shithub: pokered

ref: d7fae287e49652f05c137ed20ce27e43d07b7514
dir: /engine/display_text_id_init.asm/

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; function that performs initialization for DisplayTextID
DisplayTextIDInit:
	xor a
	ld [wListMenuID],a
	ld a,[wAutoTextBoxDrawingControl]
	bit 0,a
	jr nz,.skipDrawingTextBoxBorder
	ld a,[hSpriteIndexOrTextID] ; text ID (or sprite ID)
	and a
	jr nz,.notStartMenu
; if text ID is 0 (i.e. the start menu)
; Note that the start menu text border is also drawn in the function directly
; below this, so this seems unnecessary.
	CheckEvent EVENT_GOT_POKEDEX
; start menu with pokedex
	coord hl, 10, 0
	ld b,$0e
	ld c,$08
	jr nz,.drawTextBoxBorder
; start menu without pokedex
	coord hl, 10, 0
	ld b,$0c
	ld c,$08
	jr .drawTextBoxBorder
; if text ID is not 0 (i.e. not the start menu) then do a standard dialogue text box
.notStartMenu
	coord hl, 0, 12
	ld b,$04
	ld c,$12
.drawTextBoxBorder
	call TextBoxBorder
.skipDrawingTextBoxBorder
	ld hl,wFontLoaded
	set 0,[hl]
	ld hl,wFlags_0xcd60
	bit 4,[hl]
	res 4,[hl]
	jr nz,.skipMovingSprites
	call UpdateSprites
.skipMovingSprites
; loop to copy C1X9 (direction the sprite is facing) to C2X9 for each sprite
; this is done because when you talk to an NPC, they turn to look your way
; the original direction they were facing must be restored after the dialogue is over
	ld hl,wSpriteStateData1 + $19
	ld c,$0f
	ld de,$0010
.spriteFacingDirectionCopyLoop
	ld a,[hl]
	inc h
	ld [hl],a
	dec h
	add hl,de
	dec c
	jr nz,.spriteFacingDirectionCopyLoop
; loop to force all the sprites in the middle of animation to stand still
; (so that they don't like they're frozen mid-step during the dialogue)
	ld hl,wSpriteStateData1 + 2
	ld de,$0010
	ld c,e
.spriteStandStillLoop
	ld a,[hl]
	cp a,$ff ; is the sprite visible?
	jr z,.nextSprite
; if it is visible
	and a,$fc
	ld [hl],a
.nextSprite
	add hl,de
	dec c
	jr nz,.spriteStandStillLoop
	ld b,$9c ; window background address
	call CopyScreenTileBufferToVRAM ; transfer background in WRAM to VRAM
	xor a
	ld [hWY],a ; put the window on the screen
	call LoadFontTilePatterns
	ld a,$01
	ld [H_AUTOBGTRANSFERENABLED],a ; enable continuous WRAM to VRAM transfer each V-blank
	ret