pokeyellow/engine/menu/text_ids1.asm
2016-06-11 17:50:20 -07:00

164 lines
3.9 KiB
NASM

; 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
lb bc, 14, 8
jr nz,.drawTextBoxBorder
; start menu without pokedex
coord hl, 10, 0
lb bc, 12, 8
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
lb bc, 4, 18
.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,vBGMap1 / $100 ; 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
; function that displays the start menu
DrawStartMenu:
CheckEvent EVENT_GOT_POKEDEX
; menu with pokedex
coord hl, 10, 0
lb bc, 14, 8
jr nz,.drawTextBoxBorder
; shorter menu if the player doesn't have the pokedex
coord hl, 10, 0
lb bc, 12, 8
.drawTextBoxBorder
call TextBoxBorder
ld a,D_DOWN | D_UP | START | B_BUTTON | A_BUTTON
ld [wMenuWatchedKeys],a
ld a,$02
ld [wTopMenuItemY],a ; Y position of first menu choice
ld a,$0b
ld [wTopMenuItemX],a ; X position of first menu choice
ld a,[wBattleAndStartSavedMenuItem] ; remembered menu selection from last time
ld [wCurrentMenuItem],a
ld [wLastMenuItem],a
xor a
ld [wMenuWatchMovingOutOfBounds],a
ld hl,wd730
set 6,[hl] ; no pauses between printing each letter
coord hl, 12, 2
CheckEvent EVENT_GOT_POKEDEX
; case for not having pokdex
ld a,$06
jr z,.storeMenuItemCount
; case for having pokedex
ld de,StartMenuPokedexText
call PrintStartMenuItem
ld a,$07
.storeMenuItemCount
ld [wMaxMenuItem],a ; number of menu items
ld de,StartMenuPokemonText
call PrintStartMenuItem
ld de,StartMenuItemText
call PrintStartMenuItem
ld de,wPlayerName ; player's name
call PrintStartMenuItem
ld a,[wd72e]
bit 6,a ; is the player using the link feature?
; case for not using link feature
ld de,StartMenuSaveText
jr z,.printSaveOrResetText
; case for using link feature
ld de,StartMenuResetText
.printSaveOrResetText
call PrintStartMenuItem
ld de,StartMenuOptionText
call PrintStartMenuItem
ld de,StartMenuExitText
call PlaceString
ld hl,wd730
res 6,[hl] ; turn pauses between printing letters back on
ret
StartMenuPokedexText:
db "POKéDEX@"
StartMenuPokemonText:
db "#MON@"
StartMenuItemText:
db "ITEM@"
StartMenuSaveText:
db "SAVE@"
StartMenuResetText:
db "RESET@"
StartMenuExitText:
db "EXIT@"
StartMenuOptionText:
db "OPTION@"
PrintStartMenuItem:
push hl
call PlaceString
pop hl
ld de,SCREEN_WIDTH * 2
add hl,de
ret