mirror of
https://github.com/pret/pokeyellow.git
synced 2026-05-18 17:00:11 -05:00
695 lines
14 KiB
NASM
695 lines
14 KiB
NASM
INCLUDE "engine/battle/common_text.asm"
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INCLUDE "engine/battle/link_battle_versus_text.asm"
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INCLUDE "engine/battle/unused_stats_functions.asm"
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INCLUDE "engine/battle/scroll_draw_trainer_pic.asm"
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Func_f429f:: ; f429f (3d:429f)
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coord hl, 0,5
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ld c,$0
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.asm_f42a4
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inc c
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ld a,c
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cp $9
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ret z
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ld d,$5b
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push bc
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push hl
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.asm_f42ad
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call Func_f42c2
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dec hl
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ld a,d
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sub $7
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ld d,a
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dec c
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jr nz,.asm_f42ad
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ld c,$2
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call DelayFrames
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pop hl
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pop bc
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inc hl
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jr .asm_f42a4
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Func_f42c2:: ; f42c2 (3d:f42c2)
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push hl
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push de
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push bc
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ld e,$7
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.loop
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ld a,d
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cp $31
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jr nc,.asm_f42ce
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ld a,$7f
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.asm_f42ce
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ld [hl],a
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ld bc,$14
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add hl,bc
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inc d
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dec e
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jr nz,.loop
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pop bc
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pop de
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pop hl
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ret
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INCLUDE "engine/battle/decrement_pp.asm"
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ModifyPikachuHappiness:: ; f430a (3d:430a)
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ld a, d
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cp PIKAHAPPY_GYMLEADER
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jr z, .checkanywhereinparty
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cp PIKAHAPPY_WALKING
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jr z, .checkanywhereinparty
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push de
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callab IsThisPartymonOurPikachu
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pop de
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ret nc
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jr .proceed
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.checkanywhereinparty
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push de
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callab IsPikachuInOurParty
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pop de
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ret nc
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.proceed
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push de
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; Divide [wPikachuHappiness] by 100. Hold the integer part in e.
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ld e, $0
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ld a, [wPikachuHappiness]
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cp 100
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jr c, .wPikachuHappiness_div_100
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inc e
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cp 200
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jr c, .wPikachuHappiness_div_100
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inc e
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.wPikachuHappiness_div_100
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; Get the (d, e) entry from .HappinessChangeTable.
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ld c, d
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dec c
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ld b, $0
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ld hl, .HappinessChangeTable
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add hl, bc
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add hl, bc
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add hl, bc
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ld d, $0
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add hl, de
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ld a, [hl]
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; If [hl] is positive, take min(0xff, [hl] + [wPikachuHappiness]).
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; If [hl] is negative, take max(0x00, [hl] + [wPikachuHappiness]).
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; Inexplicably, we're using 100 as the threshold for comparison.
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cp 100
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ld a, [wPikachuHappiness]
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jr nc, .negative
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add [hl]
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jr nc, .okay
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ld a, -1
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jr .okay
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.negative
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add [hl]
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jr c, .okay
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xor a
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.okay
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ld [wPikachuHappiness], a
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; Restore d and get the d'th entry in .Moods.
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pop de
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dec d
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ld hl, .Moods
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ld e, d
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ld d, $0
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add hl, de
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ld a, [hl]
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ld b, a
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; Modify Pikachu's mood
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cp $80
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jr z, .done
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ld a, [wPikachuMood]
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jr c, .decreased
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cp b
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jr nc, .done
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ld a, [wd49c]
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and a
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jr nz, .done
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jr .update_mood
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.decreased
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cp b
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jr c, .done
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.update_mood
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ld a, b
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ld [wPikachuMood], a
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.done
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ret
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.HappinessChangeTable: ; f4385 (3d:4385)
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; Increase
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db 5, 3, 2 ; Gained a level
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db 5, 3, 2 ; HP restore
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db 1, 1, 0 ; Used X item
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db 3, 2, 1 ; Challenged Gym Leader
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db 1, 1, 0 ; Teach TM/HM
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db 2, 1, 1 ; Walking around
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; Decrease
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db -3, -3, -5 ; Deposited
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db -1, -1, -1 ; Fainted in battle
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db -5, -5, -10 ; Fainted due to Poison outside of battle
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db -5, -5, -10 ; Unknown (d = 10)
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db -10, -10, -20 ; Unknown (d = 11)
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.Moods: ; f43a6 (3d:43a6)
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; Increase
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db $8a ; Gained a level
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db $83 ; HP restore
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db $80 ; Teach TM/HM
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db $80 ; Challenged Gym Leader
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db $94 ; Unknown (d = 5)
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db $80 ; Unknown (d = 6)
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; Decrease
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db $62 ; Deposited
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db $6c ; Fainted
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db $62 ; Unknown (d = 9)
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db $6c ; Unknown (d = 10)
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db $00 ; Unknown (d = 11)
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; f43b1 (3d:43b1)
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RedPicBack:: INCBIN "pic/trainer/redb.pic"
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OldManPic:: INCBIN "pic/trainer/oldman.pic"
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OakPicBack:: INCBIN "pic/ytrainer/prof.oakb.pic"
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;SECTION "bank3d Yellow Intro",ROMX[$453f],BANK[$3D]
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Func_f453f:: ; f453f (3d:453f)
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ld hl,PokemonLogoGraphics
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ld de,vChars2
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ld bc,$730
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ld a,BANK(PokemonLogoGraphics) ; redundant because this function is in bank3d
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call FarCopyData
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ld hl,YellowLogoGraphics+$230
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ld de,vChars0+$fd0
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ld bc,$30
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ld a,BANK(YellowLogoGraphics)
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call FarCopyData
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ld hl,YellowLogoGraphics+$260
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ld de,vChars1
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ld bc,$400
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ld a,BANK(YellowLogoGraphics)
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call FarCopyData
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ld hl,YellowLogoGraphics+$660
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ld de,vChars0+$f00
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ld bc,$c0
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ld a,BANK(YellowLogoGraphics)
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call FarCopyData
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ret
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Func_f4578:: ; f4578 (3d:4578)
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coord hl, 2,1
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ld de,Pointer_f45f9
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ld bc,7 << 8 | 16 ; 16x7 (xy)
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call CopyScreenArea
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ret
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Func_f4585:: ; f4585 (3d:4585)
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coord hl, 6,4
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ld de,Pointer_f4673
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ld bc,4 << 8 | 7 ; 7x4 (xy)
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call CopyScreenArea
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coord hl, 9,8
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ld [hl],$64
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inc hl
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ld [hl],$65
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ret
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Func_f459a:: ; f459a (3d:459a)
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coord hl, 4,8
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ld de,Pointer_f468f
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ld bc,9 << 8 | 12 ; 12x9 (xy)
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call CopyScreenArea
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coord hl, 16,10
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ld [hl],$96
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coord hl, 16,11
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ld [hl],$9d
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coord hl, 16,12
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ld [hl],$a7
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coord hl, 16,13
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ld [hl],$b1
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ld hl,Pointer_f45c7
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ld de,wOAMBuffer
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ld bc,$20
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call CopyData
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ret
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Pointer_f45c7: ; f45c7 (3d:45c7)
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db $60,$40,$f1,$22
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db $60,$48,$f0,$22
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db $68,$40,$f3,$22
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db $68,$48,$f2,$22
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db $60,$60,$f0,$02
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db $60,$68,$f1,$02
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db $68,$60,$f2,$02
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db $68,$68,$f3,$02
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CopyScreenArea:: ; f45e7 (3d:45e7)
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; copy cxb (xy) screen area from de to hl
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push bc
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push hl
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.loop
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ld a,[de]
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inc de
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ld [hli],a
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dec c
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jr nz,.loop
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pop hl
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ld bc,$14
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add hl,bc
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pop bc
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dec b
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jr nz,CopyScreenArea
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ret
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Pointer_f45f9: ; f45f9 (3d:45f9)
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; 16x7 (xy)
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db $f4,$f4,$f4,$f4,$f4,$f4,$49,$f4,$72,$30,$f4,$f4,$f4,$f4,$f4,$f4
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db $fd,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0a,$0b,$f4,$0d,$0e,$0f
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db $10,$11,$12,$13,$14,$15,$16,$17,$18,$19,$1a,$1b,$1c,$1d,$1e,$1f
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db $20,$21,$22,$23,$24,$25,$26,$27,$28,$29,$2a,$2b,$2c,$2d,$2e,$2f
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db $f4,$31,$32,$33,$34,$35,$36,$37,$38,$39,$3a,$3b,$3c,$3d,$3e,$3f
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db $f4,$41,$42,$43,$44,$45,$46,$47,$48,$f4,$4a,$4b,$4c,$4d,$4e,$4f
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db $f4,$6a,$6b,$6c,$6d,$f4,$f4,$f4,$f4,$f4,$f4,$6e,$6f,$70,$71,$f4
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Pointer_f4669:: ; f4669 (3d:4669)
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db $47,$48,$49,$4a,$4b,$4c,$4d,$4e,$4f,$5f
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Pointer_f4673:: ; f4673 (3d:4673)
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; 7x4 (xy)
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db $24,$25,$66,$67,$68,$69,$2a
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db $50,$51,$52,$53,$54,$55,$56
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db $57,$58,$59,$5a,$5b,$5c,$5d
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db $6d,$5e,$5f,$60,$61,$62,$63
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Pointer_f468f:: ; f468f (3d:468f)
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; 12x9 (xy)
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db $80,$81,$82,$83,$00,$00,$00,$00,$84,$85,$86,$87
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db $88,$89,$8a,$8b,$8c,$8d,$8d,$8e,$8f,$8a,$90,$91
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db $00,$92,$93,$8a,$8a,$8a,$8a,$8a,$8a,$94,$95,$00
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db $00,$00,$97,$8a,$8a,$98,$99,$8a,$8a,$9a,$9b,$9c
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db $00,$00,$9e,$9f,$a0,$a1,$a2,$a3,$a4,$a5,$a6,$8a
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db $00,$a8,$a9,$aa,$8a,$ab,$ac,$8a,$ad,$ae,$af,$b0
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db $00,$b2,$b3,$b4,$8a,$8a,$8a,$8a,$b5,$b6,$b7,$b8
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db $00,$b9,$ba,$8a,$8a,$8a,$8a,$8a,$8a,$bb,$bc,$00
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db $00,$00,$bd,$8a,$8a,$8a,$8a,$8a,$8a,$be,$bf,$00
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; f46f9 (3d:46f9)
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PokemonLogoGraphics: INCBIN "gfx/pokemon_logo.2bpp"
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YellowLogoGraphics: INCBIN "gfx/yellow_titlescreen.2bpp"
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INCLUDE "engine/bank3d/link_menu.asm"
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HandleMenuInputDouble:: ; f5a40 (3d:5a40)
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xor a
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ld [wPartyMenuAnimMonEnabled],a
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HandleMenuInputPokemonSelectionDouble:: ; f5a44 (3d:5a44)
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ld a,[H_DOWNARROWBLINKCNT1]
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push af
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ld a,[H_DOWNARROWBLINKCNT2]
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push af ; save existing values on stack
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xor a
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ld [H_DOWNARROWBLINKCNT1],a ; blinking down arrow timing value 1
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ld a,$06
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ld [H_DOWNARROWBLINKCNT2],a ; blinking down arrow timing value 2
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.loop1
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xor a
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ld [wAnimCounter],a ; counter for pokemon shaking animation
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call Func_f5ab0
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call JoypadLowSensitivity
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ld a,[hJoy5]
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and a ; was a key pressed?
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jr nz,.keyPressed
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pop af
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ld [H_DOWNARROWBLINKCNT2],a
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pop af
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ld [H_DOWNARROWBLINKCNT1],a ; restore previous values
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xor a
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ld [wMenuWrappingEnabled],a ; disable menu wrapping
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ret
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.keyPressed
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xor a
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ld [wCheckFor180DegreeTurn],a
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ld a,[hJoy5]
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ld b,a
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bit 6,a ; pressed Up key?
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jr z,.checkIfDownPressed
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.upPressed
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ld a,[wCurrentMenuItem] ; selected menu item
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and a ; already at the top of the menu?
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jr z,.checkOtherKeys
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.notAtTop
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dec a
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ld [wCurrentMenuItem],a ; move selected menu item up one space
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jr .checkOtherKeys
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.checkIfDownPressed
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bit 7,a
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jr z,.checkOtherKeys
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.downPressed
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ld a,[wCurrentMenuItem]
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inc a
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ld c,a
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ld a,[wMaxMenuItem]
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cp c
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jr c,.checkOtherKeys
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ld a,c
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ld [wCurrentMenuItem],a
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.checkOtherKeys
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ld a,[wMenuWatchedKeys]
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and b ; does the menu care about any of the pressed keys?
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jp z,.loop1
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.checkIfAButtonOrBButtonPressed
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ld a,[hJoy5]
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and A_BUTTON | B_BUTTON
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jr z,.skipPlayingSound
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.AButtonOrBButtonPressed
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ld a, $90 ; (SFX_02_40 - SFX_Headers_02) / 3
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call PlaySound ; play sound
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.skipPlayingSound
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pop af
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ld [H_DOWNARROWBLINKCNT2],a
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pop af
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ld [H_DOWNARROWBLINKCNT1],a ; restore previous values
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ld a,[hJoy5]
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ret
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Func_f5ab0:: ; f5ab0 (3d:5ab0)
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ld a,[wTopMenuItemY]
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and a
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jr z,.asm_f5ac0
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coord hl, 0,0
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ld bc,$14
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.loop
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add hl,bc
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dec a
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jr nz,.loop
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.asm_f5ac0
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ld a,[wTopMenuItemX]
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ld b,$0
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ld c,a
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add hl,bc
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push hl
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ld a,[wLastMenuItem]
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and a
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jr z,.asm_f5ad5
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ld bc,$28
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.loop2
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add hl,bc
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dec a
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jr nz,.loop2
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.asm_f5ad5
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ld a,[hl]
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cp "▶"
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jr nz,.asm_f5ade
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ld a,[wTileBehindCursor]
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ld [hl],a
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.asm_f5ade
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pop hl
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ld a,[wCurrentMenuItem]
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and a
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jr z,.asm_f5aec
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ld bc,$28
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.loop3
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add hl,bc
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dec a
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jr nz,.loop3
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.asm_f5aec
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ld a,[hl]
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cp "▶"
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jr z,.asm_f5af4
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ld [wTileBehindCursor],a
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.asm_f5af4
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ld a,"▶"
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ld [hl],a
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ld a,l
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ld [wMenuCursorLocation],a
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ld a,h
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ld [wMenuCursorLocation+1],a
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ld a,[wCurrentMenuItem]
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ld [wLastMenuItem],a
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ret
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Func_f5b06:: ; f5b06 (3d:5b06)
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ld hl,wd728
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set 0,[hl]
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ld hl,Text_f5b17
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call PrintText
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ld hl,Text_f5b28
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jp PrintText
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Text_f5b17:: ; f5b17 (3d:5b17)
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TX_FAR _UsedStrengthText ; 2d:417e
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db $08 ; asm
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ld a,[wcf91]
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call PlayCry
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call Delay3
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jp TextScriptEnd
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Text_f5b28:: ; f5b28 (3d:5b28)
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TX_FAR _CanMoveBouldersText ; 2d:4193
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db "@"
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Func_f5b2d:: ; f5b2d (3d:5b2d)
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ld hl,wd728
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set 1,[hl]
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ld a,[wd732]
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bit 5,a
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jr nz,.asm_f5b59
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ld a,[wCurMap]
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cp SEAFOAM_ISLANDS_5
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ret nz
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ld a,[wd881]
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and $3
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cp $3
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ret z
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ld hl,CoordsData_f5b64
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call ArePlayerCoordsInArray
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ret nc
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ld hl,wd728
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res 1,[hl]
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ld hl,Text_f5b67
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jp PrintText
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.asm_f5b59
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ld hl,wd728
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res 1,[hl]
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ld hl,Text_f5b6c
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jp PrintText
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CoordsData_f5b64:: ; f5b64 (3d:5b64)
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db 11,07
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db $ff
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Text_f5b67:: ; f5b67 (3d:5b67)
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TX_FAR _CurrentTooFastText ; 2d:41ab
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db "@"
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Text_f5b6c:: ; f5b6c (3d:5b6c)
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TX_FAR _CyclingIsFunText ; 2d:41ca
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db "@"
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AddItemToInventory_:: ; f5b70 (3d:5b70)
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ld a,[wItemQuantity] ; a = item quantity
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push af
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push bc
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push de
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push hl
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push hl
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ld d,50 ; PC box can hold 50 items
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ld a,wNumBagItems & $FF
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cp l
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jr nz,.checkIfInventoryFull
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ld a,wNumBagItems >> 8
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cp h
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jr nz,.checkIfInventoryFull
|
|
; if the destination is the bag
|
|
ld d,20 ; bag can hold 20 items
|
|
.checkIfInventoryFull
|
|
ld a,[hl]
|
|
sub d
|
|
ld d,a
|
|
ld a,[hli]
|
|
and a
|
|
jr z,.addNewItem
|
|
.notAtEndOfInventory
|
|
ld a,[hli]
|
|
ld b,a ; b = ID of current item in table
|
|
ld a,[wcf91] ; a = ID of item being added
|
|
cp b ; does the current item in the table match the item being added?
|
|
jp z,.increaseItemQuantity ; if so, increase the item's quantity
|
|
inc hl
|
|
.loop
|
|
ld a,[hl]
|
|
cp a,$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/bank3d/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/bank3d/random.asm"
|
|
INCLUDE "engine/predefs.asm" |