ref: f1133619526999de6ad1e0b5f36a7e69f4b8ef1f
dir: /home.asm/
INCLUDE "constants.asm" SECTION "NULL", ROM0 NULL:: INCLUDE "home/header.asm" SECTION "High Home", ROM0 INCLUDE "home/lcd.asm" INCLUDE "home/clear_sprites.asm" INCLUDE "home/copy.asm" SECTION "Home", ROM0 INCLUDE "home/start.asm" INCLUDE "home/joypad.asm" INCLUDE "data/maps/map_header_pointers.asm" INCLUDE "home/overworld.asm" CheckForUserInterruption:: ; Return carry if Up+Select+B, Start or A are pressed in c frames. ; Used only in the intro and title screen. call DelayFrame push bc call JoypadLowSensitivity pop bc ldh a, [hJoyHeld] cp D_UP + SELECT + B_BUTTON jr z, .input ldh a, [hJoy5] and START | A_BUTTON jr nz, .input dec c jr nz, CheckForUserInterruption and a ret .input scf ret ; function to load position data for destination warp when switching maps ; INPUT: ; a = ID of destination warp within destination map LoadDestinationWarpPosition:: ld b, a ldh a, [hLoadedROMBank] push af ld a, [wPredefParentBank] ldh [hLoadedROMBank], a ld [MBC1RomBank], a ld a, b add a add a ld c, a ld b, 0 add hl, bc ld bc, 4 ld de, wCurrentTileBlockMapViewPointer call CopyData pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret INCLUDE "home/pokemon.asm" INCLUDE "home/print_bcd.asm" INCLUDE "home/pics.asm" INCLUDE "data/tilesets/collision_tile_ids.asm" INCLUDE "home/copy2.asm" INCLUDE "home/text.asm" INCLUDE "home/vcopy.asm" INCLUDE "home/init.asm" INCLUDE "home/vblank.asm" INCLUDE "home/fade.asm" INCLUDE "home/serial.asm" INCLUDE "home/timer.asm" INCLUDE "home/audio.asm" UpdateSprites:: ld a, [wUpdateSpritesEnabled] dec a ret nz ldh a, [hLoadedROMBank] push af ld a, BANK(_UpdateSprites) ldh [hLoadedROMBank], a ld [MBC1RomBank], a call _UpdateSprites pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret INCLUDE "data/items/marts.asm" INCLUDE "home/overworld_text.asm" INCLUDE "home/uncompress.asm" ResetPlayerSpriteData:: ld hl, wSpriteStateData1 call ResetPlayerSpriteData_ClearSpriteData ld hl, wSpriteStateData2 call ResetPlayerSpriteData_ClearSpriteData ld a, $1 ld [wSpritePlayerStateData1PictureID], a ld [wSpritePlayerStateData2ImageBaseOffset], a ld hl, wSpritePlayerStateData1YPixels ld [hl], $3c ; set Y screen pos inc hl inc hl ld [hl], $40 ; set X screen pos ret ; overwrites sprite data with zeroes ResetPlayerSpriteData_ClearSpriteData:: ld bc, $10 xor a jp FillMemory FadeOutAudio:: ld a, [wAudioFadeOutControl] and a ; currently fading out audio? jr nz, .fadingOut ld a, [wd72c] bit 1, a ret nz ld a, $77 ldh [rNR50], a ret .fadingOut ld a, [wAudioFadeOutCounter] and a jr z, .counterReachedZero dec a ld [wAudioFadeOutCounter], a ret .counterReachedZero ld a, [wAudioFadeOutCounterReloadValue] ld [wAudioFadeOutCounter], a ldh a, [rNR50] and a ; has the volume reached 0? jr z, .fadeOutComplete ld b, a and $f dec a ld c, a ld a, b and $f0 swap a dec a swap a or c ldh [rNR50], a ret .fadeOutComplete ld a, [wAudioFadeOutControl] ld b, a xor a ld [wAudioFadeOutControl], a ld a, SFX_STOP_ALL_MUSIC ld [wNewSoundID], a call PlaySound ld a, [wAudioSavedROMBank] ld [wAudioROMBank], a ld a, b ld [wNewSoundID], a jp PlaySound INCLUDE "home/text_script.asm" INCLUDE "home/start_menu.asm" ; function to count how many bits are set in a string of bytes ; INPUT: ; hl = address of string of bytes ; b = length of string of bytes ; OUTPUT: ; [wNumSetBits] = number of set bits CountSetBits:: ld c, 0 .loop ld a, [hli] ld e, a ld d, 8 .innerLoop ; count how many bits are set in the current byte srl e ld a, 0 adc c ld c, a dec d jr nz, .innerLoop dec b jr nz, .loop ld a, c ld [wNumSetBits], a ret ; subtracts the amount the player paid from their money ; OUTPUT: carry = 0(success) or 1(fail because there is not enough money) SubtractAmountPaidFromMoney:: jpba SubtractAmountPaidFromMoney_ ; adds the amount the player sold to their money AddAmountSoldToMoney:: ld de, wPlayerMoney + 2 ld hl, hMoney + 2 ; total price of items ld c, 3 ; length of money in bytes predef AddBCDPredef ; add total price to money ld a, MONEY_BOX ld [wTextBoxID], a call DisplayTextBoxID ; redraw money text box ld a, SFX_PURCHASE call PlaySoundWaitForCurrent jp WaitForSoundToFinish ; function to remove an item (in varying quantities) from the player's bag or PC box ; INPUT: ; HL = address of inventory (either wNumBagItems or wNumBoxItems) ; [wWhichPokemon] = index (within the inventory) of the item to remove ; [wItemQuantity] = quantity to remove RemoveItemFromInventory:: ldh a, [hLoadedROMBank] push af ld a, BANK(RemoveItemFromInventory_) ldh [hLoadedROMBank], a ld [MBC1RomBank], a call RemoveItemFromInventory_ pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret ; function to add an item (in varying quantities) to the player's bag or PC box ; INPUT: ; HL = address of inventory (either wNumBagItems or wNumBoxItems) ; [wcf91] = item ID ; [wItemQuantity] = item quantity ; sets carry flag if successful, unsets carry flag if unsuccessful AddItemToInventory:: push bc ldh a, [hLoadedROMBank] push af ld a, BANK(AddItemToInventory_) ldh [hLoadedROMBank], a ld [MBC1RomBank], a call AddItemToInventory_ pop bc ld a, b ldh [hLoadedROMBank], a ld [MBC1RomBank], a pop bc ret INCLUDE "home/list_menu.asm" INCLUDE "home/names.asm" ; reloads text box tile patterns, current map view, and tileset tile patterns ReloadMapData:: ldh a, [hLoadedROMBank] push af ld a, [wCurMap] call SwitchToMapRomBank call DisableLCD call LoadTextBoxTilePatterns call LoadCurrentMapView call LoadTilesetTilePatternData call EnableLCD pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret ; reloads tileset tile patterns ReloadTilesetTilePatterns:: ldh a, [hLoadedROMBank] push af ld a, [wCurMap] call SwitchToMapRomBank call DisableLCD call LoadTilesetTilePatternData call EnableLCD pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret ; shows the town map and lets the player choose a destination to fly to ChooseFlyDestination:: ld hl, wd72e res 4, [hl] jpba LoadTownMap_Fly ; causes the text box to close without waiting for a button press after displaying text DisableWaitingAfterTextDisplay:: ld a, $01 ld [wDoNotWaitForButtonPressAfterDisplayingText], a ret ; uses an item ; UseItem is used with dummy items to perform certain other functions as well ; INPUT: ; [wcf91] = item ID ; OUTPUT: ; [wActionResultOrTookBattleTurn] = success ; 00: unsuccessful ; 01: successful ; 02: not able to be used right now, no extra menu displayed (only certain items use this) UseItem:: jpba UseItem_ ; confirms the item toss and then tosses the item ; INPUT: ; hl = address of inventory (either wNumBagItems or wNumBoxItems) ; [wcf91] = item ID ; [wWhichPokemon] = index of item within inventory ; [wItemQuantity] = quantity to toss ; OUTPUT: ; clears carry flag if the item is tossed, sets carry flag if not TossItem:: ldh a, [hLoadedROMBank] push af ld a, BANK(TossItem_) ldh [hLoadedROMBank], a ld [MBC1RomBank], a call TossItem_ pop de ld a, d ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret ; checks if an item is a key item ; INPUT: ; [wcf91] = item ID ; OUTPUT: ; [wIsKeyItem] = result ; 00: item is not key item ; 01: item is key item IsKeyItem:: push hl push de push bc callba IsKeyItem_ pop bc pop de pop hl ret ; function to draw various text boxes ; INPUT: ; [wTextBoxID] = text box ID ; b, c = y, x cursor position (TWO_OPTION_MENU only) DisplayTextBoxID:: ldh a, [hLoadedROMBank] push af ld a, BANK(DisplayTextBoxID_) ldh [hLoadedROMBank], a ld [MBC1RomBank], a call DisplayTextBoxID_ pop bc ld a, b ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret ; not zero if an NPC movement script is running, the player character is ; automatically stepping down from a door, or joypad states are being simulated IsPlayerCharacterBeingControlledByGame:: ld a, [wNPCMovementScriptPointerTableNum] and a ret nz ld a, [wd736] bit 1, a ; currently stepping down from door bit ret nz ld a, [wd730] and $80 ret RunNPCMovementScript:: ld hl, wd736 bit 0, [hl] res 0, [hl] jr nz, .playerStepOutFromDoor ld a, [wNPCMovementScriptPointerTableNum] and a ret z dec a add a ld d, 0 ld e, a ld hl, .NPCMovementScriptPointerTables add hl, de ld a, [hli] ld h, [hl] ld l, a ldh a, [hLoadedROMBank] push af ld a, [wNPCMovementScriptBank] ldh [hLoadedROMBank], a ld [MBC1RomBank], a ld a, [wNPCMovementScriptFunctionNum] call CallFunctionInTable pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret .NPCMovementScriptPointerTables dw PalletMovementScriptPointerTable dw PewterMuseumGuyMovementScriptPointerTable dw PewterGymGuyMovementScriptPointerTable .playerStepOutFromDoor jpba PlayerStepOutFromDoor EndNPCMovementScript:: jpba _EndNPCMovementScript EmptyFunc2:: ret INCLUDE "home/trainers.asm" ; checks if the player's coordinates match an arrow movement tile's coordinates ; and if so, decodes the RLE movement data ; b = player Y ; c = player X DecodeArrowMovementRLE:: ld a, [hli] cp $ff ret z ; no match in the list cp b jr nz, .nextArrowMovementTileEntry1 ld a, [hli] cp c jr nz, .nextArrowMovementTileEntry2 ld a, [hli] ld d, [hl] ld e, a ld hl, wSimulatedJoypadStatesEnd call DecodeRLEList dec a ld [wSimulatedJoypadStatesIndex], a ret .nextArrowMovementTileEntry1 inc hl .nextArrowMovementTileEntry2 inc hl inc hl jr DecodeArrowMovementRLE TextScript_ItemStoragePC:: call SaveScreenTilesToBuffer2 ld b, BANK(PlayerPC) ld hl, PlayerPC jr bankswitchAndContinue TextScript_BillsPC:: call SaveScreenTilesToBuffer2 ld b, BANK(BillsPC_) ld hl, BillsPC_ jr bankswitchAndContinue TextScript_GameCornerPrizeMenu:: ; XXX find a better name for this function ; special_F7 ld b, BANK(CeladonPrizeMenu) ld hl, CeladonPrizeMenu bankswitchAndContinue:: call Bankswitch jp HoldTextDisplayOpen ; continue to main text-engine function TextScript_PokemonCenterPC:: ld b, BANK(ActivatePC) ld hl, ActivatePC jr bankswitchAndContinue StartSimulatingJoypadStates:: xor a ld [wOverrideSimulatedJoypadStatesMask], a ld [wSpritePlayerStateData2MovementByte1], a ld hl, wd730 set 7, [hl] ret IsItemInBag:: ; given an item_id in b ; set zero flag if item isn't in player's bag ; else reset zero flag ; related to Pokémon Tower and ghosts predef GetQuantityOfItemInBag ld a, b and a ret DisplayPokedex:: ld [wd11e], a jpba _DisplayPokedex SetSpriteFacingDirectionAndDelay:: call SetSpriteFacingDirection ld c, 6 jp DelayFrames SetSpriteFacingDirection:: ld a, $9 ldh [hSpriteDataOffset], a call GetPointerWithinSpriteStateData1 ldh a, [hSpriteFacingDirection] ld [hl], a ret SetSpriteImageIndexAfterSettingFacingDirection:: ld de, -7 add hl, de ld [hl], a ret ; tests if the player's coordinates are in a specified array ; INPUT: ; hl = address of array ; OUTPUT: ; [wCoordIndex] = if there is match, the matching array index ; sets carry if the coordinates are in the array, clears carry if not ArePlayerCoordsInArray:: ld a, [wYCoord] ld b, a ld a, [wXCoord] ld c, a ; fallthrough CheckCoords:: xor a ld [wCoordIndex], a .loop ld a, [hli] cp $ff ; reached terminator? jr z, .notInArray push hl ld hl, wCoordIndex inc [hl] pop hl .compareYCoord cp b jr z, .compareXCoord inc hl jr .loop .compareXCoord ld a, [hli] cp c jr nz, .loop .inArray scf ret .notInArray and a ret ; tests if a boulder's coordinates are in a specified array ; INPUT: ; hl = address of array ; [hSpriteIndex] = index of boulder sprite ; OUTPUT: ; [wCoordIndex] = if there is match, the matching array index ; sets carry if the coordinates are in the array, clears carry if not CheckBoulderCoords:: push hl ld hl, wSpritePlayerStateData2MapY ldh a, [hSpriteIndex] swap a ld d, $0 ld e, a add hl, de ld a, [hli] sub $4 ; because sprite coordinates are offset by 4 ld b, a ld a, [hl] sub $4 ; because sprite coordinates are offset by 4 ld c, a pop hl jp CheckCoords GetPointerWithinSpriteStateData1:: ld h, $c1 jr _GetPointerWithinSpriteStateData GetPointerWithinSpriteStateData2:: ld h, $c2 _GetPointerWithinSpriteStateData: ldh a, [hSpriteDataOffset] ld b, a ldh a, [hSpriteIndex] swap a add b ld l, a ret ; decodes a $ff-terminated RLEncoded list ; each entry is a pair of bytes <byte value> <repetitions> ; the final $ff will be replicated in the output list and a contains the number of bytes written ; de: input list ; hl: output list DecodeRLEList:: xor a ld [wRLEByteCount], a ; count written bytes here .listLoop ld a, [de] cp $ff jr z, .endOfList ldh [hRLEByteValue], a ; store byte value to be written inc de ld a, [de] ld b, $0 ld c, a ; number of bytes to be written ld a, [wRLEByteCount] add c ld [wRLEByteCount], a ; update total number of written bytes ldh a, [hRLEByteValue] call FillMemory ; write a c-times to output inc de jr .listLoop .endOfList ld a, $ff ld [hl], a ; write final $ff ld a, [wRLEByteCount] inc a ; include sentinel in counting ret ; sets movement byte 1 for sprite [hSpriteIndex] to $FE and byte 2 to [hSpriteMovementByte2] SetSpriteMovementBytesToFE:: push hl call GetSpriteMovementByte1Pointer ld [hl], $fe call GetSpriteMovementByte2Pointer ldh a, [hSpriteMovementByte2] ld [hl], a pop hl ret ; sets both movement bytes for sprite [hSpriteIndex] to $FF SetSpriteMovementBytesToFF:: push hl call GetSpriteMovementByte1Pointer ld [hl], $FF call GetSpriteMovementByte2Pointer ld [hl], $FF ; prevent person from walking? pop hl ret ; returns the sprite movement byte 1 pointer for sprite [hSpriteIndex] in hl GetSpriteMovementByte1Pointer:: ld h, $C2 ldh a, [hSpriteIndex] swap a add 6 ld l, a ret ; returns the sprite movement byte 2 pointer for sprite [hSpriteIndex] in hl GetSpriteMovementByte2Pointer:: push de ld hl, wMapSpriteData ldh a, [hSpriteIndex] dec a add a ld d, 0 ld e, a add hl, de pop de ret GetTrainerInformation:: call GetTrainerName ld a, [wLinkState] and a jr nz, .linkBattle ld a, BANK(TrainerPicAndMoneyPointers) call BankswitchHome ld a, [wTrainerClass] dec a ld hl, TrainerPicAndMoneyPointers ld bc, $5 call AddNTimes ld de, wTrainerPicPointer ld a, [hli] ld [de], a inc de ld a, [hli] ld [de], a ld de, wTrainerBaseMoney ld a, [hli] ld [de], a inc de ld a, [hli] ld [de], a jp BankswitchBack .linkBattle ld hl, wTrainerPicPointer ld de, RedPicFront ld [hl], e inc hl ld [hl], d ret GetTrainerName:: jpba GetTrainerName_ HasEnoughMoney:: ; Check if the player has at least as much ; money as the 3-byte BCD value at hMoney. ld de, wPlayerMoney ld hl, hMoney ld c, 3 jp StringCmp HasEnoughCoins:: ; Check if the player has at least as many ; coins as the 2-byte BCD value at hCoins. ld de, wPlayerCoins ld hl, hCoins ld c, 2 jp StringCmp INCLUDE "home/bankswitch.asm" INCLUDE "home/yes_no.asm" ; calculates the difference |a-b|, setting carry flag if a<b CalcDifference:: sub b ret nc cpl add $1 scf ret MoveSprite:: ; move the sprite [hSpriteIndex] with the movement pointed to by de ; actually only copies the movement data to wNPCMovementDirections for later call SetSpriteMovementBytesToFF MoveSprite_:: push hl push bc call GetSpriteMovementByte1Pointer xor a ld [hl], a ld hl, wNPCMovementDirections ld c, 0 .loop ld a, [de] ld [hli], a inc de inc c cp $FF ; have we reached the end of the movement data? jr nz, .loop ld a, c ld [wNPCNumScriptedSteps], a ; number of steps taken pop bc ld hl, wd730 set 0, [hl] pop hl xor a ld [wOverrideSimulatedJoypadStatesMask], a ld [wSimulatedJoypadStatesEnd], a dec a ld [wJoyIgnore], a ld [wWastedByteCD3A], a ret ; divides [hDividend2] by [hDivisor2] and stores the quotient in [hQuotient2] DivideBytes:: push hl ld hl, hQuotient2 xor a ld [hld], a ld a, [hld] and a jr z, .done ld a, [hli] .loop sub [hl] jr c, .done inc hl inc [hl] dec hl jr .loop .done pop hl ret LoadFontTilePatterns:: ldh a, [rLCDC] bit 7, a ; is the LCD enabled? jr nz, .on .off ld hl, FontGraphics ld de, vFont ld bc, FontGraphicsEnd - FontGraphics ld a, BANK(FontGraphics) jp FarCopyDataDouble ; if LCD is off, transfer all at once .on ld de, FontGraphics ld hl, vFont lb bc, BANK(FontGraphics), (FontGraphicsEnd - FontGraphics) / $8 jp CopyVideoDataDouble ; if LCD is on, transfer during V-blank LoadTextBoxTilePatterns:: ldh a, [rLCDC] bit 7, a ; is the LCD enabled? jr nz, .on .off ld hl, TextBoxGraphics ld de, vChars2 + $600 ld bc, TextBoxGraphicsEnd - TextBoxGraphics ld a, BANK(TextBoxGraphics) jp FarCopyData2 ; if LCD is off, transfer all at once .on ld de, TextBoxGraphics ld hl, vChars2 + $600 lb bc, BANK(TextBoxGraphics), (TextBoxGraphicsEnd - TextBoxGraphics) / $10 jp CopyVideoData ; if LCD is on, transfer during V-blank LoadHpBarAndStatusTilePatterns:: ldh a, [rLCDC] bit 7, a ; is the LCD enabled? jr nz, .on .off ld hl, HpBarAndStatusGraphics ld de, vChars2 + $620 ld bc, HpBarAndStatusGraphicsEnd - HpBarAndStatusGraphics ld a, BANK(HpBarAndStatusGraphics) jp FarCopyData2 ; if LCD is off, transfer all at once .on ld de, HpBarAndStatusGraphics ld hl, vChars2 + $620 lb bc, BANK(HpBarAndStatusGraphics), (HpBarAndStatusGraphicsEnd - HpBarAndStatusGraphics) / $10 jp CopyVideoData ; if LCD is on, transfer during V-blank FillMemory:: ; Fill bc bytes at hl with a. push de ld d, a .loop ld a, d ld [hli], a dec bc ld a, b or c jr nz, .loop pop de ret UncompressSpriteFromDE:: ; Decompress pic at a:de. ld hl, wSpriteInputPtr ld [hl], e inc hl ld [hl], d jp UncompressSpriteData SaveScreenTilesToBuffer2:: coord hl, 0, 0 ld de, wTileMapBackup2 ld bc, SCREEN_WIDTH * SCREEN_HEIGHT call CopyData ret LoadScreenTilesFromBuffer2:: call LoadScreenTilesFromBuffer2DisableBGTransfer ld a, 1 ldh [hAutoBGTransferEnabled], a ret ; loads screen tiles stored in wTileMapBackup2 but leaves hAutoBGTransferEnabled disabled LoadScreenTilesFromBuffer2DisableBGTransfer:: xor a ldh [hAutoBGTransferEnabled], a ld hl, wTileMapBackup2 coord de, 0, 0 ld bc, SCREEN_WIDTH * SCREEN_HEIGHT call CopyData ret SaveScreenTilesToBuffer1:: coord hl, 0, 0 ld de, wTileMapBackup ld bc, SCREEN_WIDTH * SCREEN_HEIGHT jp CopyData LoadScreenTilesFromBuffer1:: xor a ldh [hAutoBGTransferEnabled], a ld hl, wTileMapBackup coord de, 0, 0 ld bc, SCREEN_WIDTH * SCREEN_HEIGHT call CopyData ld a, 1 ldh [hAutoBGTransferEnabled], a ret DelayFrames:: ; wait c frames call DelayFrame dec c jr nz, DelayFrames ret PlaySoundWaitForCurrent:: push af call WaitForSoundToFinish pop af jp PlaySound ; Wait for sound to finish playing WaitForSoundToFinish:: ld a, [wLowHealthAlarm] and $80 ret nz push hl .waitLoop ld hl, wChannelSoundIDs + Ch5 xor a or [hl] inc hl or [hl] inc hl inc hl or [hl] jr nz, .waitLoop pop hl ret INCLUDE "home/names2.asm" GetItemPrice:: ; Stores item's price as BCD at hItemPrice (3 bytes) ; Input: [wcf91] = item id ldh a, [hLoadedROMBank] push af ld a, [wListMenuID] cp MOVESLISTMENU ld a, BANK(ItemPrices) jr nz, .ok ld a, $f ; hardcoded Bank .ok ldh [hLoadedROMBank], a ld [MBC1RomBank], a ld hl, wItemPrices ld a, [hli] ld h, [hl] ld l, a ld a, [wcf91] ; a contains item id cp HM01 jr nc, .getTMPrice ld bc, $3 .loop add hl, bc dec a jr nz, .loop dec hl ld a, [hld] ldh [hItemPrice + 2], a ld a, [hld] ldh [hItemPrice + 1], a ld a, [hl] ldh [hItemPrice], a jr .done .getTMPrice ld a, BANK(GetMachinePrice) ldh [hLoadedROMBank], a ld [MBC1RomBank], a call GetMachinePrice .done ld de, hItemPrice pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret ; copies a string from [de] to [wcf4b] CopyStringToCF4B:: ld hl, wcf4b ; fall through ; copies a string from [de] to [hl] CopyString:: ld a, [de] inc de ld [hli], a cp "@" jr nz, CopyString ret ; this function is used when lower button sensitivity is wanted (e.g. menus) ; OUTPUT: [hJoy5] = pressed buttons in usual format ; there are two flags that control its functionality, [hJoy6] and [hJoy7] ; there are essentially three modes of operation ; 1. Get newly pressed buttons only ; ([hJoy7] == 0, [hJoy6] == any) ; Just copies [hJoyPressed] to [hJoy5]. ; 2. Get currently pressed buttons at low sample rate with delay ; ([hJoy7] == 1, [hJoy6] != 0) ; If the user holds down buttons for more than half a second, ; report buttons as being pressed up to 12 times per second thereafter. ; If the user holds down buttons for less than half a second, ; report only one button press. ; 3. Same as 2, but report no buttons as pressed if A or B is held down. ; ([hJoy7] == 1, [hJoy6] == 0) JoypadLowSensitivity:: call Joypad ldh a, [hJoy7] ; flag and a ; get all currently pressed buttons or only newly pressed buttons? ldh a, [hJoyPressed] ; newly pressed buttons jr z, .storeButtonState ldh a, [hJoyHeld] ; all currently pressed buttons .storeButtonState ldh [hJoy5], a ldh a, [hJoyPressed] ; newly pressed buttons and a ; have any buttons been newly pressed since last check? jr z, .noNewlyPressedButtons .newlyPressedButtons ld a, 30 ; half a second delay ldh [hFrameCounter], a ret .noNewlyPressedButtons ldh a, [hFrameCounter] and a ; is the delay over? jr z, .delayOver .delayNotOver xor a ldh [hJoy5], a ; report no buttons as pressed ret .delayOver ; if [hJoy6] = 0 and A or B is pressed, report no buttons as pressed ldh a, [hJoyHeld] and A_BUTTON | B_BUTTON jr z, .setShortDelay ldh a, [hJoy6] ; flag and a jr nz, .setShortDelay xor a ldh [hJoy5], a .setShortDelay ld a, 5 ; 1/12 of a second delay ldh [hFrameCounter], a ret WaitForTextScrollButtonPress:: ldh a, [hDownArrowBlinkCount1] push af ldh a, [hDownArrowBlinkCount2] push af xor a ldh [hDownArrowBlinkCount1], a ld a, $6 ldh [hDownArrowBlinkCount2], a .loop push hl ld a, [wTownMapSpriteBlinkingEnabled] and a jr z, .skipAnimation call TownMapSpriteBlinkingAnimation .skipAnimation coord hl, 18, 16 call HandleDownArrowBlinkTiming pop hl call JoypadLowSensitivity predef CableClub_Run ldh a, [hJoy5] and A_BUTTON | B_BUTTON jr z, .loop pop af ldh [hDownArrowBlinkCount2], a pop af ldh [hDownArrowBlinkCount1], a ret ; (unless in link battle) waits for A or B being pressed and outputs the scrolling sound effect ManualTextScroll:: ld a, [wLinkState] cp LINK_STATE_BATTLING jr z, .inLinkBattle call WaitForTextScrollButtonPress ld a, SFX_PRESS_AB jp PlaySound .inLinkBattle ld c, 65 jp DelayFrames ; function to do multiplication ; all values are big endian ; INPUT ; FF96-FF98 = multiplicand ; FF99 = multiplier ; OUTPUT ; FF95-FF98 = product Multiply:: push hl push bc callab _Multiply pop bc pop hl ret ; function to do division ; all values are big endian ; INPUT ; FF95-FF98 = dividend ; FF99 = divisor ; b = number of bytes in the dividend (starting from FF95) ; OUTPUT ; FF95-FF98 = quotient ; FF99 = remainder Divide:: push hl push de push bc ldh a, [hLoadedROMBank] push af ld a, BANK(_Divide) ldh [hLoadedROMBank], a ld [MBC1RomBank], a call _Divide pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a pop bc pop de pop hl ret ; This function is used to wait a short period after printing a letter to the ; screen unless the player presses the A/B button or the delay is turned off ; through the [wd730] or [wLetterPrintingDelayFlags] flags. PrintLetterDelay:: ld a, [wd730] bit 6, a ret nz ld a, [wLetterPrintingDelayFlags] bit 1, a ret z push hl push de push bc ld a, [wLetterPrintingDelayFlags] bit 0, a jr z, .waitOneFrame ld a, [wOptions] and $f ldh [hFrameCounter], a jr .checkButtons .waitOneFrame ld a, 1 ldh [hFrameCounter], a .checkButtons call Joypad ldh a, [hJoyHeld] .checkAButton bit 0, a ; is the A button pressed? jr z, .checkBButton jr .endWait .checkBButton bit 1, a ; is the B button pressed? jr z, .buttonsNotPressed .endWait call DelayFrame jr .done .buttonsNotPressed ; if neither A nor B is pressed ldh a, [hFrameCounter] and a jr nz, .checkButtons .done pop bc pop de pop hl ret ; Copies [hl, bc) to [de, de + bc - hl). ; In other words, the source data is from hl up to but not including bc, ; and the destination is de. CopyDataUntil:: ld a, [hli] ld [de], a inc de ld a, h cp b jr nz, CopyDataUntil ld a, l cp c jr nz, CopyDataUntil ret INCLUDE "home/move_mon.asm" ; skips a text entries, each of size NAME_LENGTH (like trainer name, OT name, rival name, ...) ; hl: base pointer, will be incremented by NAME_LENGTH * a SkipFixedLengthTextEntries:: and a ret z ld bc, NAME_LENGTH .skipLoop add hl, bc dec a jr nz, .skipLoop ret AddNTimes:: ; add bc to hl a times and a ret z .loop add hl, bc dec a jr nz, .loop ret ; Compare strings, c bytes in length, at de and hl. ; Often used to compare big endian numbers in battle calculations. StringCmp:: ld a, [de] cp [hl] ret nz inc de inc hl dec c jr nz, StringCmp ret ; INPUT: ; a = oam block index (each block is 4 oam entries) ; b = Y coordinate of upper left corner of sprite ; c = X coordinate of upper left corner of sprite ; de = base address of 4 tile number and attribute pairs WriteOAMBlock:: ld h, wOAMBuffer / $100 swap a ; multiply by 16 ld l, a call .writeOneEntry ; upper left push bc ld a, 8 add c ld c, a call .writeOneEntry ; upper right pop bc ld a, 8 add b ld b, a call .writeOneEntry ; lower left ld a, 8 add c ld c, a ; lower right .writeOneEntry ld [hl], b ; Y coordinate inc hl ld [hl], c ; X coordinate inc hl ld a, [de] ; tile number inc de ld [hli], a ld a, [de] ; attribute inc de ld [hli], a ret HandleMenuInput:: xor a ld [wPartyMenuAnimMonEnabled], a HandleMenuInput_:: ldh a, [hDownArrowBlinkCount1] push af ldh a, [hDownArrowBlinkCount2] push af ; save existing values on stack xor a ldh [hDownArrowBlinkCount1], a ; blinking down arrow timing value 1 ld a, 6 ldh [hDownArrowBlinkCount2], a ; blinking down arrow timing value 2 .loop1 xor a ld [wAnimCounter], a ; counter for pokemon shaking animation call PlaceMenuCursor call Delay3 .loop2 push hl ld a, [wPartyMenuAnimMonEnabled] and a ; is it a pokemon selection menu? jr z, .getJoypadState callba AnimatePartyMon ; shake mini sprite of selected pokemon .getJoypadState pop hl call JoypadLowSensitivity ldh a, [hJoy5] and a ; was a key pressed? jr nz, .keyPressed push hl coord hl, 18, 11 ; coordinates of blinking down arrow in some menus call HandleDownArrowBlinkTiming ; blink down arrow (if any) pop hl ld a, [wMenuJoypadPollCount] dec a jr z, .giveUpWaiting jr .loop2 .giveUpWaiting ; if a key wasn't pressed within the specified number of checks pop af ldh [hDownArrowBlinkCount2], a pop af ldh [hDownArrowBlinkCount1], a ; restore previous values xor a ld [wMenuWrappingEnabled], a ; disable menu wrapping ret .keyPressed xor a ld [wCheckFor180DegreeTurn], a ldh a, [hJoy5] ld b, a bit 6, a ; pressed Up key? jr z, .checkIfDownPressed .upPressed ld a, [wCurrentMenuItem] ; selected menu item and a ; already at the top of the menu? jr z, .alreadyAtTop .notAtTop dec a ld [wCurrentMenuItem], a ; move selected menu item up one space jr .checkOtherKeys .alreadyAtTop ld a, [wMenuWrappingEnabled] and a ; is wrapping around enabled? jr z, .noWrappingAround ld a, [wMaxMenuItem] ld [wCurrentMenuItem], a ; wrap to the bottom of the menu jr .checkOtherKeys .checkIfDownPressed bit 7, a jr z, .checkOtherKeys .downPressed ld a, [wCurrentMenuItem] inc a ld c, a ld a, [wMaxMenuItem] cp c jr nc, .notAtBottom .alreadyAtBottom ld a, [wMenuWrappingEnabled] and a ; is wrapping around enabled? jr z, .noWrappingAround ld c, $00 ; wrap from bottom to top .notAtBottom ld a, c ld [wCurrentMenuItem], a .checkOtherKeys ld a, [wMenuWatchedKeys] and b ; does the menu care about any of the pressed keys? jp z, .loop1 .checkIfAButtonOrBButtonPressed ldh a, [hJoy5] and A_BUTTON | B_BUTTON jr z, .skipPlayingSound .AButtonOrBButtonPressed push hl ld hl, wFlags_0xcd60 bit 5, [hl] pop hl jr nz, .skipPlayingSound ld a, SFX_PRESS_AB call PlaySound .skipPlayingSound pop af ldh [hDownArrowBlinkCount2], a pop af ldh [hDownArrowBlinkCount1], a ; restore previous values xor a ld [wMenuWrappingEnabled], a ; disable menu wrapping ldh a, [hJoy5] ret .noWrappingAround ld a, [wMenuWatchMovingOutOfBounds] and a ; should we return if the user tried to go past the top or bottom? jr z, .checkOtherKeys jr .checkIfAButtonOrBButtonPressed PlaceMenuCursor:: ld a, [wTopMenuItemY] and a ; is the y coordinate 0? jr z, .adjustForXCoord coord hl, 0, 0 ld bc, SCREEN_WIDTH .topMenuItemLoop add hl, bc dec a jr nz, .topMenuItemLoop .adjustForXCoord ld a, [wTopMenuItemX] ld b, 0 ld c, a add hl, bc push hl ld a, [wLastMenuItem] and a ; was the previous menu id 0? jr z, .checkForArrow1 push af ldh a, [hFlagsFFF6] bit 1, a ; is the menu double spaced? jr z, .doubleSpaced1 ld bc, 20 jr .getOldMenuItemScreenPosition .doubleSpaced1 ld bc, 40 .getOldMenuItemScreenPosition pop af .oldMenuItemLoop add hl, bc dec a jr nz, .oldMenuItemLoop .checkForArrow1 ld a, [hl] cp "▶" ; was an arrow next to the previously selected menu item? jr nz, .skipClearingArrow .clearArrow ld a, [wTileBehindCursor] ld [hl], a .skipClearingArrow pop hl ld a, [wCurrentMenuItem] and a jr z, .checkForArrow2 push af ldh a, [hFlagsFFF6] bit 1, a ; is the menu double spaced? jr z, .doubleSpaced2 ld bc, 20 jr .getCurrentMenuItemScreenPosition .doubleSpaced2 ld bc, 40 .getCurrentMenuItemScreenPosition pop af .currentMenuItemLoop add hl, bc dec a jr nz, .currentMenuItemLoop .checkForArrow2 ld a, [hl] cp "▶" ; has the right arrow already been placed? jr z, .skipSavingTile ; if so, don't lose the saved tile ld [wTileBehindCursor], a ; save tile before overwriting with right arrow .skipSavingTile ld a, "▶" ; place right arrow ld [hl], a ld a, l ld [wMenuCursorLocation], a ld a, h ld [wMenuCursorLocation + 1], a ld a, [wCurrentMenuItem] ld [wLastMenuItem], a ret ; This is used to mark a menu cursor other than the one currently being ; manipulated. In the case of submenus, this is used to show the location of ; the menu cursor in the parent menu. In the case of swapping items in list, ; this is used to mark the item that was first chosen to be swapped. PlaceUnfilledArrowMenuCursor:: ld b, a ld a, [wMenuCursorLocation] ld l, a ld a, [wMenuCursorLocation + 1] ld h, a ld [hl], $ec ; outline of right arrow ld a, b ret ; Replaces the menu cursor with a blank space. EraseMenuCursor:: ld a, [wMenuCursorLocation] ld l, a ld a, [wMenuCursorLocation + 1] ld h, a ld [hl], " " ret ; This toggles a blinking down arrow at hl on and off after a delay has passed. ; This is often called even when no blinking is occurring. ; The reason is that most functions that call this initialize hDownArrowBlinkCount1 to 0. ; The effect is that if the tile at hl is initialized with a down arrow, ; this function will toggle that down arrow on and off, but if the tile isn't ; initialized with a down arrow, this function does nothing. ; That allows this to be called without worrying about if a down arrow should ; be blinking. HandleDownArrowBlinkTiming:: ld a, [hl] ld b, a ld a, "▼" cp b jr nz, .downArrowOff .downArrowOn ldh a, [hDownArrowBlinkCount1] dec a ldh [hDownArrowBlinkCount1], a ret nz ldh a, [hDownArrowBlinkCount2] dec a ldh [hDownArrowBlinkCount2], a ret nz ld a, " " ld [hl], a ld a, $ff ldh [hDownArrowBlinkCount1], a ld a, $06 ldh [hDownArrowBlinkCount2], a ret .downArrowOff ldh a, [hDownArrowBlinkCount1] and a ret z dec a ldh [hDownArrowBlinkCount1], a ret nz dec a ldh [hDownArrowBlinkCount1], a ldh a, [hDownArrowBlinkCount2] dec a ldh [hDownArrowBlinkCount2], a ret nz ld a, $06 ldh [hDownArrowBlinkCount2], a ld a, "▼" ld [hl], a ret ; The following code either enables or disables the automatic drawing of ; text boxes by DisplayTextID. Both functions cause DisplayTextID to wait ; for a button press after displaying text (unless [wEnteringCableClub] is set). EnableAutoTextBoxDrawing:: xor a jr AutoTextBoxDrawingCommon DisableAutoTextBoxDrawing:: ld a, $01 AutoTextBoxDrawingCommon:: ld [wAutoTextBoxDrawingControl], a xor a ld [wDoNotWaitForButtonPressAfterDisplayingText], a ; make DisplayTextID wait for button press ret PrintText:: ; Print text hl at (1, 14). push hl ld a, MESSAGE_BOX ld [wTextBoxID], a call DisplayTextBoxID call UpdateSprites call Delay3 pop hl PrintText_NoCreatingTextBox:: coord bc, 1, 14 jp TextCommandProcessor INCLUDE "home/print_num.asm" CallFunctionInTable:: ; Call function a in jumptable hl. ; de is not preserved. push hl push de push bc add a ld d, 0 ld e, a add hl, de ld a, [hli] ld h, [hl] ld l, a ld de, .returnAddress push de jp hl .returnAddress pop bc pop de pop hl ret IsInArray:: ; Search an array at hl for the value in a. ; Entry size is de bytes. ; Return count b and carry if found. ld b, 0 IsInRestOfArray:: ld c, a .loop ld a, [hl] cp -1 jr z, .notfound cp c jr z, .found inc b add hl, de jr .loop .notfound and a ret .found scf ret RestoreScreenTilesAndReloadTilePatterns:: call ClearSprites ld a, $1 ld [wUpdateSpritesEnabled], a call ReloadMapSpriteTilePatterns call LoadScreenTilesFromBuffer2 call LoadTextBoxTilePatterns call RunDefaultPaletteCommand jr Delay3 GBPalWhiteOutWithDelay3:: call GBPalWhiteOut Delay3:: ; The bg map is updated each frame in thirds. ; Wait three frames to let the bg map fully update. ld c, 3 jp DelayFrames GBPalNormal:: ; Reset BGP and OBP0. ld a, %11100100 ; 3210 ldh [rBGP], a ld a, %11010000 ; 3100 ldh [rOBP0], a ret GBPalWhiteOut:: ; White out all palettes. xor a ldh [rBGP], a ldh [rOBP0], a ldh [rOBP1], a ret RunDefaultPaletteCommand:: ld b, SET_PAL_DEFAULT RunPaletteCommand:: ld a, [wOnSGB] and a ret z predef_jump _RunPaletteCommand GetHealthBarColor:: ; Return at hl the palette of ; an HP bar e pixels long. ld a, e cp 27 ld d, 0 ; green jr nc, .gotColor cp 10 inc d ; yellow jr nc, .gotColor inc d ; red .gotColor ld [hl], d ret ; Copy the current map's sprites' tile patterns to VRAM again after they have ; been overwritten by other tile patterns. ReloadMapSpriteTilePatterns:: ld hl, wFontLoaded ld a, [hl] push af res 0, [hl] push hl xor a ld [wSpriteSetID], a call DisableLCD callba InitMapSprites call EnableLCD pop hl pop af ld [hl], a call LoadPlayerSpriteGraphics call LoadFontTilePatterns jp UpdateSprites GiveItem:: ; Give player quantity c of item b, ; and copy the item's name to wcf4b. ; Return carry on success. ld a, b ld [wd11e], a ld [wcf91], a ld a, c ld [wItemQuantity], a ld hl, wNumBagItems call AddItemToInventory ret nc call GetItemName call CopyStringToCF4B scf ret GivePokemon:: ; Give the player monster b at level c. ld a, b ld [wcf91], a ld a, c ld [wCurEnemyLVL], a xor a ; PLAYER_PARTY_DATA ld [wMonDataLocation], a jpba _GivePokemon Random:: ; Return a random number in a. ; For battles, use BattleRandom. push hl push de push bc callba Random_ ldh a, [hRandomAdd] pop bc pop de pop hl ret INCLUDE "home/predef.asm" UpdateCinnabarGymGateTileBlocks:: jpba UpdateCinnabarGymGateTileBlocks_ CheckForHiddenObjectOrBookshelfOrCardKeyDoor:: ldh a, [hLoadedROMBank] push af ldh a, [hJoyHeld] bit 0, a ; A button jr z, .nothingFound ; A button is pressed ld a, BANK(CheckForHiddenObject) ld [MBC1RomBank], a ldh [hLoadedROMBank], a call CheckForHiddenObject ldh a, [hDidntFindAnyHiddenObject] and a jr nz, .hiddenObjectNotFound ld a, [wHiddenObjectFunctionRomBank] ld [MBC1RomBank], a ldh [hLoadedROMBank], a ld de, .returnAddress push de jp hl .returnAddress xor a jr .done .hiddenObjectNotFound callba PrintBookshelfText ldh a, [hFFDB] and a jr z, .done .nothingFound ld a, $ff .done ldh [hItemAlreadyFound], a pop af ld [MBC1RomBank], a ldh [hLoadedROMBank], a ret PrintPredefTextID:: ldh [hSpriteIndexOrTextID], a ld hl, TextPredefs call SetMapTextPointer ld hl, wTextPredefFlag set 0, [hl] call DisplayTextID RestoreMapTextPointer:: ld hl, wMapTextPtr ldh a, [hSavedMapTextPtr] ld [hli], a ldh a, [hSavedMapTextPtr + 1] ld [hl], a ret SetMapTextPointer:: ld a, [wMapTextPtr] ldh [hSavedMapTextPtr], a ld a, [wMapTextPtr + 1] ldh [hSavedMapTextPtr + 1], a ld a, l ld [wMapTextPtr], a ld a, h ld [wMapTextPtr + 1], a ret INCLUDE "data/text_predef_pointers.asm"