pokeyellow/engine/bank3d/main.asm
2015-10-29 14:23:30 -04:00

695 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 IsThisPartymonOurPikachu
pop de
ret nc
jr .proceed
.checkanywhereinparty
push de
callab IsPikachuInOurParty
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 .Moods.
pop de
dec d
ld hl, .Moods
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)
.Moods: ; 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)
; f43b1 (3d:43b1)
RedPicBack:: INCBIN "pic/trainer/redb.pic"
OldManPic:: INCBIN "pic/trainer/oldman.pic"
OakPicBack:: INCBIN "pic/ytrainer/prof.oakb.pic"
;SECTION "bank3d Yellow Intro",ROMX[$453f],BANK[$3D]
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/bank3d/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, $90 ; (SFX_02_40 - SFX_Headers_02) / 3
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,$14
.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
Func_f5b06:: ; 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
db $08 ; asm
ld a,[wcf91]
call PlayCry
call Delay3
jp TextScriptEnd
Text_f5b28:: ; f5b28 (3d:5b28)
TX_FAR _CanMoveBouldersText ; 2d:4193
db "@"
Func_f5b2d:: ; 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
ld a,[wd881]
and $3
cp $3
ret z
ld hl,CoordsData_f5b64
call ArePlayerCoordsInArray
ret nc
ld hl,wd728
res 1,[hl]
ld hl,Text_f5b67
jp PrintText
.asm_f5b59
ld hl,wd728
res 1,[hl]
ld hl,Text_f5b6c
jp PrintText
CoordsData_f5b64:: ; f5b64 (3d:5b64)
db 11,07
db $ff
Text_f5b67:: ; f5b67 (3d:5b67)
TX_FAR _CurrentTooFastText ; 2d:41ab
db "@"
Text_f5b6c:: ; 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/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"