ref: bbf2f51a02b2544f1bef32a5868503b474ae2fef
dir: /home/text.asm/
TextBoxBorder:: ; Draw a c×b text box at hl. ; top row push hl ld a, "┌" ld [hli], a inc a ; "─" call .PlaceChars inc a ; "┐" ld [hl], a pop hl ld de, SCREEN_WIDTH add hl, de ; middle rows .next push hl ld a, "│" ld [hli], a ld a, " " call .PlaceChars ld [hl], "│" pop hl ld de, SCREEN_WIDTH add hl, de dec b jr nz, .next ; bottom row ld a, "└" ld [hli], a ld a, "─" call .PlaceChars ld [hl], "┘" ret .PlaceChars:: ; Place char a c times. ld d, c .loop ld [hli], a dec d jr nz, .loop ret PlaceString:: push hl PlaceNextChar:: ld a, [de] cp "@" jr nz, .NotTerminator ld b, h ld c, l pop hl ret .NotTerminator cp "<NEXT>" jr nz, .NotNext ld bc, 2 * SCREEN_WIDTH ldh a, [hFlagsFFF6] bit 2, a jr z, .ok ld bc, SCREEN_WIDTH .ok pop hl add hl, bc push hl jp NextChar .NotNext cp "<LINE>" jr nz, .NotLine pop hl hlcoord 1, 16 push hl jp NextChar .NotLine ; Check against a dictionary dict "<NULL>", NullChar dict "<SCROLL>", _ContTextNoPause dict "<_CONT>", _ContText dict "<PARA>", Paragraph dict "<PAGE>", PageChar dict "<PLAYER>", PrintPlayerName dict "<RIVAL>", PrintRivalName dict "#", PlacePOKe dict "<PC>", PCChar dict "<ROCKET>", RocketChar dict "<TM>", TMChar dict "<TRAINER>", TrainerChar dict "<CONT>", ContText dict "<……>", SixDotsChar dict "<DONE>", DoneText dict "<PROMPT>", PromptText dict "<PKMN>", PlacePKMN dict "<DEXEND>", PlaceDexEnd dict "<TARGET>", PlaceMoveTargetsName dict "<USER>", PlaceMoveUsersName ld [hli], a call PrintLetterDelay NextChar:: inc de jp PlaceNextChar NullChar:: ld b, h ld c, l pop hl ld de, TextIDErrorText dec de ret TextIDErrorText:: ; "[hSpriteIndexOrTextID] ERROR." text_far _TextIDErrorText text_end print_name: MACRO push de ld de, \1 jr PlaceCommandCharacter ENDM PrintPlayerName:: print_name wPlayerName PrintRivalName:: print_name wRivalName TrainerChar:: print_name TrainerCharText TMChar:: print_name TMCharText PCChar:: print_name PCCharText RocketChar:: print_name RocketCharText PlacePOKe:: print_name PlacePOKeText SixDotsChar:: print_name SixDotsCharText PlacePKMN:: print_name PlacePKMNText PlaceMoveTargetsName:: ldh a, [hWhoseTurn] xor 1 jr PlaceMoveUsersName.place PlaceMoveUsersName:: ldh a, [hWhoseTurn] .place: push de and a jr nz, .enemy ld de, wBattleMonNick jr PlaceCommandCharacter .enemy ld de, EnemyText call PlaceString ld h, b ld l, c ld de, wEnemyMonNick ; fallthrough PlaceCommandCharacter:: call PlaceString ld h, b ld l, c pop de inc de jp PlaceNextChar TMCharText:: db "TM@" TrainerCharText:: db "TRAINER@" PCCharText:: db "PC@" RocketCharText:: db "ROCKET@" PlacePOKeText:: db "POKé@" SixDotsCharText:: db "……@" EnemyText:: db "Enemy @" PlacePKMNText:: db "<PK><MN>@" ContText:: push de ld b, h ld c, l ld hl, ContCharText call TextCommandProcessor ld h, b ld l, c pop de inc de jp PlaceNextChar ContCharText:: text_far _ContCharText text_end PlaceDexEnd:: ld [hl], "." pop hl ret PromptText:: ld a, [wLinkState] cp LINK_STATE_BATTLING jp z, .ok ld a, "▼" ldcoord_a 18, 16 .ok call ProtectedDelay3 call ManualTextScroll ld a, " " ldcoord_a 18, 16 DoneText:: pop hl ld de, .stop dec de ret .stop: text_end Paragraph:: push de ld a, "▼" ldcoord_a 18, 16 call ProtectedDelay3 call ManualTextScroll hlcoord 1, 13 lb bc, 4, 18 call ClearScreenArea ld c, 20 call DelayFrames pop de hlcoord 1, 14 jp NextChar PageChar:: push de ld a, "▼" ldcoord_a 18, 16 call ProtectedDelay3 call ManualTextScroll hlcoord 1, 10 lb bc, 7, 18 call ClearScreenArea ld c, 20 call DelayFrames pop de pop hl hlcoord 1, 11 push hl jp NextChar _ContText:: ld a, "▼" ldcoord_a 18, 16 call ProtectedDelay3 push de call ManualTextScroll pop de ld a, " " ldcoord_a 18, 16 _ContTextNoPause:: push de call ScrollTextUpOneLine call ScrollTextUpOneLine hlcoord 1, 16 pop de jp NextChar ; move both rows of text in the normal text box up one row ; always called twice in a row ; first time, copy the two rows of text to the "in between" rows that are usually emtpy ; second time, copy the bottom row of text into the top row of text ScrollTextUpOneLine:: hlcoord 0, 14 ; top row of text decoord 0, 13 ; empty line above text ld b, SCREEN_WIDTH * 3 .copyText ld a, [hli] ld [de], a inc de dec b jr nz, .copyText hlcoord 1, 16 ld a, " " ld b, SCREEN_WIDTH - 2 .clearText ld [hli], a dec b jr nz, .clearText ld b, 5 .WaitFrame call DelayFrame dec b jr nz, .WaitFrame ret ProtectedDelay3:: push bc call Delay3 pop bc ret TextCommandProcessor:: ld a, [wLetterPrintingDelayFlags] push af set 1, a ld e, a ldh a, [hClearLetterPrintingDelayFlags] xor e ld [wLetterPrintingDelayFlags], a ld a, c ld [wTextDest], a ld a, b ld [wTextDest + 1], a NextTextCommand:: ld a, [hli] cp TX_END jr nz, .TextCommand pop af ld [wLetterPrintingDelayFlags], a ret .TextCommand: push hl cp TX_FAR jp z, TextCommand_FAR cp TX_SOUND_POKEDEX_RATING jp nc, TextCommand_SOUND ld hl, TextCommandJumpTable push bc add a ld b, 0 ld c, a add hl, bc pop bc ld a, [hli] ld h, [hl] ld l, a jp hl TextCommand_BOX:: ; draw a box (height, width) 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 TextCommand_START:: ; write text until "@" 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 TextCommand_RAM:: ; write text from a ram address (little endian) 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 TextCommand_BCD:: ; write bcd from address, typically ram 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 TextCommand_MOVE:: ; move to a new tile pop hl ld a, [hli] ld [wTextDest], a ld c, a ld a, [hli] ld [wTextDest + 1], a ld b, a jp NextTextCommand TextCommand_LOW:: ; write text at (1,16) pop hl bccoord 1, 16 ; second line of dialogue text box jp NextTextCommand TextCommand_PROMPT_BUTTON:: ; wait for button press; show arrow ld a, [wLinkState] cp LINK_STATE_BATTLING jp z, TextCommand_WAIT_BUTTON ld a, "▼" ldcoord_a 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, " " ldcoord_a 18, 16 ; overwrite down arrow with blank space pop hl jp NextTextCommand TextCommand_SCROLL:: ; pushes text up two lines and sets the BC cursor to the border tile ; below the first character column of the text box. ld a, " " ldcoord_a 18, 16 ; place blank space in lower right corner of dialogue text box call ScrollTextUpOneLine call ScrollTextUpOneLine pop hl bccoord 1, 16 ; second line of dialogue text box jp NextTextCommand TextCommand_START_ASM:: ; run assembly code pop hl ld de, NextTextCommand push de jp hl TextCommand_NUM:: ; print a number 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 $0f ld c, a ld a, b and $f0 swap a set BIT_LEFT_ALIGN, a ld b, a call PrintNumber ld b, h ld c, l pop hl jp NextTextCommand TextCommand_PAUSE:: ; wait for button press or 30 frames push bc call Joypad ldh a, [hJoyHeld] and A_BUTTON | B_BUTTON jr nz, .done ld c, 30 ; half a second call DelayFrames .done pop bc pop hl jp NextTextCommand TextCommand_SOUND:: ; play a sound effect from TextCommandSounds pop hl push bc dec hl ld a, [hli] ld b, a ; b = text command number that got us here push hl ld hl, TextCommandSounds .loop ld a, [hli] cp b jr z, .play inc hl jr .loop .play cp TX_SOUND_CRY_NIDORINA jr z, .pokemonCry cp TX_SOUND_CRY_PIDGEOT jr z, .pokemonCry cp TX_SOUND_CRY_DEWGONG 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 TextCommandSounds:: db TX_SOUND_GET_ITEM_1, SFX_GET_ITEM_1 ; actually plays SFX_LEVEL_UP when the battle music engine is loaded db TX_SOUND_CAUGHT_MON, SFX_CAUGHT_MON db TX_SOUND_POKEDEX_RATING, SFX_POKEDEX_RATING ; unused db TX_SOUND_GET_ITEM_1_DUPLICATE, SFX_GET_ITEM_1 ; unused db TX_SOUND_GET_ITEM_2, SFX_GET_ITEM_2 db TX_SOUND_GET_KEY_ITEM, SFX_GET_KEY_ITEM db TX_SOUND_DEX_PAGE_ADDED, SFX_DEX_PAGE_ADDED db TX_SOUND_CRY_NIDORINA, NIDORINA ; used in OakSpeech db TX_SOUND_CRY_PIDGEOT, PIDGEOT ; used in SaffronCityText12 db TX_SOUND_CRY_DEWGONG, DEWGONG ; unused TextCommand_DOTS:: ; wait for button press or 30 frames while printing "…"s pop hl ld a, [hli] ld d, a push hl ld h, b ld l, c .loop ld a, "…" ld [hli], a push de call Joypad pop de ldh a, [hJoyHeld] ; joypad state and A_BUTTON | B_BUTTON jr nz, .next ; if so, skip the delay ld c, 10 call DelayFrames .next dec d jr nz, .loop ld b, h ld c, l pop hl jp NextTextCommand TextCommand_WAIT_BUTTON:: ; wait for button press; don't show arrow push bc call ManualTextScroll pop bc pop hl jp NextTextCommand TextCommand_FAR:: ; write text from a different bank (little endian) pop hl ldh a, [hLoadedROMBank] push af ld a, [hli] ld e, a ld a, [hli] ld d, a ld a, [hli] ldh [hLoadedROMBank], a ld [MBC1RomBank], a push hl ld l, e ld h, d call TextCommandProcessor pop hl pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a jp NextTextCommand TextCommandJumpTable:: ; entries correspond to TX_* constants (see macros/scripts/text.asm) dw TextCommand_START ; TX_START dw TextCommand_RAM ; TX_RAM dw TextCommand_BCD ; TX_BCD dw TextCommand_MOVE ; TX_MOVE dw TextCommand_BOX ; TX_BOX dw TextCommand_LOW ; TX_LOW dw TextCommand_PROMPT_BUTTON ; TX_PROMPT_BUTTON dw TextCommand_SCROLL ; TX_SCROLL dw TextCommand_START_ASM ; TX_START_ASM dw TextCommand_NUM ; TX_NUM dw TextCommand_PAUSE ; TX_PAUSE dw TextCommand_SOUND ; TX_SOUND_GET_ITEM_1 (also handles other TX_SOUND_* commands) dw TextCommand_DOTS ; TX_DOTS dw TextCommand_WAIT_BUTTON ; TX_WAIT_BUTTON ; greater TX_* constants are handled directly by NextTextCommand