Poke_Transporter_GB/source/main.cpp
Remnants of Forgotten Disney 5d5fe71100 Connection Dialogue
2023-11-11 18:19:25 -06:00

368 lines
8.7 KiB
C++

#include <tonc.h>
#include <string>
#include <cstring>
// #include <maxmod.h> //Music
#include "debug.h"
#include "flash_mem.h"
#include "gba_flash.h"
#include "interrupt.h"
#include "gb_link.h"
#include "gameboy_colour.h"
#include "LinkGPIO.h"
#include "pokemon.h"
#include "random.h"
#include "text_engine.h"
#include "background_engine.h"
#include "pokemon_party.h"
#include "script_array.h"
#include "sprite_data.h"
#include "button_handler.h"
#include "main_menu.h"
#include "debug_mode.h"
#include "soundbank.h"
#include "soundbank_bin.h"
#include "dex_handler.h"
#include "pokedex.h"
#include "global_frame_counter.h"
#include "pkmn_font.h"
#include "save_data_manager.h"
#include "mystery_gift_injector.h"
#include "mystery_gift_builder.h"
/*TODO:
--------
RESEARCH:
- See if shiny Pokemon from gen 2 can be square shinies or if they're all normal
- Determine how tossing wonder cards works, and if we need to trash the script after it is finished
LINK CABLE:
- Figure out JP Gen 2
INJECTION:
- Hall of Fame / Mystery Gift confirmation
- Wonder Card/Kill script
- Add in check for no valid Pokemon
SAVE DATA:
- Add warning
- Add ability to erase
- Add check for Hall of Fame
- Clear the empty data as part of the initalization
TESTING:
- Test all the aspects of a Pokemon (Shiny, Pokerus, etc.)
- Make sure hall of fame data isn't corrupted
- Test all 14 different memory locations
GENERAL:
- Music
- Finalize Graphics
- Fade in and out
- Generalize graphics implementation? Load them only when needed and have one standard function?
- Add in sound effects for pressing buttons
- Credits (List all programs, people, and code- plus TPCI)
- Simplify the sprite initalization
- Restart the program after a transfer? Transfering twice without restarting corrupts the data (level included?)
FUTURE:
- Minigame
- Wii Channel
- Ditto Gift (Ignore Mew/Celebi?)
- MissingNo/Enigma Berry
- Text Translations
- Add support for other languages
--------
*/
Pokemon_Party party = Pokemon_Party();
int delay_counter = 0;
bool skip = true;
/*
int test_main(void)
{
irq_init(NULL);
// Initialize maxmod with default settings
// pass soundbank address, and allocate 8 channels.
irq_set(II_VBLANK, mmVBlank, 0);
irq_enable(II_VBLANK);
mmInitDefault((mm_addr)soundbank_bin, 8);
mmStart(MOD_FLATOUTLIES, MM_PLAY_LOOP);
// Song is playing now (well... almost)
while (1)
{
// ..process game logic..
// Update Maxmod
mmFrame();
// Wait for new frame (SWI 5)
VBlankIntrWait();
// ..update graphical data..
}
}
*/
void initalization_script(void)
{
// Initalizations
linkGPIO->reset();
REG_DISPCNT = DCNT_MODE0 | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_BG3 | DCNT_OBJ | DCNT_OBJ_1D;
irq_init(NULL);
irq_enable(II_VBLANK);
flash_init(FLASH_SIZE_128KB);
rand_set_seed(0x1216);
add_script_party_var(party);
// Prepare dialouge
populate_dialogue();
populate_script();
init_text_engine();
// Sound bank init
irq_init(NULL);
// irq_set(II_VBLANK, mmVBlank, 0); //Music
irq_enable(II_VBLANK);
// mmInitDefault((mm_addr)soundbank_bin, 8); //Music
// mmStart(MOD_FLATOUTLIES, MM_PLAY_LOOP); //Music
// Graphics init
oam_init(obj_buffer, 128);
// Load opening background first so it hides everything else
load_opening_background();
load_background();
load_textbox_background();
load_testroid();
load_professor();
load_btn_t_l();
load_btn_t_r();
load_btn_p_l();
load_btn_p_r();
load_btn_c_l();
load_btn_c_r();
load_dex_l();
load_dex_m();
load_dex_r();
load_btn_d_l();
load_btn_d_r();
load_btn_lang_eng();
load_btn_lang_fre();
load_btn_lang_ita();
load_btn_lang_ger();
load_btn_lang_spa();
load_btn_lang_kor();
load_lang_arrow();
main_menu_btn_init(Button(btn_t_l, btn_t_r, 128, 160), BTN_TRANSFER);
main_menu_btn_init(Button(btn_p_l, btn_p_r, 192, 224), BTN_POKEDEX);
main_menu_btn_init(Button(btn_c_l, btn_c_r, 256, 288), BTN_CREDITS);
main_menu_btn_init(Button(btn_d_l, btn_d_r, 416, 448), BTN_LANGUAGE);
main_menu_btn_init(Button(btn_lang_eng, 480), BTN_ENG);
main_menu_btn_init(Button(btn_lang_fre, 512), BTN_FRE);
main_menu_btn_init(Button(btn_lang_ita, 544), BTN_ITA);
main_menu_btn_init(Button(btn_lang_ger, 576), BTN_GER);
main_menu_btn_init(Button(btn_lang_spa, 608), BTN_SPA);
main_menu_btn_init(Button(btn_lang_kor, 640), BTN_KOR);
main_menu_btn_init(Button(lang_arrow, 672), LANG_ARROW);
pokedex_init(); // Why does this cause the music to stop playing? Also the loop doesn't work
// main_menu_init(transfer_btn, pokedex_btn, credits_btn, language_btn);
text_disable();
};
void game_load_error(void)
{
REG_BG0CNT = (REG_BG0CNT & ~BG_PRIO_MASK) | BG_PRIO(3);
REG_BG1CNT = (REG_BG1CNT & ~BG_PRIO_MASK) | BG_PRIO(2);
REG_BG2CNT = (REG_BG2CNT & ~BG_PRIO_MASK) | BG_PRIO(1);
REG_BG2VOFS = 0;
tte_set_pos(40, 24);
tte_set_margins(40, 24, 206, 104);
tte_write("The Pok@mon save\nfile was not loaded successfully.\n\nPlease remove and\nreinsert the Game\nPak, and then press the A button.");
// tte_write(std::to_string(get_gamecode() >> 8).c_str());
key_poll();
while (!key_hit(KEY_A))
{
key_poll();
VBlankIntrWait();
}
tte_erase_screen();
delay_counter = 0;
while (delay_counter < 60)
{
delay_counter++;
VBlankIntrWait();
}
}
int main(void)
{
do
{ // Do not run on the first loop
if (!skip)
{
game_load_error();
}
skip = false;
initalization_script();
// Check if the game has been loaded correctly.
load_gamecode();
} while (
!(((get_gamecode() == RUBY_ID) ||
(get_gamecode() == SAPPHIRE_ID) ||
(get_gamecode() == FIRERED_ID) ||
(get_gamecode() == LEAFGREEN_ID) ||
(get_gamecode() == EMERALD_ID)) &&
(get_language() == LANG_ENG))); // Prevents non-English games from loading
// Initalize memory and save data after loading the game
initalize_memory_locations();
load_custom_save_data();
// Legal mumbo jumbo
tte_set_pos(8, 0);
tte_write("\n\nPokemon Mirror was created\nout of love and appreciation\nfor the Pokemon franchise\nwith no profit in mind.\nIt will ALWAYS be free.\n\nPlease support the original developers-\nNintendo and GAME FREAK.\n\nAll Pokemon names, sprites, and music are owned by \nNintendo, Creatures Inc, and\nGAME FREAK Inc.");
while (delay_counter < 2500000)
{
delay_counter++;
rand_next_frame();
key_poll();
if (key_hit(KEY_A))
{
delay_counter = 2500000;
}
VBlankIntrWait();
}
key_poll();
// Gears of Progress
tte_erase_rect(0, 0, 240, 160);
REG_BG1VOFS = 0;
delay_counter = 0;
while (delay_counter < 2500000)
{
delay_counter++;
rand_next_frame();
key_poll();
if (key_hit(KEY_A))
{
delay_counter = 2500000;
}
VBlankIntrWait();
}
key_poll();
REG_BG1CNT = REG_BG1CNT | BG_PRIO(3);
// Set up blend to fade to white/black
int curr_lang_btn_num = get_def_lang_num();
int old_lang_btn_num = -1;
set_arrow_point(curr_lang_btn_num);
// MAIN LOOP
while (1)
{
switch (main_menu_loop())
{
case (BTN_TRANSFER):
text_enable();
break;
case (BTN_POKEDEX):
pokedex_show();
pokedex_loop();
if (key_hit(KEY_B))
{
pokedex_hide();
main_menu_exit();
}
break;
case (BTN_LANGUAGE):
REG_BG2CNT = (REG_BG2CNT & ~BG_PRIO_MASK) | BG_PRIO(1); // Enable text box
show_lang_btns();
tte_set_pos(LEFT, TOP);
tte_write("Choose the default language\nfor transfering from a non\nJapanese game. Setting will\nbe saved after next transfer.");
if (key_hit(KEY_LEFT) && ((curr_lang_btn_num % 3) != 0))
{
curr_lang_btn_num--;
}
if (key_hit(KEY_RIGHT) && ((curr_lang_btn_num % 3) != 2))
{
curr_lang_btn_num++;
}
if (key_hit(KEY_UP) && ((curr_lang_btn_num > 2)))
{
curr_lang_btn_num -= 3;
}
if (key_hit(KEY_DOWN) && ((curr_lang_btn_num <= 2)))
{
curr_lang_btn_num += 3;
}
if (curr_lang_btn_num != old_lang_btn_num)
{
highlight_lang_btn(old_lang_btn_num, false);
highlight_lang_btn(curr_lang_btn_num, true);
old_lang_btn_num = curr_lang_btn_num;
}
if (key_hit(KEY_A))
{
set_arrow_point(curr_lang_btn_num);
set_def_lang(curr_lang_btn_num);
}
if (key_hit(KEY_B))
{
hide_lang_btns();
main_menu_exit();
tte_erase_screen();
hide_text_box();
}
break;
case (BTN_CREDITS):
tte_set_pos(0, 0);
tte_write("wow cool credits man");
if (key_hit(KEY_B))
{
tte_erase_rect(0, 0, H_MAX, V_MAX);
main_menu_exit();
}
break;
}
key_poll();
rand_next_frame();
tte_set_pos(0, 0);
// tte_write(std::to_string(get_rand_u32()).c_str());
background_frame();
text_next_frame();
oam_copy(oam_mem, obj_buffer, 35);
VBlankIntrWait();
// mmFrame(); //Music
global_next_frame();
}
}
/*Credits:
https://github.com/laqieer/libsavgba
https://github.com/rodri042/gba-link-connection
arduino-boy
Notes:
- GBA and GBC link cables are different, that's why it didn't work initally on mGBA
*/