1B18 pop hl bcCoord 1, 16 ; 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 Joypad ld a,[hJoyHeld] 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_08_46 - SFX_Headers_08) / 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_08_45 - SFX_Headers_08) / 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 Joypad pop de ld a,[hJoyHeld] ; 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