shithub: pokered

ref: 4d88812f40c4165e4b893a0631fa658e72d17874
dir: /home/text.asm/

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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,SCREEN_WIDTH * 2
	ld a,[hFlags_0xFFF6]
	bit 2,a
	jr z,.next2
	ld bc,SCREEN_WIDTH
.next2
	pop hl
	add hl,bc
	push hl
	jp PlaceNextChar_inc

.next
	cp $4F
	jr nz,.next3
	pop hl
	coord hl, 1, 16
	push hl
	jp PlaceNextChar_inc

.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
PlaceNextChar_inc:: ; 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
	; 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, " "
	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
	coord hl, 1, 13
	ld bc,$0412
	call ClearScreenArea
	ld c,20
	call DelayFrames
	pop de
	coord hl, 1, 14
	jp PlaceNextChar_inc

Char49:: ; 1ad5 (0:1ad5)
	push de
	ld a,$EE
	Coorda 18, 16
	call ProtectedDelay3
	call ManualTextScroll
	coord hl, 1, 10
	ld bc,$0712
	call ClearScreenArea
	ld c,20
	call DelayFrames
	pop de
	pop hl
	coord hl, 1, 11
	push hl
	jp PlaceNextChar_inc

Char4B:: ; 1af8 (0:1af8)
	ld a,$EE
	Coorda 18, 16
	call ProtectedDelay3
	push de
	call ManualTextScroll
	pop de
	ld a, " "
	Coorda 18, 16
	;fall through
Char4C:: ; 1b0a (0:1b0a)
	push de
	call Next1B18
	call Next1B18
	coord hl, 1, 16
	pop de
	jp PlaceNextChar_inc

Next1B18:: ; 1b18 (0:1b18)
	coord hl, 0, 14
	coord de, 0, 13
	ld b,60
.next
	ld a,[hli]
	ld [de],a
	inc de
	dec b
	jr nz,.next
	coord hl, 1, 16
	ld a, " "
	ld b,SCREEN_WIDTH - 2
.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,[wLetterPrintingDelayFlags]
	push af
	set 1,a
	ld e,a
	ld a,[$fff4]
	xor e
	ld [wLetterPrintingDelayFlags],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 [wLetterPrintingDelayFlags],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
	coord bc, 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
	coord bc, 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,A_BUTTON | B_BUTTON
	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_GET_ITEM_1
	db $12,SFX_CAUGHT_MON
	db $0E,SFX_POKEDEX_RATING
	db $0F,SFX_GET_ITEM_1
	db $10,SFX_GET_ITEM_2
	db $11,SFX_GET_KEY_ITEM
	db $13,SFX_DEX_PAGE_ADDED
	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,A_BUTTON | B_BUTTON
	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 [MBC1RomBank],a
	push hl
	ld l,e
	ld h,d
	call TextCommandProcessor
	pop hl
	pop af
	ld [H_LOADEDROMBANK],a
	ld [MBC1RomBank],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