ref: f8b710769dba1e128450c3d11eb2a7a05f745877
dir: /engine/intro.asm/
MOVE_GENGAR_RIGHT EQU $00 MOVE_GENGAR_LEFT EQU $01 MOVE_NIDORINO_RIGHT EQU $ff PlayIntro: xor a ld [hJoyHeld], a inc a ld [H_AUTOBGTRANSFERENABLED], a call PlayShootingStar call PlayIntroScene call GBFadeOutToWhite xor a ld [hSCX], a ld [H_AUTOBGTRANSFERENABLED], a call ClearSprites call DelayFrame ret PlayIntroScene: ld b, SET_PAL_NIDORINO_INTRO call RunPaletteCommand ld a, %11100100 ld [rBGP], a ld [rOBP0], a ld [rOBP1], a xor a ld [hSCX], a ld b, $3 ; Gengar tiles call IntroCopyTiles ld a, 0 ld [wBaseCoordX], a ld a, 80 ld [wBaseCoordY], a lb bc, 6, 6 call InitIntroNidorinoOAM lb de, 80 / 2, MOVE_NIDORINO_RIGHT call IntroMoveMon ret c ; hip ld a, SFX_INTRO_HIP call PlaySound xor a ld [wIntroNidorinoBaseTile], a ld de, IntroNidorinoAnimation1 call AnimateIntroNidorino ; hop ld a, SFX_INTRO_HOP call PlaySound ld de, IntroNidorinoAnimation2 call AnimateIntroNidorino ld c, $a call CheckForUserInterruption ret c ; hip ld a, SFX_INTRO_HIP call PlaySound ld de, IntroNidorinoAnimation1 call AnimateIntroNidorino ; hop ld a, SFX_INTRO_HOP call PlaySound ld de, IntroNidorinoAnimation2 call AnimateIntroNidorino ld c, $1e call CheckForUserInterruption ret c ; raise ld b, $4 call IntroCopyTiles ld a, SFX_INTRO_RAISE call PlaySound lb de, 8 / 2, MOVE_GENGAR_LEFT call IntroMoveMon ld c, $1e call CheckForUserInterruption ret c ; slash ld b, $5 call IntroCopyTiles ld a, SFX_INTRO_CRASH call PlaySound lb de, 16 / 2, MOVE_GENGAR_RIGHT call IntroMoveMon ; hip ld a, SFX_INTRO_HIP call PlaySound ld a, $24 ld [wIntroNidorinoBaseTile], a ld de, IntroNidorinoAnimation3 call AnimateIntroNidorino ld c, $1e call CheckForUserInterruption ret c lb de, 8 / 2, MOVE_GENGAR_LEFT call IntroMoveMon ld b, $3 call IntroCopyTiles ld c, $3c call CheckForUserInterruption ret c ; hip ld a, SFX_INTRO_HIP call PlaySound xor a ld [wIntroNidorinoBaseTile], a ld de, IntroNidorinoAnimation4 call AnimateIntroNidorino ; hop ld a, SFX_INTRO_HOP call PlaySound ld de, IntroNidorinoAnimation5 call AnimateIntroNidorino ld c, $14 call CheckForUserInterruption ret c ld a, $24 ld [wIntroNidorinoBaseTile], a ld de, IntroNidorinoAnimation6 call AnimateIntroNidorino ld c, $1e call CheckForUserInterruption ret c ; lunge ld a, SFX_INTRO_LUNGE call PlaySound ld a, $48 ld [wIntroNidorinoBaseTile], a ld de, IntroNidorinoAnimation7 jp AnimateIntroNidorino AnimateIntroNidorino: ld a, [de] cp $50 ret z ld [wBaseCoordY], a inc de ld a, [de] ld [wBaseCoordX], a push de ld c, 6 * 6 call UpdateIntroNidorinoOAM ld c, 5 call DelayFrames pop de inc de jr AnimateIntroNidorino UpdateIntroNidorinoOAM: ld hl, wOAMBuffer ld a, [wIntroNidorinoBaseTile] ld d, a .loop ld a, [wBaseCoordY] add [hl] ld [hli], a ; Y ld a, [wBaseCoordX] add [hl] ld [hli], a ; X ld a, d ld [hli], a ; tile inc hl inc d dec c jr nz, .loop ret InitIntroNidorinoOAM: ld hl, wOAMBuffer ld d, 0 .loop push bc ld a, [wBaseCoordY] ld e, a .innerLoop ld a, e add 8 ld e, a ld [hli], a ; Y ld a, [wBaseCoordX] ld [hli], a ; X ld a, d ld [hli], a ; tile ld a, $80 ld [hli], a ; attributes inc d dec c jr nz, .innerLoop ld a, [wBaseCoordX] add 8 ld [wBaseCoordX], a pop bc dec b jr nz, .loop ret IntroClearScreen: ld hl, vBGMap1 ld bc, $240 jr IntroClearCommon IntroClearMiddleOfScreen: ; clear the area of the tile map between the black bars on the top and bottom coord hl, 0, 4 ld bc, SCREEN_WIDTH * 10 IntroClearCommon: ld [hl], $0 inc hl dec bc ld a, b or c jr nz, IntroClearCommon ret IntroPlaceBlackTiles: ld a, $1 .loop ld [hli], a dec c jr nz, .loop ret IntroMoveMon: ; d = number of times to move the mon (2 pixels each time) ; e: $00 = move Gengar right, $01 = move Gengar left, $ff = move Nidorino right ld a, e cp $ff jr z, .moveNidorinoRight cp $1 jr z, .moveGengarLeft ; move Gengar right ld a, [hSCX] dec a dec a jr .next .moveNidorinoRight push de ld a, 2 ld [wBaseCoordX], a xor a ld [wBaseCoordY], a ld c, 6 * 6 call UpdateIntroNidorinoOAM pop de .moveGengarLeft ld a, [hSCX] inc a inc a .next ld [hSCX], a push de ld c, 2 call CheckForUserInterruption pop de ret c dec d jr nz, IntroMoveMon ret IntroCopyTiles: coord hl, 13, 7 CopyTileIDsFromList_ZeroBaseTileID: ld c, 0 predef_jump CopyTileIDsFromList PlayMoveSoundB: ; unused predef GetMoveSoundB ld a, b jp PlaySound LoadIntroGraphics: ld hl, FightIntroBackMon ld de, vChars2 ld bc, FightIntroBackMonEnd - FightIntroBackMon ld a, BANK(FightIntroBackMon) call FarCopyData2 ld hl, GameFreakIntro ld de, vChars2 + $600 ld bc, GameFreakIntroEnd - GameFreakIntro ld a, BANK(GameFreakIntro) call FarCopyData2 ld hl, GameFreakIntro ld de, vChars1 ld bc, GameFreakIntroEnd - GameFreakIntro ld a, BANK(GameFreakIntro) call FarCopyData2 ld hl, FightIntroFrontMon ld de, vChars0 ld bc, FightIntroFrontMonEnd - FightIntroFrontMon ld a, BANK(FightIntroFrontMon) jp FarCopyData2 PlayShootingStar: ld b, SET_PAL_GAME_FREAK_INTRO call RunPaletteCommand callba LoadCopyrightAndTextBoxTiles ld a, %11100100 ld [rBGP], a ld c, 180 call DelayFrames call ClearScreen call DisableLCD xor a ld [wCurOpponent], a call IntroDrawBlackBars call LoadIntroGraphics call EnableLCD ld hl, rLCDC res 5, [hl] set 3, [hl] ld c, 64 call DelayFrames callba AnimateShootingStar push af pop af jr c, .next ; skip the delay if the user interrupted the animation ld c, 40 call DelayFrames .next ld a, BANK(Music_IntroBattle) ld [wAudioROMBank], a ld [wAudioSavedROMBank], a ld a, MUSIC_INTRO_BATTLE ld [wNewSoundID], a call PlaySound call IntroClearMiddleOfScreen call ClearSprites jp Delay3 IntroDrawBlackBars: ; clear the screen and draw black bars on the top and bottom call IntroClearScreen coord hl, 0, 0 ld c, SCREEN_WIDTH * 4 call IntroPlaceBlackTiles coord hl, 0, 14 ld c, SCREEN_WIDTH * 4 call IntroPlaceBlackTiles ld hl, vBGMap1 ld c, $80 call IntroPlaceBlackTiles ld hl, vBGMap1 + $1c0 ld c, $80 jp IntroPlaceBlackTiles EmptyFunc4: ret IntroNidorinoAnimation0: db 0, 0 db $50 IntroNidorinoAnimation1: ; This is a sequence of pixel movements for part of the Nidorino animation. This ; list describes how Nidorino should hop. ; First byte is y movement, second byte is x movement db 0, 0 db -2, 2 db -1, 2 db 1, 2 db 2, 2 db $50 ; list terminator IntroNidorinoAnimation2: ; This is a sequence of pixel movements for part of the Nidorino animation. ; First byte is y movement, second byte is x movement db 0, 0 db -2, -2 db -1, -2 db 1, -2 db 2, -2 db $50 ; list terminator IntroNidorinoAnimation3: ; This is a sequence of pixel movements for part of the Nidorino animation. ; First byte is y movement, second byte is x movement db 0, 0 db -12, 6 db -8, 6 db 8, 6 db 12, 6 db $50 ; list terminator IntroNidorinoAnimation4: ; This is a sequence of pixel movements for part of the Nidorino animation. ; First byte is y movement, second byte is x movement db 0, 0 db -8, -4 db -4, -4 db 4, -4 db 8, -4 db $50 ; list terminator IntroNidorinoAnimation5: ; This is a sequence of pixel movements for part of the Nidorino animation. ; First byte is y movement, second byte is x movement db 0, 0 db -8, 4 db -4, 4 db 4, 4 db 8, 4 db $50 ; list terminator IntroNidorinoAnimation6: ; This is a sequence of pixel movements for part of the Nidorino animation. ; First byte is y movement, second byte is x movement db 0, 0 db 2, 0 db 2, 0 db 0, 0 db $50 ; list terminator IntroNidorinoAnimation7: ; This is a sequence of pixel movements for part of the Nidorino animation. ; First byte is y movement, second byte is x movement db -8, -16 db -7, -14 db -6, -12 db -4, -10 db $50 ; list terminator GameFreakIntro: INCBIN "gfx/gamefreak_intro.2bpp" INCBIN "gfx/gamefreak_logo.2bpp" ds $10 ; blank tile GameFreakIntroEnd: FightIntroBackMon: INCBIN "gfx/intro_fight.2bpp" FightIntroBackMonEnd: FightIntroFrontMon: IF DEF(_RED) INCBIN "gfx/red/intro_nido_1.2bpp" INCBIN "gfx/red/intro_nido_2.2bpp" INCBIN "gfx/red/intro_nido_3.2bpp" ENDC IF DEF(_BLUE) INCBIN "gfx/blue/intro_purin_1.2bpp" INCBIN "gfx/blue/intro_purin_2.2bpp" INCBIN "gfx/blue/intro_purin_3.2bpp" ENDC FightIntroFrontMonEnd: ds $10 ; blank tile