shithub: pokered

Download patch

ref: aa3da5f3b07b8965bf7d4f1b5449ce67bed4fb87
parent: 9fbd9e9a1f23ff3fe09eee2518dd752a6d2e132c
author: YamaArashi <shadow962@live.com>
date: Thu Jul 16 20:16:27 EDT 2015

title / diploma / vending machine

--- a/constants/misc_constants.asm
+++ b/constants/misc_constants.asm
@@ -20,8 +20,13 @@
 D_UP     EQU %01000000
 D_DOWN   EQU %10000000
 
+PIXELS_PER_TILE EQU 8
+
 SCREEN_WIDTH  EQU 20
 SCREEN_HEIGHT EQU 18
+
+SCREEN_WIDTH_PIXELS  EQU SCREEN_WIDTH * PIXELS_PER_TILE
+SCREEN_HEIGHT_PIXELS EQU SCREEN_HEIGHT * PIXELS_PER_TILE
 
 NPC_MOVEMENT_DOWN  EQU $00
 NPC_MOVEMENT_UP    EQU $40
--- a/engine/menu/diploma.asm
+++ b/engine/menu/diploma.asm
@@ -36,19 +36,23 @@
 	hlCoord 10, 4
 	ld de, wPlayerName
 	call PlaceString
-	callba Func_44dd
+	callba DrawPlayerCharacter
+
+; Move the player 33 pixels right and set the priority bit so he appears
+; behind the background layer.
 	ld hl, wOAMBuffer + $01
 	ld bc, $8028
-.asm_5673e
-	ld a, [hl]
-	add $21
+.adjustPlayerGfxLoop
+	ld a, [hl] ; X
+	add 33
 	ld [hli], a
 	inc hl
 	ld a, b
-	ld [hli], a
+	ld [hli], a ; attributes
 	inc hl
 	dec c
-	jr nz, .asm_5673e
+	jr nz, .adjustPlayerGfxLoop
+
 	call EnableLCD
 	callba LoadTrainerInfoTextBoxTiles
 	ld b, $8
@@ -65,15 +69,17 @@
 	call Delay3
 	jp GBPalNormal
 
-Func_56777: ; 56777 (15:6777)
+UnusedPlayerNameLengthFunc: ; 56777 (15:6777)
+; Unused function that does a calculation involving the length of the player's
+; name.
 	ld hl, wPlayerName
 	ld bc, $ff00
-.asm_5677d
+.loop
 	ld a, [hli]
-	cp $50
+	cp "@"
 	ret z
 	dec c
-	jr .asm_5677d
+	jr .loop
 
 DiplomaTextPointersAndCoords: ; 56784 (15:6784)
 	dw DiplomaText
--- a/engine/menu/vending_machine.asm
+++ b/engine/menu/vending_machine.asm
@@ -7,19 +7,19 @@
 	xor a
 	ld [wCurrentMenuItem], a
 	ld [wLastMenuItem], a
-	ld a, $3
+	ld a, A_BUTTON | B_BUTTON
 	ld [wMenuWatchedKeys], a
-	ld a, $3
+	ld a, 3
 	ld [wMaxMenuItem], a
-	ld a, $5
+	ld a, 5
 	ld [wTopMenuItemY], a
-	ld a, $1
+	ld a, 1
 	ld [wTopMenuItemX], a
 	ld hl, wd730
 	set 6, [hl]
 	hlCoord 0, 3
-	ld b, $8
-	ld c, $c
+	ld b, 8
+	ld c, 12
 	call TextBoxBorder
 	call UpdateSprites
 	hlCoord 2, 5
@@ -31,11 +31,11 @@
 	ld hl, wd730
 	res 6, [hl]
 	call HandleMenuInput
-	bit 1, a
-	jr nz, .asm_74f93
+	bit 1, a ; pressed B?
+	jr nz, .notThirsty
 	ld a, [wCurrentMenuItem]
-	cp $3
-	jr z, .asm_74f93
+	cp 3 ; chose Cancel?
+	jr z, .notThirsty
 	xor a
 	ld [$ff9f], a
 	ld [$ffa1], a
@@ -46,12 +46,13 @@
 	ld hl, VendingMachineText4
 	jp PrintText
 .enoughMoney
-	call Func_74fe7
-	ld a, [$ffdb]
+	call LoadVendingMachineItem
+	ld a, [hVendingMachineItem]
 	ld b, a
 	ld c, 1
 	call GiveItem
 	jr nc, .BagFull
+
 	ld b, 60 ; number of times to play the "brrrrr" sound
 .playDeliverySound
 	ld c, 2
@@ -62,10 +63,10 @@
 	pop bc
 	dec b
 	jr nz, .playDeliverySound
-.asm_74f72
+
 	ld hl, VendingMachineText5
 	call PrintText
-	ld hl, $ffde
+	ld hl, hVendingMachinePrice + 2
 	ld de, wPlayerMoney + 2
 	ld c, $3
 	predef SubBCDPredef
@@ -75,7 +76,7 @@
 .BagFull
 	ld hl, VendingMachineText6
 	jp PrintText
-.asm_74f93
+.notThirsty
 	ld hl, VendingMachineText7
 	jp PrintText
 
@@ -110,22 +111,22 @@
 	TX_FAR _VendingMachineText7
 	db "@"
 
-Func_74fe7: ; 74fe7 (1d:4fe7)
+LoadVendingMachineItem: ; 74fe7 (1d:4fe7)
 	ld hl, VendingPrices
 	ld a, [wCurrentMenuItem]
 	add a
 	add a
-	ld d, $0
+	ld d, 0
 	ld e, a
 	add hl, de
 	ld a, [hli]
-	ld [$ffdb], a
+	ld [hVendingMachineItem], a
 	ld a, [hli]
-	ld [$ffdc], a
+	ld [hVendingMachinePrice], a
 	ld a, [hli]
-	ld [$ffdd], a
+	ld [hVendingMachinePrice + 1], a
 	ld a, [hl]
-	ld [$ffde], a
+	ld [hVendingMachinePrice + 2], a
 	ret
 
 VendingPrices: ; 75000 (1d:5000)
--- a/engine/titlescreen.asm
+++ b/engine/titlescreen.asm
@@ -67,50 +67,60 @@
 
 	ld a, BANK(Version_GFX)
 	call FarCopyDataDouble
-	call Func_4519
+	call ClearBothBGMaps
+
+; place tiles for pokemon logo (except for the last row)
 	hlCoord 2, 1
 	ld a, $80
 	ld de, SCREEN_WIDTH
-	ld c, $6
-.asm_434d
+	ld c, 6
+.pokemonLogoTileLoop
 	ld b, $10
 	push hl
-.asm_4350
+.pokemonLogoTileRowLoop ; place tiles for one row
 	ld [hli], a
 	inc a
 	dec b
-	jr nz, .asm_4350
+	jr nz, .pokemonLogoTileRowLoop
 	pop hl
 	add hl, de
 	dec c
-	jr nz, .asm_434d
+	jr nz, .pokemonLogoTileLoop
+
+; place tiles for the last row of the pokemon logo
 	hlCoord 2, 7
 	ld a, $31
 	ld b, $10
-.asm_4361
+.pokemonLogoLastTileRowLoop
 	ld [hli], a
 	inc a
 	dec b
-	jr nz, .asm_4361
-	call Func_44dd
+	jr nz, .pokemonLogoLastTileRowLoop
+
+	call DrawPlayerCharacter
+
+; put a pokeball in the player's hand
 	ld hl, wOAMBuffer + $28
 	ld a, $74
 	ld [hl], a
+
+; place tiles for title screen copyright
 	hlCoord 2, 17
-	ld de, .titlescreenTilemap
+	ld de, .tileScreenCopyrightTiles
 	ld b, $10
-.asm_4377
+.tileScreenCopyrightTilesLoop
 	ld a, [de]
 	ld [hli], a
 	inc de
 	dec b
-	jr nz, .asm_4377
-	jr .asm_438f
+	jr nz, .tileScreenCopyrightTilesLoop
 
-.titlescreenTilemap ; 437f (1:437f)
+	jr .next
+
+.tileScreenCopyrightTiles ; 437f (1:437f)
 	db $41,$42,$43,$42,$44,$42,$45,$46,$47,$48,$49,$4A,$4B,$4C,$4D,$4E ; ©'95.'96.'98 GAME FREAK inc.
 
-.asm_438f
+.next
 	call SaveScreenTilesToBuffer2
 	call LoadScreenTilesFromBuffer2
 	call EnableLCD
@@ -121,37 +131,39 @@
 	ld a,SQUIRTLE ; which Pokemon to show first on the title screen
 ENDC
 
-	ld [wWhichTrade], a
-	call Func_4524
-	ld a, $9b
-	call Func_4533
+	ld [wTitleMonSpecies], a
+	call LoadTitleMonSprite
+	ld a, (vBGMap0 + $300) / $100
+	call TitleScreenCopyTileMapToVRAM
 	call SaveScreenTilesToBuffer1
 	ld a, $40
 	ld [hWY], a
 	call LoadScreenTilesFromBuffer2
-	ld a, $98
-	call Func_4533
+	ld a, vBGMap0 / $100
+	call TitleScreenCopyTileMapToVRAM
 	ld b, $6
 	call GoPAL_SET
 	call GBPalNormal
-	ld a, $e4
+	ld a, %11100100
 	ld [rOBP0], a
-	ld bc, $ffaf ; background scroll Y
+
+; make pokemon logo bounce up and down
+	ld bc, hSCY ; background scroll Y
 	ld hl, .TitleScreenPokemonLogoYScrolls
-.asm_43c6
+.bouncePokemonLogoLoop
 	ld a, [hli]
 	and a
-	jr z, .asm_43f4
+	jr z, .finishedBouncingPokemonLogo
 	ld d, a
-	cp $fd
-	jr nz, .asm_43d4
+	cp -3
+	jr nz, .skipPlayingSound
 	ld a, (SFX_1f_62 - SFX_Headers_1f) / 3
 	call PlaySound
-.asm_43d4
+.skipPlayingSound
 	ld a, [hli]
 	ld e, a
 	call .ScrollTitleScreenPokemonLogo
-	jr .asm_43c6
+	jr .bouncePokemonLogoLoop
 
 .TitleScreenPokemonLogoYScrolls: ; 43db (1:43db)
 ; Controls the bouncing effect of the Pokemon logo on the title screen
@@ -168,36 +180,40 @@
 ; Scrolls the Pokemon logo on the title screen to create the bouncing effect
 ; Scrolls d pixels e times
 	call DelayFrame
-	ld a, [bc]
+	ld a, [bc] ; background scroll Y
 	add d
 	ld [bc], a
 	dec e
 	jr nz, .ScrollTitleScreenPokemonLogo
 	ret
-.asm_43f4
+
+.finishedBouncingPokemonLogo
 	call LoadScreenTilesFromBuffer1
 	ld c, 36
 	call DelayFrames
 	ld a, (SFX_1f_63 - SFX_Headers_1f) / 3
 	call PlaySound
+
+; scroll game version in from the right
 	call PrintGameVersionOnTitleScreen
-	ld a, $90
+	ld a, SCREEN_HEIGHT_PIXELS
 	ld [hWY], a
-	ld d, $90
-.asm_440a
+	ld d, 144
+.scrollTitleScreenGameVersionLoop
 	ld h, d
-	ld l, $40
-	call Func_44cf
-	ld h, $0
-	ld l, $50
-	call Func_44cf
+	ld l, 64
+	call ScrollTitleScreenGameVersion
+	ld h, 0
+	ld l, 80
+	call ScrollTitleScreenGameVersion
 	ld a, d
-	add $4
+	add 4
 	ld d, a
 	and a
-	jr nz, .asm_440a
-	ld a, $9c
-	call Func_4533
+	jr nz, .scrollTitleScreenGameVersionLoop
+
+	ld a, vBGMap1 / $100
+	call TitleScreenCopyTileMapToVRAM
 	call LoadScreenTilesFromBuffer2
 	call PrintGameVersionOnTitleScreen
 	call Delay3
@@ -207,19 +223,22 @@
 	call PlaySound
 	xor a
 	ld [wcc5b], a
-.asm_443b
-	ld c, $c8
+
+; Keep scrolling in new mons indefinitely until the user performs input.
+.awaitUserInterruptionLoop
+	ld c, 200
 	call CheckForUserInterruption
-	jr c, .asm_4459
-	call Func_44c1
-	ld c, $1
+	jr c, .finishedWaiting
+	call TitleScreenScrollInMon
+	ld c, 1
 	call CheckForUserInterruption
-	jr c, .asm_4459
-	callba Func_372ac
-	call Func_4496
-	jr .asm_443b
-.asm_4459
-	ld a, [wWhichTrade]
+	jr c, .finishedWaiting
+	callba TitleScreenAnimateBallIfStarterOut
+	call TitleScreenPickNewMon
+	jr .awaitUserInterruptionLoop
+
+.finishedWaiting
+	ld a, [wTitleMonSpecies]
 	call PlayCry
 	call WaitForSoundToFinish
 	call GBPalWhiteOutWithDelay3
@@ -229,10 +248,10 @@
 	inc a
 	ld [H_AUTOBGTRANSFERENABLED], a
 	call ClearScreen
-	ld a, $98
-	call Func_4533
-	ld a, $9c
-	call Func_4533
+	ld a, vBGMap0 / $100
+	call TitleScreenCopyTileMapToVRAM
+	ld a, vBGMap1 / $100
+	call TitleScreenCopyTileMapToVRAM
 	call Delay3
 	call LoadGBPal
 	ld a, [hJoyHeld]
@@ -247,12 +266,12 @@
 	ld hl, DoClearSaveDialogue
 	jp Bankswitch
 
-Func_4496: ; 4496 (1:4496)
-	ld a, $98
-	call Func_4533
+TitleScreenPickNewMon: ; 4496 (1:4496)
+	ld a, vBGMap0 / $100
+	call TitleScreenCopyTileMapToVRAM
 
-.new
-; Generate a new TitleMon.
+.loop
+; Keep looping until a mon different from the current one is picked.
 	call Random
 	and $f
 	ld c, a
@@ -260,14 +279,14 @@
 	ld hl, TitleMons
 	add hl, bc
 	ld a, [hl]
-	ld hl, wWhichTrade
+	ld hl, wTitleMonSpecies
 
 ; Can't be the same as before.
 	cp [hl]
-	jr z, .new
+	jr z, .loop
 
 	ld [hl], a
-	call Func_4524
+	call LoadTitleMonSprite
 
 	ld a, $90
 	ld [hWY], a
@@ -275,7 +294,7 @@
 	callba TitleScroll
 	ret
 
-Func_44c1: ; 44c1 (1:44c1)
+TitleScreenScrollInMon: ; 44c1 (1:44c1)
 	ld d, 0 ; scroll in
 	callba TitleScroll
 	xor a
@@ -282,7 +301,7 @@
 	ld [hWY], a
 	ret
 
-Func_44cf: ; 44cf (1:44cf)
+ScrollTitleScreenGameVersion: ; 44cf (1:44cf)
 .wait
 	ld a, [rLY]
 	cp l
@@ -297,7 +316,7 @@
 	jr z, .wait2
 	ret
 
-Func_44dd: ; 44dd (1:44dd)
+DrawPlayerCharacter: ; 44dd (1:44dd)
 	ld hl, PlayerCharacterTitleGraphics
 	ld de, vSprites
 	ld bc, $230
@@ -305,42 +324,42 @@
 	call FarCopyData2
 	call ClearSprites
 	xor a
-	ld [wWhichTrade], a
+	ld [wPlayerCharacterOAMTile], a
 	ld hl, wOAMBuffer
 	ld de, $605a
-	ld b, $7
-.asm_44fa
+	ld b, 7
+.loop
 	push de
-	ld c, $5
-.asm_44fd
+	ld c, 5
+.innerLoop
 	ld a, d
-	ld [hli], a
+	ld [hli], a ; Y
 	ld a, e
-	ld [hli], a
-	add $8
+	ld [hli], a ; X
+	add 8
 	ld e, a
-	ld a, [wWhichTrade]
-	ld [hli], a
+	ld a, [wPlayerCharacterOAMTile]
+	ld [hli], a ; tile
 	inc a
-	ld [wWhichTrade], a
+	ld [wPlayerCharacterOAMTile], a
 	inc hl
 	dec c
-	jr nz, .asm_44fd
+	jr nz, .innerLoop
 	pop de
-	ld a, $8
+	ld a, 8
 	add d
 	ld d, a
 	dec b
-	jr nz, .asm_44fa
+	jr nz, .loop
 	ret
 
-Func_4519: ; 4519 (1:4519)
+ClearBothBGMaps: ; 4519 (1:4519)
 	ld hl, vBGMap0
-	ld bc, $800
-	ld a, $7f
+	ld bc, $400 * 2
+	ld a, " "
 	jp FillMemory
 
-Func_4524: ; 4524 (1:4524)
+LoadTitleMonSprite: ; 4524 (1:4524)
 	ld [wcf91], a
 	ld [wd0b5], a
 	hlCoord 5, 10
@@ -347,7 +366,7 @@
 	call GetMonHeader
 	jp LoadFrontSpriteByMonIndex
 
-Func_4533: ; 4533 (1:4533)
+TitleScreenCopyTileMapToVRAM: ; 4533 (1:4533)
 	ld [H_AUTOBGTRANSFERDEST + 1], a
 	jp Delay3
 
--- a/engine/titlescreen2.asm
+++ b/engine/titlescreen2.asm
@@ -87,9 +87,9 @@
 ; This is really two 0-terminated lists. Initiated with an index of 1.
 	db 0, $71, $6f, $6e, $6d, $6c, $6d, $6e, $6f, $71, $74, 0
 
-Func_372ac: ; 372ac (d:72ac)
+TitleScreenAnimateBallIfStarterOut: ; 372ac (d:72ac)
 ; Animate the TitleBall if a starter just got scrolled out.
-	ld a, [wWhichTrade]
+	ld a, [wTitleMonSpecies]
 	cp STARTER1
 	jr z, .ok
 	cp STARTER2
--- a/hram.asm
+++ b/hram.asm
@@ -201,6 +201,9 @@
 
 H_CURRENTSPRITEOFFSET EQU $FFDA ; multiple of $10
 
+hVendingMachineItem  EQU $FFDB
+hVendingMachinePrice EQU $FFDC ; 3-byte BCD number
+
 hNewPartyLength EQU $FFE4
 
 hDividend2 EQU $FFE5
--- a/wram.asm
+++ b/wram.asm
@@ -634,6 +634,10 @@
 
 	ds 1
 
+wTitleMonSpecies:: ; cd3d
+
+wPlayerCharacterOAMTile:: ; cd3d
+
 wMoveDownSmallStarsOAMCount:: ; cd3d
 ; the number of small stars OAM entries to move down