pokeyellow/engine/bank3d.asm
2016-05-31 18:24:47 -04:00

690 lines
14 KiB
NASM

INCLUDE "engine/battle/common_text.asm"
INCLUDE "engine/battle/link_battle_versus_text.asm"
INCLUDE "engine/battle/unused_stats_functions.asm"
INCLUDE "engine/battle/scroll_draw_trainer_pic.asm"
Func_f429f:: ; f429f (3d:429f)
coord hl, 0, 5
ld c, $0
.asm_f42a4
inc c
ld a, c
cp $9
ret z
ld d, $5b
push bc
push hl
.asm_f42ad
call Func_f42c2
dec hl
ld a, d
sub $7
ld d, a
dec c
jr nz, .asm_f42ad
ld c, $2
call DelayFrames
pop hl
pop bc
inc hl
jr .asm_f42a4
Func_f42c2:: ; f42c2 (3d:f42c2)
push hl
push de
push bc
ld e, $7
.loop
ld a, d
cp $31
jr nc, .asm_f42ce
ld a, $7f
.asm_f42ce
ld [hl], a
ld bc, $14
add hl, bc
inc d
dec e
jr nz, .loop
pop bc
pop de
pop hl
ret
INCLUDE "engine/battle/decrement_pp.asm"
ModifyPikachuHappiness:: ; f430a (3d:430a)
ld a, d
cp PIKAHAPPY_GYMLEADER
jr z, .checkanywhereinparty
cp PIKAHAPPY_WALKING
jr z, .checkanywhereinparty
push de
callab IsThisPartymonStarterPikachu_Party
pop de
ret nc
jr .proceed
.checkanywhereinparty
push de
callab IsStarterPikachuInOurParty
pop de
ret nc
.proceed
push de
; Divide [wPikachuHappiness] by 100. Hold the integer part in e.
ld e, $0
ld a, [wPikachuHappiness]
cp 100
jr c, .wPikachuHappiness_div_100
inc e
cp 200
jr c, .wPikachuHappiness_div_100
inc e
.wPikachuHappiness_div_100
; Get the (d, e) entry from HappinessChangeTable.
ld c, d
dec c
ld b, $0
ld hl, HappinessChangeTable
add hl, bc
add hl, bc
add hl, bc
ld d, $0
add hl, de
ld a, [hl]
; If [hl] is positive, take min(0xff, [hl] + [wPikachuHappiness]).
; If [hl] is negative, take max(0x00, [hl] + [wPikachuHappiness]).
; Inexplicably, we're using 100 as the threshold for comparison.
cp 100
ld a, [wPikachuHappiness]
jr nc, .negative
add [hl]
jr nc, .okay
ld a, -1
jr .okay
.negative
add [hl]
jr c, .okay
xor a
.okay
ld [wPikachuHappiness], a
; Restore d and get the d'th entry in PikachuMoods.
pop de
dec d
ld hl, PikachuMoods
ld e, d
ld d, $0
add hl, de
ld a, [hl]
ld b, a
; Modify Pikachu's mood
cp $80
jr z, .done
ld a, [wPikachuMood]
jr c, .decreased
cp b
jr nc, .done
ld a, [wd49c]
and a
jr nz, .done
jr .update_mood
.decreased
cp b
jr c, .done
.update_mood
ld a, b
ld [wPikachuMood], a
.done
ret
HappinessChangeTable: ; f4385 (3d:4385)
; Increase
db 5, 3, 2 ; Gained a level
db 5, 3, 2 ; HP restore
db 1, 1, 0 ; Used X item
db 3, 2, 1 ; Challenged Gym Leader
db 1, 1, 0 ; Teach TM/HM
db 2, 1, 1 ; Walking around
; Decrease
db -3, -3, -5 ; Deposited
db -1, -1, -1 ; Fainted in battle
db -5, -5, -10 ; Fainted due to Poison outside of battle
db -5, -5, -10 ; Unknown (d = 10)
db -10, -10, -20 ; Unknown (d = 11)
PikachuMoods: ; f43a6 (3d:43a6)
; Increase
db $8a ; Gained a level
db $83 ; HP restore
db $80 ; Teach TM/HM
db $80 ; Challenged Gym Leader
db $94 ; Unknown (d = 5)
db $80 ; Unknown (d = 6)
; Decrease
db $62 ; Deposited
db $6c ; Fainted
db $62 ; Unknown (d = 9)
db $6c ; Unknown (d = 10)
db $00 ; Unknown (d = 11)
RedPicBack:: INCBIN "pic/trainer/redb.pic"
OldManPic:: INCBIN "pic/trainer/oldman.pic"
ProfOakPicBack:: INCBIN "pic/ytrainer/prof.oakb.pic"
Func_f453f:: ; f453f (3d:453f)
ld hl, PokemonLogoGraphics
ld de, vChars2
ld bc, $730
ld a, BANK(PokemonLogoGraphics) ; redundant because this function is in bank3d
call FarCopyData
ld hl, YellowLogoGraphics+$230
ld de, vChars0+$fd0
ld bc, $30
ld a, BANK(YellowLogoGraphics)
call FarCopyData
ld hl, YellowLogoGraphics+$260
ld de, vChars1
ld bc, $400
ld a, BANK(YellowLogoGraphics)
call FarCopyData
ld hl, YellowLogoGraphics+$660
ld de, vChars0+$f00
ld bc, $c0
ld a, BANK(YellowLogoGraphics)
call FarCopyData
ret
Func_f4578:: ; f4578 (3d:4578)
coord hl, 2, 1
ld de, Pointer_f45f9
ld bc, 7 << 8 | 16 ; 16x7 (xy)
call CopyScreenArea
ret
Func_f4585:: ; f4585 (3d:4585)
coord hl, 6, 4
ld de, Pointer_f4673
ld bc, 4 << 8 | 7 ; 7x4 (xy)
call CopyScreenArea
coord hl, 9, 8
ld [hl], $64
inc hl
ld [hl], $65
ret
Func_f459a:: ; f459a (3d:459a)
coord hl, 4, 8
ld de, Pointer_f468f
ld bc, 9 << 8 | 12 ; 12x9 (xy)
call CopyScreenArea
coord hl, 16, 10
ld [hl], $96
coord hl, 16, 11
ld [hl], $9d
coord hl, 16, 12
ld [hl], $a7
coord hl, 16, 13
ld [hl], $b1
ld hl, Pointer_f45c7
ld de, wOAMBuffer
ld bc, $20
call CopyData
ret
Pointer_f45c7: ; f45c7 (3d:45c7)
db $60, $40, $f1, $22
db $60, $48, $f0, $22
db $68, $40, $f3, $22
db $68, $48, $f2, $22
db $60, $60, $f0, $02
db $60, $68, $f1, $02
db $68, $60, $f2, $02
db $68, $68, $f3, $02
CopyScreenArea:: ; f45e7 (3d:45e7)
; copy cxb (xy) screen area from de to hl
push bc
push hl
.loop
ld a, [de]
inc de
ld [hli], a
dec c
jr nz, .loop
pop hl
ld bc, $14
add hl, bc
pop bc
dec b
jr nz, CopyScreenArea
ret
Pointer_f45f9: ; f45f9 (3d:45f9)
; 16x7 (xy)
db $f4, $f4, $f4, $f4, $f4, $f4, $49, $f4, $72, $30, $f4, $f4, $f4, $f4, $f4, $f4
db $fd, $01, $02, $03, $04, $05, $06, $07, $08, $09, $0a, $0b, $f4, $0d, $0e, $0f
db $10, $11, $12, $13, $14, $15, $16, $17, $18, $19, $1a, $1b, $1c, $1d, $1e, $1f
db $20, $21, $22, $23, $24, $25, $26, $27, $28, $29, $2a, $2b, $2c, $2d, $2e, $2f
db $f4, $31, $32, $33, $34, $35, $36, $37, $38, $39, $3a, $3b, $3c, $3d, $3e, $3f
db $f4, $41, $42, $43, $44, $45, $46, $47, $48, $f4, $4a, $4b, $4c, $4d, $4e, $4f
db $f4, $6a, $6b, $6c, $6d, $f4, $f4, $f4, $f4, $f4, $f4, $6e, $6f, $70, $71, $f4
Pointer_f4669:: ; f4669 (3d:4669)
db $47, $48, $49, $4a, $4b, $4c, $4d, $4e, $4f, $5f
Pointer_f4673:: ; f4673 (3d:4673)
; 7x4 (xy)
db $24, $25, $66, $67, $68, $69, $2a
db $50, $51, $52, $53, $54, $55, $56
db $57, $58, $59, $5a, $5b, $5c, $5d
db $6d, $5e, $5f, $60, $61, $62, $63
Pointer_f468f:: ; f468f (3d:468f)
; 12x9 (xy)
db $80, $81, $82, $83, $00, $00, $00, $00, $84, $85, $86, $87
db $88, $89, $8a, $8b, $8c, $8d, $8d, $8e, $8f, $8a, $90, $91
db $00, $92, $93, $8a, $8a, $8a, $8a, $8a, $8a, $94, $95, $00
db $00, $00, $97, $8a, $8a, $98, $99, $8a, $8a, $9a, $9b, $9c
db $00, $00, $9e, $9f, $a0, $a1, $a2, $a3, $a4, $a5, $a6, $8a
db $00, $a8, $a9, $aa, $8a, $ab, $ac, $8a, $ad, $ae, $af, $b0
db $00, $b2, $b3, $b4, $8a, $8a, $8a, $8a, $b5, $b6, $b7, $b8
db $00, $b9, $ba, $8a, $8a, $8a, $8a, $8a, $8a, $bb, $bc, $00
db $00, $00, $bd, $8a, $8a, $8a, $8a, $8a, $8a, $be, $bf, $00
; f46f9 (3d:46f9)
PokemonLogoGraphics: INCBIN "gfx/pokemon_logo.2bpp"
YellowLogoGraphics: INCBIN "gfx/yellow_titlescreen.2bpp"
INCLUDE "engine/menu/link_menu.asm"
HandleMenuInputDouble:: ; f5a40 (3d:5a40)
xor a
ld [wPartyMenuAnimMonEnabled], a
HandleMenuInputPokemonSelectionDouble:: ; f5a44 (3d:5a44)
ld a, [H_DOWNARROWBLINKCNT1]
push af
ld a, [H_DOWNARROWBLINKCNT2]
push af ; save existing values on stack
xor a
ld [H_DOWNARROWBLINKCNT1], a ; blinking down arrow timing value 1
ld a, $06
ld [H_DOWNARROWBLINKCNT2], a ; blinking down arrow timing value 2
.loop1
xor a
ld [wAnimCounter], a ; counter for pokemon shaking animation
call Func_f5ab0
call JoypadLowSensitivity
ld a, [hJoy5]
and a ; was a key pressed?
jr nz, .keyPressed
pop af
ld [H_DOWNARROWBLINKCNT2], a
pop af
ld [H_DOWNARROWBLINKCNT1], a ; restore previous values
xor a
ld [wMenuWrappingEnabled], a ; disable menu wrapping
ret
.keyPressed
xor a
ld [wCheckFor180DegreeTurn], a
ld 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, .checkOtherKeys
.notAtTop
dec a
ld [wCurrentMenuItem], a ; move selected menu item up one space
jr .checkOtherKeys
.checkIfDownPressed
bit 7, a
jr z, .checkOtherKeys
.downPressed
ld a, [wCurrentMenuItem]
inc a
ld c, a
ld a, [wMaxMenuItem]
cp c
jr c, .checkOtherKeys
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
ld a, [hJoy5]
and A_BUTTON | B_BUTTON
jr z, .skipPlayingSound
.AButtonOrBButtonPressed
ld a, SFX_PRESS_AB
call PlaySound ; play sound
.skipPlayingSound
pop af
ld [H_DOWNARROWBLINKCNT2], a
pop af
ld [H_DOWNARROWBLINKCNT1], a ; restore previous values
ld a, [hJoy5]
ret
Func_f5ab0:: ; f5ab0 (3d:5ab0)
ld a, [wTopMenuItemY]
and a
jr z, .asm_f5ac0
coord hl, 0, 0
ld bc, SCREEN_WIDTH
.loop
add hl, bc
dec a
jr nz, .loop
.asm_f5ac0
ld a, [wTopMenuItemX]
ld b, $0
ld c, a
add hl, bc
push hl
ld a, [wLastMenuItem]
and a
jr z, .asm_f5ad5
ld bc, $28
.loop2
add hl, bc
dec a
jr nz, .loop2
.asm_f5ad5
ld a, [hl]
cp "▶"
jr nz, .asm_f5ade
ld a, [wTileBehindCursor]
ld [hl], a
.asm_f5ade
pop hl
ld a, [wCurrentMenuItem]
and a
jr z, .asm_f5aec
ld bc, $28
.loop3
add hl, bc
dec a
jr nz, .loop3
.asm_f5aec
ld a, [hl]
cp "▶"
jr z, .asm_f5af4
ld [wTileBehindCursor], a
.asm_f5af4
ld a, "▶"
ld [hl], a
ld a, l
ld [wMenuCursorLocation], a
ld a, h
ld [wMenuCursorLocation+1], a
ld a, [wCurrentMenuItem]
ld [wLastMenuItem], a
ret
PrintStrengthTxt:: ; f5b06 (3d:5b06)
ld hl, wd728
set 0, [hl]
ld hl, Text_f5b17
call PrintText
ld hl, Text_f5b28
jp PrintText
Text_f5b17:: ; f5b17 (3d:5b17)
TX_FAR _UsedStrengthText ; 2d:417e
TX_ASM
ld a, [wcf91]
call PlayCry
call Delay3
jp TextScriptEnd
Text_f5b28:: ; f5b28 (3d:5b28)
TX_FAR _CanMoveBouldersText ; 2d:4193
db "@"
CheckForForcedBikeSurf:: ; f5b2d (3d:5b2d)
ld hl, wd728
set 1, [hl]
ld a, [wd732]
bit 5, a
jr nz, .asm_f5b59
ld a, [wCurMap]
cp SEAFOAM_ISLANDS_5
ret nz
CheckBothEventsSet EVENT_SEAFOAM4_BOULDER1_DOWN_HOLE, EVENT_SEAFOAM4_BOULDER2_DOWN_HOLE
ret z
ld hl, CoordsData_f5b64
call ArePlayerCoordsInArray
ret nc
ld hl, wd728
res 1, [hl]
ld hl, CurrentTooFastText
jp PrintText
.asm_f5b59
ld hl, wd728
res 1, [hl]
ld hl, CyclingIsFunText
jp PrintText
CoordsData_f5b64:: ; f5b64 (3d:5b64)
db 11, 07
db $ff
CurrentTooFastText:: ; f5b67 (3d:5b67)
TX_FAR _CurrentTooFastText ; 2d:41ab
db "@"
CyclingIsFunText:: ; f5b6c (3d:5b6c)
TX_FAR _CyclingIsFunText ; 2d:41ca
db "@"
AddItemToInventory_:: ; f5b70 (3d:5b70)
ld a, [wItemQuantity] ; a = item quantity
push af
push bc
push de
push hl
push hl
ld d, 50 ; PC box can hold 50 items
ld a, wNumBagItems & $FF
cp l
jr nz, .checkIfInventoryFull
ld a, wNumBagItems >> 8
cp h
jr nz, .checkIfInventoryFull
; if the destination is the bag
ld d, 20 ; bag can hold 20 items
.checkIfInventoryFull
ld a, [hl]
sub d
ld d, a
ld a, [hli]
and a
jr z, .addNewItem
.notAtEndOfInventory
ld a, [hli]
ld b, a ; b = ID of current item in table
ld a, [wcf91] ; a = ID of item being added
cp b ; does the current item in the table match the item being added?
jp z, .increaseItemQuantity ; if so, increase the item's quantity
inc hl
.loop
ld a, [hl]
cp a, $ff ; is it the end of the table?
jr nz, .notAtEndOfInventory
.addNewItem ; add an item not yet in the inventory
pop hl
ld a, d
and a ; is there room for a new item slot?
jr z, .done
; if there is room
inc [hl] ; increment the number of items in the inventory
ld a, [hl] ; the number of items will be the index of the new item
add a
dec a
ld c, a
ld b, 0
add hl, bc ; hl = address to store the item
ld a, [wcf91]
ld [hli], a ; store item ID
ld a, [wItemQuantity]
ld [hli], a ; store item quantity
ld [hl], $ff ; store terminator
jp .success
.increaseItemQuantity ; increase the quantity of an item already in the inventory
ld a, [wItemQuantity]
ld b, a ; b = quantity to add
ld a, [hl] ; a = existing item quantity
add b ; a = new item quantity
cp a, 100
jp c, .storeNewQuantity ; if the new quantity is less than 100, store it
; if the new quantity is greater than or equal to 100,
; try to max out the current slot and add the rest in a new slot
sub a, 99
ld [wItemQuantity], a ; a = amount left over (to put in the new slot)
ld a, d
and a ; is there room for a new item slot?
jr z, .increaseItemQuantityFailed
; if so, store 99 in the current slot and store the rest in a new slot
ld a, 99
ld [hli], a
jp .loop
.increaseItemQuantityFailed
pop hl
and a
jr .done
.storeNewQuantity
ld [hl], a
pop hl
.success
scf
.done
pop hl
pop de
pop bc
pop bc
ld a, b
ld [wItemQuantity], a ; restore the initial value from when the function was called
ret
; 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_: ; f5be1 (3d:5be1)
push hl
inc hl
ld a, [wWhichPokemon] ; index (within the inventory) of the item being removed
add a
add l
ld l, a
jr nc, .noCarry
inc h
.noCarry
inc hl
ld a, [wItemQuantity] ; quantity being removed
ld e, a
ld a, [hl] ; a = current quantity
sub e
ld [hld], a ; store new quantity
ld [wMaxItemQuantity], a
and a
jr nz, .skipMovingUpSlots
; if the remaining quantity is 0,
; remove the emptied item slot and move up all the following item slots
.moveSlotsUp
ld e, l
ld d, h
inc de
inc de ; de = address of the slot following the emptied one
.loop ; loop to move up the following slots
ld a, [de]
inc de
ld [hli], a
cp a, $ff
jr nz, .loop
; update menu info
xor a
ld [wListScrollOffset], a
ld [wCurrentMenuItem], a
ld [wBagSavedMenuItem], a
ld [wSavedListScrollOffset], a
pop hl
ld a, [hl] ; a = number of items in inventory
dec a ; decrement the number of items
ld [hl], a ; store new number of items
ld [wListCount], a
cp a, 2
jr c, .done
ld [wMaxMenuItem], a
jr .done
.skipMovingUpSlots
pop hl
.done
ret
TrainerInfoTextBoxTileGraphics: INCBIN "gfx/trainer_info.2bpp"
TrainerInfoTextBoxTileGraphicsEnd:
BlankLeaderNames: INCBIN "gfx/blank_leader_names.2bpp"
CircleTile: INCBIN "gfx/circle_tile.2bpp"
BadgeNumbersTileGraphics: INCBIN "gfx/badge_numbers.2bpp"
ReadSuperRodData:: ; f5ea4 (3d:5ea4)
ld a, [wCurMap]
ld c, a
ld hl, FishingSlots
.loop
ld a, [hli]
cp $ff
jr z, .notfound
cp c
jr z, .found
ld de, $8
add hl, de
jr .loop
.found
call GenerateRandomFishingEncounter
ret
.notfound
ld de, $0
ret
GenerateRandomFishingEncounter: ; f5ec1 (3d:5ec1)
call Random
cp $66
jr c, .asm_f5ed6
inc hl
inc hl
cp $b2
jr c, .asm_f5ed6
inc hl
inc hl
cp $e5
jr c, .asm_f5ed6
inc hl
inc hl
.asm_f5ed6
ld e, [hl]
inc hl
ld d, [hl]
ret
INCLUDE "data/super_rod.asm"
INCLUDE "engine/battle/bank3d_battle.asm"
INCLUDE "engine/items/tm_prices.asm"
INCLUDE "engine/multiply_divide.asm"
INCLUDE "engine/give_pokemon.asm"
INCLUDE "engine/battle/get_trainer_name.asm"
INCLUDE "engine/random.asm"
INCLUDE "engine/predefs.asm"