ref: e2838892d69c12fdafe3a40bd7386e7b26506282
dir: /home/text.asm/
ClearBox:: ; Fill a c*b box at hl with blank tiles. ld a, " " ; fallthrough FillBoxWithByte:: .row push bc push hl .col ld [hli], a dec c jr nz, .col pop hl ld bc, SCREEN_WIDTH add hl, bc pop bc dec b jr nz, .row ret ClearTilemap:: ; Fill wTilemap with blank tiles. hlcoord 0, 0 ld a, " " ld bc, wTilemapEnd - wTilemap call ByteFill ; Update the BG Map. ldh a, [rLCDC] bit rLCDC_ENABLE, a ret z jp WaitBGMap ClearScreen:: ld a, PAL_BG_TEXT hlcoord 0, 0, wAttrmap ld bc, SCREEN_WIDTH * SCREEN_HEIGHT call ByteFill jr ClearTilemap Textbox:: ; Draw a text box at hl with room for b lines of c characters each. ; Places a border around the textbox, then switches the palette to the ; text black-and-white scheme. push bc push hl call TextboxBorder pop hl pop bc jr TextboxPalette TextboxBorder:: ; Top push hl ld a, "┌" ld [hli], a inc a ; "─" call .PlaceChars inc a ; "┐" ld [hl], a pop hl ; Middle ld de, SCREEN_WIDTH add hl, de .row push hl ld a, "│" ld [hli], a ld a, " " call .PlaceChars ld [hl], "│" pop hl ld de, SCREEN_WIDTH add hl, de dec b jr nz, .row ; Bottom ld a, "└" ld [hli], a ld a, "─" call .PlaceChars ld [hl], "┘" ret .PlaceChars: ; Place char a c times. ld d, c .loop ld [hli], a dec d jr nz, .loop ret TextboxPalette:: ; Fill text box width c height b at hl with pal 7 ld de, wAttrmap - wTilemap add hl, de inc b inc b inc c inc c ld a, PAL_BG_TEXT .col push bc push hl .row ld [hli], a dec c jr nz, .row pop hl ld de, SCREEN_WIDTH add hl, de pop bc dec b jr nz, .col ret SpeechTextbox:: ; Standard textbox. hlcoord TEXTBOX_X, TEXTBOX_Y ld b, TEXTBOX_INNERH ld c, TEXTBOX_INNERW jp Textbox GameFreakText:: ; unreferenced text "ゲームフりーク!" ; "GAMEFREAK!" done RadioTerminator:: ld hl, .stop ret .stop: text_end PrintText:: call SetUpTextbox ; fallthrough BuenaPrintText:: push hl hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY lb bc, TEXTBOX_INNERH - 1, TEXTBOX_INNERW call ClearBox pop hl ; fallthrough PrintTextboxText:: bccoord TEXTBOX_INNERX, TEXTBOX_INNERY call PlaceHLTextAtBC ret SetUpTextbox:: push hl call SpeechTextbox call UpdateSprites call ApplyTilemap pop hl ret PlaceString:: push hl ; fallthrough PlaceNextChar:: ld a, [de] cp "@" jr nz, CheckDict ld b, h ld c, l pop hl ret DummyChar:: ; unreferenced pop de ; fallthrough NextChar:: inc de jp PlaceNextChar CheckDict:: dict: MACRO if \1 == 0 and a else cp \1 endc if ISCONST(\2) ; Replace a character with another one jr nz, ._\@ ld a, \2 ._\@: else if STRSUB("\2", 1, 1) == "." ; Locals can use a short jump jr z, \2 else jp z, \2 endc endc ENDM dict "<MOBILE>", MobileScriptChar dict "<LINE>", LineChar dict "<NEXT>", NextLineChar dict "<CR>", CarriageReturnChar dict "<NULL>", NullChar dict "<SCROLL>", _ContTextNoPause dict "<_CONT>", _ContText dict "<PARA>", Paragraph dict "<MOM>", PrintMomsName dict "<PLAYER>", PrintPlayerName dict "<RIVAL>", PrintRivalName dict "<ROUTE>", PlaceJPRoute dict "<WATASHI>", PlaceWatashi dict "<KOKO_WA>", PlaceKokoWa dict "<RED>", PrintRedsName dict "<GREEN>", PrintGreensName dict "#", PlacePOKe dict "<PC>", PCChar dict "<ROCKET>", RocketChar dict "<TM>", TMChar dict "<TRAINER>", TrainerChar dict "<KOUGEKI>", PlaceKougeki dict "<LF>", LineFeedChar dict "<CONT>", ContText dict "<……>", SixDotsChar dict "<DONE>", DoneText dict "<PROMPT>", PromptText dict "<PKMN>", PlacePKMN dict "<POKE>", PlacePOKE dict "%", NextChar dict "¯", " " dict "<DEXEND>", PlaceDexEnd dict "<TARGET>", PlaceMoveTargetsName dict "<USER>", PlaceMoveUsersName dict "<ENEMY>", PlaceEnemysName dict "<PLAY_G>", PlaceGenderedPlayerName dict "゚", .place ; should be .diacritic dict "゙", .place ; should be .diacritic jr .not_diacritic .diacritic ; unreferenced ld b, a call Diacritic jp NextChar .not_diacritic cp FIRST_REGULAR_TEXT_CHAR jr nc, .place ; dakuten or handakuten cp "パ" jr nc, .handakuten ; dakuten cp FIRST_HIRAGANA_DAKUTEN_CHAR jr nc, .hiragana_dakuten ; katakana dakuten add "カ" - "ガ" jr .place_dakuten .hiragana_dakuten add "か" - "が" .place_dakuten ld b, "゙" ; dakuten call Diacritic jr .place .handakuten cp "ぱ" jr nc, .hiragana_handakuten ; katakana handakuten add "ハ" - "パ" jr .place_handakuten .hiragana_handakuten add "は" - "ぱ" .place_handakuten ld b, "゚" ; handakuten call Diacritic .place ld [hli], a call PrintLetterDelay jp NextChar MobileScriptChar:: ld c, l ld b, h farcall RunMobileScript jp PlaceNextChar print_name: MACRO push de ld de, \1 jp PlaceCommandCharacter ENDM PrintMomsName: print_name wMomsName PrintPlayerName: print_name wPlayerName PrintRivalName: print_name wRivalName PrintRedsName: print_name wRedsName PrintGreensName: print_name wGreensName TrainerChar: print_name TrainerCharText TMChar: print_name TMCharText PCChar: print_name PCCharText RocketChar: print_name RocketCharText PlacePOKe: print_name PlacePOKeText PlaceKougeki: print_name KougekiText SixDotsChar: print_name SixDotsCharText PlacePKMN: print_name PlacePKMNText PlacePOKE: print_name PlacePOKEText PlaceJPRoute: print_name PlaceJPRouteText PlaceWatashi: print_name PlaceWatashiText PlaceKokoWa: print_name PlaceKokoWaText PlaceMoveTargetsName:: ldh a, [hBattleTurn] xor 1 jr PlaceBattlersName PlaceMoveUsersName:: ldh a, [hBattleTurn] ; fallthrough PlaceBattlersName: push de and a jr nz, .enemy ld de, wBattleMonNickname jr PlaceCommandCharacter .enemy ld de, EnemyText call PlaceString ld h, b ld l, c ld de, wEnemyMonNickname jr PlaceCommandCharacter PlaceEnemysName:: push de ld a, [wLinkMode] and a jr nz, .linkbattle ld a, [wTrainerClass] cp RIVAL1 jr z, .rival cp RIVAL2 jr z, .rival ld de, wOTClassName call PlaceString ld h, b ld l, c ld de, String_Space call PlaceString push bc callfar Battle_GetTrainerName pop hl ld de, wStringBuffer1 jr PlaceCommandCharacter .rival ld de, wRivalName jr PlaceCommandCharacter .linkbattle ld de, wOTClassName jr PlaceCommandCharacter PlaceGenderedPlayerName:: push de ld de, wPlayerName call PlaceString ld h, b ld l, c ld a, [wPlayerGender] bit PLAYERGENDER_FEMALE_F, a ld de, KunSuffixText jr z, PlaceCommandCharacter ld de, ChanSuffixText jr PlaceCommandCharacter PlaceCommandCharacter:: call PlaceString ld h, b ld l, c pop de jp NextChar TMCharText:: db "TM@" TrainerCharText:: db "TRAINER@" PCCharText:: db "PC@" RocketCharText:: db "ROCKET@" PlacePOKeText:: db "POKé@" KougekiText:: db "こうげき@" SixDotsCharText:: db "……@" EnemyText:: db "Enemy @" PlacePKMNText:: db "<PK><MN>@" PlacePOKEText:: db "<PO><KE>@" String_Space:: db " @" ; These strings have been dummied out. PlaceJPRouteText:: PlaceWatashiText:: PlaceKokoWaText:: db "@" KunSuffixText:: db "@" ChanSuffixText:: db "@" NextLineChar:: pop hl ld bc, SCREEN_WIDTH * 2 add hl, bc push hl jp NextChar LineFeedChar:: pop hl ld bc, SCREEN_WIDTH add hl, bc push hl jp NextChar CarriageReturnChar:: pop hl push de ld bc, -wTilemap + $10000 add hl, bc ld de, -SCREEN_WIDTH ld c, 1 .loop ld a, h and a jr nz, .next ld a, l cp SCREEN_WIDTH jr c, .done .next add hl, de inc c jr .loop .done hlcoord 0, 0 ld de, SCREEN_WIDTH ld a, c .loop2 and a jr z, .done2 add hl, de dec a jr .loop2 .done2 pop de inc de ld a, [de] ld c, a ld b, 0 add hl, bc push hl jp NextChar LineChar:: pop hl hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2 push hl jp NextChar Paragraph:: push de ld a, [wLinkMode] cp LINK_COLOSSEUM jr z, .linkbattle cp LINK_MOBILE jr z, .linkbattle call LoadBlinkingCursor .linkbattle call Text_WaitBGMap call PromptButton hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY lb bc, TEXTBOX_INNERH - 1, TEXTBOX_INNERW call ClearBox call UnloadBlinkingCursor ld c, 20 call DelayFrames hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY pop de jp NextChar _ContText:: ld a, [wLinkMode] or a jr nz, .communication call LoadBlinkingCursor .communication call Text_WaitBGMap push de call PromptButton pop de ld a, [wLinkMode] or a call z, UnloadBlinkingCursor ; fallthrough _ContTextNoPause:: push de call TextScroll call TextScroll hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2 pop de jp NextChar ContText:: push de ld de, .cont ld b, h ld c, l call PlaceString ld h, b ld l, c pop de jp NextChar .cont: db "<_CONT>@" PlaceDexEnd:: ; Ends a Pokédex entry in Gen 1. ; Dex entries are now regular strings. ld [hl], "." pop hl ret PromptText:: ld a, [wLinkMode] cp LINK_COLOSSEUM jr z, .ok cp LINK_MOBILE jr z, .ok call LoadBlinkingCursor .ok call Text_WaitBGMap call PromptButton ld a, [wLinkMode] cp LINK_COLOSSEUM jr z, DoneText cp LINK_MOBILE jr z, DoneText call UnloadBlinkingCursor DoneText:: pop hl ld de, .stop dec de ret .stop: text_end NullChar:: ld a, "?" ld [hli], a call PrintLetterDelay jp NextChar TextScroll:: hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY decoord TEXTBOX_INNERX, TEXTBOX_INNERY - 1 ld a, TEXTBOX_INNERH - 1 .col push af ld c, TEXTBOX_INNERW .row ld a, [hli] ld [de], a inc de dec c jr nz, .row inc de inc de inc hl inc hl pop af dec a jr nz, .col hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2 ld a, " " ld bc, TEXTBOX_INNERW call ByteFill ld c, 5 call DelayFrames ret Text_WaitBGMap:: push bc ldh a, [hOAMUpdate] push af ld a, 1 ldh [hOAMUpdate], a call WaitBGMap pop af ldh [hOAMUpdate], a pop bc ret Diacritic:: ret LoadBlinkingCursor:: ld a, "▼" ldcoord_a 18, 17 ret UnloadBlinkingCursor:: lda_coord 17, 17 ldcoord_a 18, 17 ret PlaceFarString:: ld b, a ldh a, [hROMBank] push af ld a, b rst Bankswitch call PlaceString pop af rst Bankswitch ret PokeFluteTerminator:: ld hl, .stop ret .stop: text_end PlaceHLTextAtBC:: ld a, [wTextboxFlags] push af set NO_TEXT_DELAY_F, a ld [wTextboxFlags], a call DoTextUntilTerminator pop af ld [wTextboxFlags], a ret DoTextUntilTerminator:: ld a, [hli] cp TX_END ret z call .TextCommand jr DoTextUntilTerminator .TextCommand: push hl push bc ld c, a ld b, 0 ld hl, TextCommands add hl, bc add hl, bc ld e, [hl] inc hl ld d, [hl] pop bc pop hl ; jp de push de ret TextCommands:: ; entries correspond to TX_* constants (see macros/scripts/text.asm) table_width 2, TextCommands dw TextCommand_START ; TX_START dw TextCommand_RAM ; TX_RAM dw TextCommand_BCD ; TX_BCD dw TextCommand_MOVE ; TX_MOVE dw TextCommand_BOX ; TX_BOX dw TextCommand_LOW ; TX_LOW dw TextCommand_PROMPT_BUTTON ; TX_PROMPT_BUTTON dw TextCommand_SCROLL ; TX_SCROLL dw TextCommand_START_ASM ; TX_START_ASM dw TextCommand_DECIMAL ; TX_DECIMAL dw TextCommand_PAUSE ; TX_PAUSE dw TextCommand_SOUND ; TX_SOUND_DEX_FANFARE_50_79 dw TextCommand_DOTS ; TX_DOTS dw TextCommand_WAIT_BUTTON ; TX_WAIT_BUTTON dw TextCommand_SOUND ; TX_SOUND_DEX_FANFARE_20_49 dw TextCommand_SOUND ; TX_SOUND_ITEM dw TextCommand_SOUND ; TX_SOUND_CAUGHT_MON dw TextCommand_SOUND ; TX_SOUND_DEX_FANFARE_80_109 dw TextCommand_SOUND ; TX_SOUND_FANFARE dw TextCommand_SOUND ; TX_SOUND_SLOT_MACHINE_START dw TextCommand_STRINGBUFFER ; TX_STRINGBUFFER dw TextCommand_DAY ; TX_DAY dw TextCommand_FAR ; TX_FAR assert_table_length NUM_TEXT_CMDS TextCommand_START:: ; write text until "@" ld d, h ld e, l ld h, b ld l, c call PlaceString ld h, d ld l, e inc hl ret TextCommand_RAM:: ; write text from a ram address (little endian) ld a, [hli] ld e, a ld a, [hli] ld d, a push hl ld h, b ld l, c call PlaceString pop hl ret TextCommand_FAR:: ; write text from a different bank (little endian) ldh a, [hROMBank] push af ld a, [hli] ld e, a ld a, [hli] ld d, a ld a, [hli] ldh [hROMBank], a ld [MBC3RomBank], a push hl ld h, d ld l, e call DoTextUntilTerminator pop hl pop af ldh [hROMBank], a ld [MBC3RomBank], a ret TextCommand_BCD:: ; write bcd from address, typically ram ld a, [hli] ld e, a ld a, [hli] ld d, a ld a, [hli] push hl ld h, b ld l, c ld c, a call PrintBCDNumber ld b, h ld c, l pop hl ret TextCommand_MOVE:: ; move to a new tile ld a, [hli] ld [wMenuScrollPosition + 2], a ld c, a ld a, [hli] ld [wMenuScrollPosition + 2 + 1], a ld b, a ret TextCommand_BOX:: ; draw a box (height, width) ld a, [hli] ld e, a ld a, [hli] ld d, a ld a, [hli] ld b, a ld a, [hli] ld c, a push hl ld h, d ld l, e call Textbox pop hl ret TextCommand_LOW:: ; write text at (1,16) bccoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2 ret TextCommand_PROMPT_BUTTON:: ; wait for button press; show arrow ld a, [wLinkMode] cp LINK_COLOSSEUM jp z, TextCommand_WAIT_BUTTON cp LINK_MOBILE jp z, TextCommand_WAIT_BUTTON push hl call LoadBlinkingCursor push bc call PromptButton pop bc call UnloadBlinkingCursor pop hl ret TextCommand_SCROLL:: ; pushes text up two lines and sets the BC cursor to the border tile ; below the first character column of the text box. push hl call UnloadBlinkingCursor call TextScroll call TextScroll pop hl bccoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2 ret TextCommand_START_ASM:: ; run assembly code bit 7, h jr nz, .not_rom jp hl .not_rom ld a, TX_END ld [hl], a ret TextCommand_DECIMAL:: ; print a decimal number ld a, [hli] ld e, a ld a, [hli] ld d, a ld a, [hli] push hl ld h, b ld l, c ld b, a and $f ld c, a ld a, b and $f0 swap a set PRINTNUM_LEFTALIGN_F, a ld b, a call PrintNum ld b, h ld c, l pop hl ret TextCommand_PAUSE:: ; wait for button press or 30 frames push hl push bc call GetJoypad ldh a, [hJoyDown] and A_BUTTON | B_BUTTON jr nz, .done ld c, 30 call DelayFrames .done pop bc pop hl ret TextCommand_SOUND:: ; play a sound effect from TextSFX push bc dec hl ld a, [hli] ld b, a push hl ld hl, TextSFX .loop ld a, [hli] cp -1 jr z, .done cp b jr z, .play inc hl inc hl jr .loop .play push de ld e, [hl] inc hl ld d, [hl] call PlaySFX call WaitSFX pop de .done pop hl pop bc ret TextCommand_CRY:: ; unreferenced ; play a pokemon cry push de ld e, [hl] inc hl ld d, [hl] call PlayMonCry pop de pop hl pop bc ret TextSFX:: dbw TX_SOUND_DEX_FANFARE_50_79, SFX_DEX_FANFARE_50_79 dbw TX_SOUND_FANFARE, SFX_FANFARE dbw TX_SOUND_DEX_FANFARE_20_49, SFX_DEX_FANFARE_20_49 dbw TX_SOUND_ITEM, SFX_ITEM dbw TX_SOUND_CAUGHT_MON, SFX_CAUGHT_MON dbw TX_SOUND_DEX_FANFARE_80_109, SFX_DEX_FANFARE_80_109 dbw TX_SOUND_SLOT_MACHINE_START, SFX_SLOT_MACHINE_START db -1 TextCommand_DOTS:: ; wait for button press or 30 frames while printing "…"s ld a, [hli] ld d, a push hl ld h, b ld l, c .loop push de ld a, "…" ld [hli], a call GetJoypad ldh a, [hJoyDown] and A_BUTTON | B_BUTTON jr nz, .next ld c, 10 call DelayFrames .next pop de dec d jr nz, .loop ld b, h ld c, l pop hl ret TextCommand_WAIT_BUTTON:: ; wait for button press; don't show arrow push hl push bc call PromptButton pop bc pop hl ret TextCommand_STRINGBUFFER:: ; Print a string from one of the following: ; 0: wStringBuffer3 ; 1: wStringBuffer4 ; 2: wStringBuffer5 ; 3: wStringBuffer2 ; 4: wStringBuffer1 ; 5: wEnemyMonNickname ; 6: wBattleMonNickname ld a, [hli] push hl ld e, a ld d, 0 ld hl, StringBufferPointers add hl, de add hl, de ld a, BANK(StringBufferPointers) call GetFarWord ld d, h ld e, l ld h, b ld l, c call PlaceString pop hl ret TextCommand_DAY:: ; print the day of the week call GetWeekday push hl push bc ld c, a ld b, 0 ld hl, .Days add hl, bc add hl, bc ld a, [hli] ld h, [hl] ld l, a ld d, h ld e, l pop hl call PlaceString ld h, b ld l, c ld de, .Day call PlaceString pop hl ret .Days: dw .Sun dw .Mon dw .Tues dw .Wednes dw .Thurs dw .Fri dw .Satur .Sun: db "SUN@" .Mon: db "MON@" .Tues: db "TUES@" .Wednes: db "WEDNES@" .Thurs: db "THURS@" .Fri: db "FRI@" .Satur: db "SATUR@" .Day: db "DAY@"