ref: 3fe60f77935c0891bae2a10184ec85f0ca066111
dir: /engine/menu/main_menu.asm/
MainMenu: ; 5af2 (1:5af2) ; Check save file call InitOptions xor a ld [wOptionsInitialized],a inc a ld [wSaveFileStatus],a call CheckForPlayerNameInSRAM jr nc,.mainMenuLoop predef LoadSAV .mainMenuLoop ld c,20 call DelayFrames xor a ; LINK_STATE_NONE ld [wLinkState],a ld hl,wPartyAndBillsPCSavedMenuItem ld [hli],a ld [hli],a ld [hli],a ld [hl],a ld [wDefaultMap],a ld hl,wd72e res 6,[hl] call ClearScreen call RunDefaultPaletteCommand call LoadTextBoxTilePatterns call LoadFontTilePatterns ld hl,wd730 set 6,[hl] ld a,[wSaveFileStatus] cp a,1 jr z,.noSaveFile ; there's a save file coord hl, 0, 0 ld b,6 ld c,13 call TextBoxBorder coord hl, 2, 2 ld de,ContinueText call PlaceString jr .next2 .noSaveFile coord hl, 0, 0 ld b,4 ld c,13 call TextBoxBorder coord hl, 2, 2 ld de,NewGameText call PlaceString .next2 ld hl,wd730 res 6,[hl] call UpdateSprites xor a ld [wCurrentMenuItem],a ld [wLastMenuItem],a ld [wMenuJoypadPollCount],a inc a ld [wTopMenuItemX],a inc a ld [wTopMenuItemY],a ld a,A_BUTTON | B_BUTTON | START ld [wMenuWatchedKeys],a ld a,[wSaveFileStatus] ld [wMaxMenuItem],a call HandleMenuInput bit 1,a ; pressed B? jp nz,DisplayTitleScreen ; if so, go back to the title screen ld c,20 call DelayFrames ld a,[wCurrentMenuItem] ld b,a ld a,[wSaveFileStatus] cp a,2 jp z,.skipInc ; If there's no save file, increment the current menu item so that the numbers ; are the same whether or not there's a save file. inc b .skipInc ld a,b and a jr z,.choseContinue cp a,1 jp z,StartNewGame call DisplayOptionMenu ld a,1 ld [wOptionsInitialized],a jp .mainMenuLoop .choseContinue call DisplayContinueGameInfo ld hl,wCurrentMapScriptFlags set 5,[hl] .inputLoop xor a ld [hJoyPressed],a ld [hJoyReleased],a ld [hJoyHeld],a call Joypad ld a,[hJoyHeld] bit 0,a jr nz,.pressedA bit 1,a jp nz,.mainMenuLoop ; pressed B jr .inputLoop .pressedA call GBPalWhiteOutWithDelay3 call ClearScreen ld a,PLAYER_DIR_DOWN ld [wPlayerDirection],a ld c,10 call DelayFrames ld a,[wNumHoFTeams] and a jp z,SpecialEnterMap ld a,[wCurMap] ; map ID cp a,HALL_OF_FAME jp nz,SpecialEnterMap xor a ld [wDestinationMap],a ld hl,wd732 set 2,[hl] ; fly warp or dungeon warp call SpecialWarpIn jp SpecialEnterMap InitOptions: ; 5bff (1:5bff) ld a,1 ; no delay ld [wLetterPrintingDelayFlags],a ld a,3 ; medium speed ld [wOptions],a ret LinkMenu: ; 5c0a (1:5c0a) xor a ld [wLetterPrintingDelayFlags], a ld hl, wd72e set 6, [hl] ld hl, TextTerminator_6b20 call PrintText call SaveScreenTilesToBuffer1 ld hl, WhereWouldYouLikeText call PrintText coord hl, 5, 5 ld b, $6 ld c, $d call TextBoxBorder call UpdateSprites coord hl, 7, 7 ld de, CableClubOptionsText call PlaceString xor a ld [wUnusedCD37], a ld [wd72d], a ld hl, wTopMenuItemY ld a, $7 ld [hli], a ld a, $6 ld [hli], a xor a ld [hli], a inc hl ld a, $2 ld [hli], a inc a ; ld a, A_BUTTON | B_BUTTON ld [hli], a ; wMenuWatchedKeys xor a ld [hl], a .waitForInputLoop call HandleMenuInput and A_BUTTON | B_BUTTON add a add a ld b, a ld a, [wCurrentMenuItem] add b add $d0 ld [wLinkMenuSelectionSendBuffer], a ld [wLinkMenuSelectionSendBuffer + 1], a .exchangeMenuSelectionLoop call Serial_ExchangeLinkMenuSelection ld a, [wLinkMenuSelectionReceiveBuffer] ld b, a and $f0 cp $d0 jr z, .asm_5c7d ld a, [wLinkMenuSelectionReceiveBuffer + 1] ld b, a and $f0 cp $d0 jr nz, .exchangeMenuSelectionLoop .asm_5c7d ld a, b and $c ; did the enemy press A or B? jr nz, .enemyPressedAOrB ; the enemy didn't press A or B ld a, [wLinkMenuSelectionSendBuffer] and $c ; did the player press A or B? jr z, .waitForInputLoop ; if neither the player nor the enemy pressed A or B, try again jr .doneChoosingMenuSelection ; if the player pressed A or B but the enemy didn't, use the player's selection .enemyPressedAOrB ld a, [wLinkMenuSelectionSendBuffer] and $c ; did the player press A or B? jr z, .useEnemyMenuSelection ; if the enemy pressed A or B but the player didn't, use the enemy's selection ; the enemy and the player both pressed A or B ; The gameboy that is clocking the connection wins. ld a, [hSerialConnectionStatus] cp USING_INTERNAL_CLOCK jr z, .doneChoosingMenuSelection .useEnemyMenuSelection ld a, b ld [wLinkMenuSelectionSendBuffer], a and $3 ld [wCurrentMenuItem], a .doneChoosingMenuSelection ld a, [hSerialConnectionStatus] cp USING_INTERNAL_CLOCK jr nz, .skipStartingTransfer call DelayFrame call DelayFrame ld a, START_TRANSFER_INTERNAL_CLOCK ld [rSC], a .skipStartingTransfer ld b, $7f ld c, $7f ld d, $ec ld a, [wLinkMenuSelectionSendBuffer] and (B_BUTTON << 2) ; was B button pressed? jr nz, .updateCursorPosition ; A button was pressed ld a, [wCurrentMenuItem] cp $2 jr z, .updateCursorPosition ld c, d ld d, b dec a jr z, .updateCursorPosition ld b, c ld c, d .updateCursorPosition ld a, b Coorda 6, 7 ld a, c Coorda 6, 9 ld a, d Coorda 6, 11 ld c, 40 call DelayFrames call LoadScreenTilesFromBuffer1 ld a, [wLinkMenuSelectionSendBuffer] and (B_BUTTON << 2) ; was B button pressed? jr nz, .choseCancel ; cancel if B pressed ld a, [wCurrentMenuItem] cp $2 jr z, .choseCancel xor a ld [wWalkBikeSurfState], a ; start walking ld a, [wCurrentMenuItem] and a ld a, COLOSSEUM jr nz, .next ld a, TRADE_CENTER .next ld [wd72d], a ld hl, PleaseWaitText call PrintText ld c, 50 call DelayFrames ld hl, wd732 res 1, [hl] ld a, [wDefaultMap] ld [wDestinationMap], a call SpecialWarpIn ld c, 20 call DelayFrames xor a ld [wMenuJoypadPollCount], a ld [wSerialExchangeNybbleSendData], a inc a ; LINK_STATE_IN_CABLE_CLUB ld [wLinkState], a ld [wEnteringCableClub], a jr SpecialEnterMap .choseCancel xor a ld [wMenuJoypadPollCount], a call Delay3 call CloseLinkConnection ld hl, LinkCanceledText call PrintText ld hl, wd72e res 6, [hl] ret WhereWouldYouLikeText: ; 5d43 (1:5d43) TX_FAR _WhereWouldYouLikeText db "@" PleaseWaitText: ; 5d48 (1:5d48) TX_FAR _PleaseWaitText db "@" LinkCanceledText: ; 5d4d (1:5d4d) TX_FAR _LinkCanceledText db "@" StartNewGame: ; 5d52 (1:5d52) ld hl, wd732 res 1, [hl] call OakSpeech ld c, 20 call DelayFrames ; enter map after using a special warp or loading the game from the main menu SpecialEnterMap: ; 5d5f (1:5d5f) xor a ld [hJoyPressed], a ld [hJoyHeld], a ld [hJoy5], a ld [wd72d], a ld hl, wd732 set 0, [hl] ; count play time call ResetPlayerSpriteData ld c, 20 call DelayFrames ld a, [wEnteringCableClub] and a ret nz jp EnterMap ContinueText: ; 5d7e (1:5d7e) db "CONTINUE", $4e NewGameText: ; 5d87 (1:5d87) db "NEW GAME", $4e db "OPTION@" CableClubOptionsText: ; 5d97 (1:5d97) db "TRADE CENTER", $4e db "COLOSSEUM", $4e db "CANCEL@" DisplayContinueGameInfo: ; 5db5 (1:5db5) xor a ld [H_AUTOBGTRANSFERENABLED], a coord hl, 4, 7 ld b, 8 ld c, 14 call TextBoxBorder coord hl, 5, 9 ld de, SaveScreenInfoText call PlaceString coord hl, 12, 9 ld de, wPlayerName call PlaceString coord hl, 17, 11 call PrintNumBadges coord hl, 16, 13 call PrintNumOwnedMons coord hl, 13, 15 call PrintPlayTime ld a, 1 ld [H_AUTOBGTRANSFERENABLED], a ld c, 30 jp DelayFrames PrintSaveScreenText: ; 5def (1:5def) xor a ld [H_AUTOBGTRANSFERENABLED], a coord hl, 4, 0 ld b, $8 ld c, $e call TextBoxBorder call LoadTextBoxTilePatterns call UpdateSprites coord hl, 5, 2 ld de, SaveScreenInfoText call PlaceString coord hl, 12, 2 ld de, wPlayerName call PlaceString coord hl, 17, 4 call PrintNumBadges coord hl, 16, 6 call PrintNumOwnedMons coord hl, 13, 8 call PrintPlayTime ld a, $1 ld [H_AUTOBGTRANSFERENABLED], a ld c, 30 jp DelayFrames PrintNumBadges: ; 5e2f (1:5e2f) push hl ld hl, wObtainedBadges ld b, $1 call CountSetBits pop hl ld de, wNumSetBits lb bc, 1, 2 jp PrintNumber PrintNumOwnedMons: ; 5e42 (1:5e42) push hl ld hl, wPokedexOwned ld b, wPokedexOwnedEnd - wPokedexOwned call CountSetBits pop hl ld de, wNumSetBits lb bc, 1, 3 jp PrintNumber PrintPlayTime: ; 5e55 (1:5e55) ld de, wPlayTimeHours lb bc, 1, 3 call PrintNumber ld [hl], $6d inc hl ld de, wPlayTimeMinutes lb bc, LEADING_ZEROES | 1, 2 jp PrintNumber SaveScreenInfoText: ; 5e6a (1:5e6a) db "PLAYER" next "BADGES " next "#DEX " next "TIME@" DisplayOptionMenu: ; 5e8a (1:5e8a) coord hl, 0, 0 ld b,3 ld c,18 call TextBoxBorder coord hl, 0, 5 ld b,3 ld c,18 call TextBoxBorder coord hl, 0, 10 ld b,3 ld c,18 call TextBoxBorder coord hl, 1, 1 ld de,TextSpeedOptionText call PlaceString coord hl, 1, 6 ld de,BattleAnimationOptionText call PlaceString coord hl, 1, 11 ld de,BattleStyleOptionText call PlaceString coord hl, 2, 16 ld de,OptionMenuCancelText call PlaceString xor a ld [wCurrentMenuItem],a ld [wLastMenuItem],a inc a ld [wLetterPrintingDelayFlags],a ld [wUnusedCD40],a ld a,3 ; text speed cursor Y coordinate ld [wTopMenuItemY],a call SetCursorPositionsFromOptions ld a,[wOptionsTextSpeedCursorX] ; text speed cursor X coordinate ld [wTopMenuItemX],a ld a,$01 ld [H_AUTOBGTRANSFERENABLED],a ; enable auto background transfer call Delay3 .loop call PlaceMenuCursor call SetOptionsFromCursorPositions .getJoypadStateLoop call JoypadLowSensitivity ld a,[hJoy5] ld b,a and a,A_BUTTON | B_BUTTON | START | D_RIGHT | D_LEFT | D_UP | D_DOWN ; any key besides select pressed? jr z,.getJoypadStateLoop bit 1,b ; B button pressed? jr nz,.exitMenu bit 3,b ; Start button pressed? jr nz,.exitMenu bit 0,b ; A button pressed? jr z,.checkDirectionKeys ld a,[wTopMenuItemY] cp a,16 ; is the cursor on Cancel? jr nz,.loop .exitMenu ld a,SFX_PRESS_AB call PlaySound ret .eraseOldMenuCursor ld [wTopMenuItemX],a call EraseMenuCursor jp .loop .checkDirectionKeys ld a,[wTopMenuItemY] bit 7,b ; Down pressed? jr nz,.downPressed bit 6,b ; Up pressed? jr nz,.upPressed cp a,8 ; cursor in Battle Animation section? jr z,.cursorInBattleAnimation cp a,13 ; cursor in Battle Style section? jr z,.cursorInBattleStyle cp a,16 ; cursor on Cancel? jr z,.loop .cursorInTextSpeed bit 5,b ; Left pressed? jp nz,.pressedLeftInTextSpeed jp .pressedRightInTextSpeed .downPressed cp a,16 ld b,-13 ld hl,wOptionsTextSpeedCursorX jr z,.updateMenuVariables ld b,5 cp a,3 inc hl jr z,.updateMenuVariables cp a,8 inc hl jr z,.updateMenuVariables ld b,3 inc hl jr .updateMenuVariables .upPressed cp a,8 ld b,-5 ld hl,wOptionsTextSpeedCursorX jr z,.updateMenuVariables cp a,13 inc hl jr z,.updateMenuVariables cp a,16 ld b,-3 inc hl jr z,.updateMenuVariables ld b,13 inc hl .updateMenuVariables add b ld [wTopMenuItemY],a ld a,[hl] ld [wTopMenuItemX],a call PlaceUnfilledArrowMenuCursor jp .loop .cursorInBattleAnimation ld a,[wOptionsBattleAnimCursorX] ; battle animation cursor X coordinate xor a,$0b ; toggle between 1 and 10 ld [wOptionsBattleAnimCursorX],a jp .eraseOldMenuCursor .cursorInBattleStyle ld a,[wOptionsBattleStyleCursorX] ; battle style cursor X coordinate xor a,$0b ; toggle between 1 and 10 ld [wOptionsBattleStyleCursorX],a jp .eraseOldMenuCursor .pressedLeftInTextSpeed ld a,[wOptionsTextSpeedCursorX] ; text speed cursor X coordinate cp a,1 jr z,.updateTextSpeedXCoord cp a,7 jr nz,.fromSlowToMedium sub a,6 jr .updateTextSpeedXCoord .fromSlowToMedium sub a,7 jr .updateTextSpeedXCoord .pressedRightInTextSpeed ld a,[wOptionsTextSpeedCursorX] ; text speed cursor X coordinate cp a,14 jr z,.updateTextSpeedXCoord cp a,7 jr nz,.fromFastToMedium add a,7 jr .updateTextSpeedXCoord .fromFastToMedium add a,6 .updateTextSpeedXCoord ld [wOptionsTextSpeedCursorX],a ; text speed cursor X coordinate jp .eraseOldMenuCursor TextSpeedOptionText: ; 5fc0 (1:5fc0) db "TEXT SPEED" next " FAST MEDIUM SLOW@" BattleAnimationOptionText: ; 5fde (1:5fde) db "BATTLE ANIMATION" next " ON OFF@" BattleStyleOptionText: ; 5ffd (1:5ffd) db "BATTLE STYLE" next " SHIFT SET@" OptionMenuCancelText: ; 6018 (1:6018) db "CANCEL@" ; sets the options variable according to the current placement of the menu cursors in the options menu SetOptionsFromCursorPositions: ; 601f (1:601f) ld hl,TextSpeedOptionData ld a,[wOptionsTextSpeedCursorX] ; text speed cursor X coordinate ld c,a .loop ld a,[hli] cp c jr z,.textSpeedMatchFound inc hl jr .loop .textSpeedMatchFound ld a,[hl] ld d,a ld a,[wOptionsBattleAnimCursorX] ; battle animation cursor X coordinate dec a jr z,.battleAnimationOn .battleAnimationOff set 7,d jr .checkBattleStyle .battleAnimationOn res 7,d .checkBattleStyle ld a,[wOptionsBattleStyleCursorX] ; battle style cursor X coordinate dec a jr z,.battleStyleShift .battleStyleSet set 6,d jr .storeOptions .battleStyleShift res 6,d .storeOptions ld a,d ld [wOptions],a ret ; reads the options variable and places menu cursors in the correct positions within the options menu SetCursorPositionsFromOptions: ; 604c (1:604c) ld hl,TextSpeedOptionData + 1 ld a,[wOptions] ld c,a and a,$3f push bc ld de,2 call IsInArray pop bc dec hl ld a,[hl] ld [wOptionsTextSpeedCursorX],a ; text speed cursor X coordinate coord hl, 0, 3 call .placeUnfilledRightArrow sla c ld a,1 ; On jr nc,.storeBattleAnimationCursorX ld a,10 ; Off .storeBattleAnimationCursorX ld [wOptionsBattleAnimCursorX],a ; battle animation cursor X coordinate coord hl, 0, 8 call .placeUnfilledRightArrow sla c ld a,1 jr nc,.storeBattleStyleCursorX ld a,10 .storeBattleStyleCursorX ld [wOptionsBattleStyleCursorX],a ; battle style cursor X coordinate coord hl, 0, 13 call .placeUnfilledRightArrow ; cursor in front of Cancel coord hl, 0, 16 ld a,1 .placeUnfilledRightArrow ld e,a ld d,0 add hl,de ld [hl],$ec ; unfilled right arrow menu cursor ret ; table that indicates how the 3 text speed options affect frame delays ; Format: ; 00: X coordinate of menu cursor ; 01: delay after printing a letter (in frames) TextSpeedOptionData: ; 6096 (1:6096) db 14,5 ; Slow db 7,3 ; Medium db 1,1 ; Fast db 7 ; default X coordinate (Medium) db $ff ; terminator CheckForPlayerNameInSRAM: ; 609e (1:609e) ; Check if the player name data in SRAM has a string terminator character ; (indicating that a name may have been saved there) and return whether it does ; in carry. ld a, SRAM_ENABLE ld [MBC1SRamEnable], a ld a, $1 ld [MBC1SRamBankingMode], a ld [MBC1SRamBank], a ld b, NAME_LENGTH ld hl, sPlayerName .loop ld a, [hli] cp "@" jr z, .found dec b jr nz, .loop ; not found xor a ld [MBC1SRamEnable], a ld [MBC1SRamBankingMode], a and a ret .found xor a ld [MBC1SRamEnable], a ld [MBC1SRamBankingMode], a scf ret