ref: bf6a1bab616bce9feaaa53409867140ffa33890d
dir: /engine/HoF_room_pc.asm/
HallOfFamePC: ; 7405c (1d:405c) callba AnimateHallOfFame call ClearScreen ld c, $64 call DelayFrames call DisableLCD ld hl, vFont ld bc, $800 / 2 call Func_74171 ld hl, vChars2 + $600 ld bc, $200 / 2 call Func_74171 ld hl, vChars2 + $7e0 ld bc, $10 ld a, $ff call FillMemory ld hl, wTileMap call Func_7417b hlCoord 0, 14 call Func_7417b ld a, $c0 ld [rBGP], a ; $ff47 call EnableLCD ld a, $ff call PlaySoundWaitForCurrent ld c, BANK(Music_Credits) ld a, MUSIC_CREDITS call PlayMusic ld c, $80 call DelayFrames xor a ld [wWhichTrade], a ; wWhichTrade ld [wTrainerEngageDistance], a jp Credits Func_740ba: ; 740ba (1d:40ba) ld hl, DataTable_74160 ; $4160 ld b, $4 .asm_740bf ld a, [hli] ld [rBGP], a ; $ff47 ld c, $5 call DelayFrames dec b jr nz, .asm_740bf ret DisplayCreditsMon: ; 740cb (1d:40cb) xor a ld [H_AUTOBGTRANSFERENABLED],a call SaveScreenTilesToBuffer1 call FillMiddleOfScreenWithWhite ; display the next monster from CreditsMons ld hl,wTrainerEngageDistance ld c,[hl] ; how many monsters have we displayed so far? inc [hl] ld b,0 ld hl,CreditsMons add hl,bc ; go that far in the list of monsters and get the next one ld a,[hl] ld [wcf91],a ld [wd0b5],a hlCoord 8, 6 call GetMonHeader call LoadFrontSpriteByMonIndex ld hl,vBGMap0 + $c call Func_74164 xor a ld [H_AUTOBGTRANSFERENABLED],a call LoadScreenTilesFromBuffer1 ld hl,vBGMap0 call Func_74164 ld a,$A7 ld [$FF4B],a ld hl,vBGMap1 call Func_74164 call FillMiddleOfScreenWithWhite ld a,$FC ld [$FF47],a ld bc,7 .next call Func_74140 dec c jr nz,.next ld c,$14 .next2 call Func_74140 ld a,[$FF4B] sub 8 ld [$FF4B],a dec c jr nz,.next2 xor a ld [hWY],a ld a,$C0 ld [$FF47],a ret INCLUDE "data/credit_mons.asm" Func_74140: ; 74140 (1d:4140) ld h, b ld l, $20 call Func_74152 ld h, $0 ld l, $70 call Func_74152 ld a, b add $8 ld b, a ret Func_74152: ; 74152 (1d:4152) ld a, [$ff44] cp l jr nz, Func_74152 ld a, h ld [rSCX], a ; $ff43 .asm_7415a ld a, [$ff44] cp h jr z, .asm_7415a ret DataTable_74160: ; 74160 (1d:4160) db $C0,$D0,$E0,$F0 Func_74164: ; 74164 (1d:4164) ld a, l ld [H_AUTOBGTRANSFERDEST], a ; $ffbc ld a, h ld [$ffbd], a ld a, $1 ld [H_AUTOBGTRANSFERENABLED], a ; $ffba jp Delay3 Func_74171: ; 74171 (1d:4171) ld [hl], $0 inc hl inc hl dec bc ld a, b or c jr nz, Func_74171 ret Func_7417b: ; 7417b (1d:417b) ld bc, $50 ld a, $7e jp FillMemory FillMiddleOfScreenWithWhite: ; 74183 (1d:4183) hlCoord 0, 4 ld bc, $c8 ; 10 rows of 20 tiles each ld a, $7f ; blank white tile jp FillMemory Credits: ; 7418e (1d:418e) ld de, CreditsOrder ; $4243 push de .asm_74192 pop de hlCoord 9, 6 push hl call FillMiddleOfScreenWithWhite pop hl .asm_7419b ld a, [de] inc de push de cp $ff jr z, .asm_741d5 cp $fe jr z, .asm_741dc cp $fd jr z, .asm_741e6 cp $fc jr z, .asm_741ed cp $fb jr z, .asm_741f4 cp $fa jr z, .showTheEnd push hl push hl ld hl, CreditsTextPointers ; $42c3 add a ld c, a ld b, $0 add hl, bc ld e, [hl] inc hl ld d, [hl] ld a, [de] inc de ld c, a ld b, $ff pop hl add hl, bc call PlaceString pop hl ld bc, $28 add hl, bc pop de jr .asm_7419b .asm_741d5 call Func_740ba ld c, $5a jr .asm_741de .asm_741dc ld c, $6e .asm_741de call DelayFrames call DisplayCreditsMon jr .asm_74192 .asm_741e6 call Func_740ba ld c, $78 jr .asm_741ef .asm_741ed ld c, $8c .asm_741ef call DelayFrames jr .asm_74192 .asm_741f4 push de callba LoadCopyrightTiles pop de pop de jr .asm_7419b .showTheEnd ld c, $10 call DelayFrames call FillMiddleOfScreenWithWhite pop de ld de, TheEndGfx ld hl, vChars2 + $600 ld bc, (BANK(TheEndGfx) << 8) + $0a call CopyVideoData hlCoord 4, 8 ld de, TheEndTextString call PlaceString hlCoord 4, 9 inc de call PlaceString jp Func_740ba TheEndTextString: ; 74229 (1d:4229) ; "T H E E N D" db $60," ",$62," ",$64," ",$64," ",$66," ",$68,"@" db $61," ",$63," ",$65," ",$65," ",$67," ",$69,"@" INCLUDE "data/credits_order.asm" INCLUDE "text/credits_text.asm" TheEndGfx: ; 7473e (1d:473e) ; 473E (473F on blue) INCBIN "gfx/theend.interleave.2bpp"