ref: b44a10a43a1fa4a558b4c593d0a610571ecb3a50
dir: /home/text_script.asm/
; this function is used to display sign messages, sprite dialog, etc. ; INPUT: [hSpriteIndexOrTextID] = sprite ID or text ID DisplayTextID:: ldh a, [hLoadedROMBank] push af farcall DisplayTextIDInit ; initialization ld hl, wTextPredefFlag bit 0, [hl] res 0, [hl] jr nz, .skipSwitchToMapBank ld a, [wCurMap] call SwitchToMapRomBank .skipSwitchToMapBank ld a, 30 ; half a second ldh [hFrameCounter], a ; used as joypad poll timer ld hl, wMapTextPtr ld a, [hli] ld h, [hl] ld l, a ; hl = map text pointer ld d, $00 ldh a, [hSpriteIndexOrTextID] ; text ID ld [wSpriteIndex], a dict TEXT_START_MENU, DisplayStartMenu dict TEXT_SAFARI_GAME_OVER, DisplaySafariGameOverText dict TEXT_MON_FAINTED, DisplayPokemonFaintedText dict TEXT_BLACKED_OUT, DisplayPlayerBlackedOutText dict TEXT_REPEL_WORE_OFF, DisplayRepelWoreOffText ld a, [wNumSprites] ld e, a ldh a, [hSpriteIndexOrTextID] ; sprite ID cp e jr z, .spriteHandling jr nc, .skipSpriteHandling .spriteHandling ; get the text ID of the sprite push hl push de push bc farcall UpdateSpriteFacingOffsetAndDelayMovement ; update the graphics of the sprite the player is talking to (to face the right direction) pop bc pop de ld hl, wMapSpriteData ; NPC text entries ldh a, [hSpriteIndexOrTextID] dec a add a add l ld l, a jr nc, .noCarry inc h .noCarry inc hl ld a, [hl] ; a = text ID of the sprite pop hl .skipSpriteHandling ; look up the address of the text in the map's text entries dec a ld e, a sla e add hl, de ld a, [hli] ld h, [hl] ld l, a ; hl = address of the text ld a, [hl] ; a = first byte of text ; check first byte of text for special cases dict2: MACRO cp \1 jr nz, .not\@ \2 jr AfterDisplayingTextID .not\@ ENDM dict TX_SCRIPT_MART, DisplayPokemartDialogue dict TX_SCRIPT_POKECENTER_NURSE, DisplayPokemonCenterDialogue dict TX_SCRIPT_PLAYERS_PC, TextScript_ItemStoragePC dict TX_SCRIPT_BILLS_PC, TextScript_BillsPC dict TX_SCRIPT_POKECENTER_PC, TextScript_PokemonCenterPC dict2 TX_SCRIPT_VENDING_MACHINE, farcall VendingMachineMenu dict TX_SCRIPT_PRIZE_VENDOR, TextScript_GameCornerPrizeMenu dict2 TX_SCRIPT_CABLE_CLUB_RECEPTIONIST, callfar CableClubNPC call PrintText_NoCreatingTextBox ; display the text ld a, [wDoNotWaitForButtonPressAfterDisplayingText] and a jr nz, HoldTextDisplayOpen AfterDisplayingTextID:: ld a, [wEnteringCableClub] and a jr nz, HoldTextDisplayOpen call WaitForTextScrollButtonPress ; wait for a button press after displaying all the text ; loop to hold the dialogue box open as long as the player keeps holding down the A button HoldTextDisplayOpen:: call Joypad ldh a, [hJoyHeld] bit 0, a ; is the A button being pressed? jr nz, HoldTextDisplayOpen CloseTextDisplay:: ld a, [wCurMap] call SwitchToMapRomBank ld a, $90 ldh [hWY], a ; move the window off the screen call DelayFrame call LoadGBPal xor a ldh [hAutoBGTransferEnabled], a ; disable continuous WRAM to VRAM transfer each V-blank ; loop to make sprites face the directions they originally faced before the dialogue ld hl, wSprite01StateData2OrigFacingDirection ld c, $0f ld de, $10 .restoreSpriteFacingDirectionLoop ld a, [hl] ; x#SPRITESTATEDATA2_ORIGFACINGDIRECTION dec h ld [hl], a ; [x#SPRITESTATEDATA1_FACINGDIRECTION] inc h add hl, de dec c jr nz, .restoreSpriteFacingDirectionLoop ld a, BANK(InitMapSprites) ldh [hLoadedROMBank], a ld [MBC1RomBank], a call InitMapSprites ; reload sprite tile pattern data (since it was partially overwritten by text tile patterns) ld hl, wFontLoaded res 0, [hl] ld a, [wd732] bit 3, a ; used fly warp call z, LoadPlayerSpriteGraphics call LoadCurrentMapView pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a jp UpdateSprites DisplayPokemartDialogue:: push hl ld hl, PokemartGreetingText call PrintText pop hl inc hl call LoadItemList ld a, PRICEDITEMLISTMENU ld [wListMenuID], a homecall DisplayPokemartDialogue_ jp AfterDisplayingTextID PokemartGreetingText:: text_far _PokemartGreetingText text_end LoadItemList:: ld a, 1 ld [wUpdateSpritesEnabled], a ld a, h ld [wItemListPointer], a ld a, l ld [wItemListPointer + 1], a ld de, wItemList .loop ld a, [hli] ld [de], a inc de cp $ff jr nz, .loop ret DisplayPokemonCenterDialogue:: ; zeroing these doesn't appear to serve any purpose xor a ldh [hItemPrice], a ldh [hItemPrice + 1], a ldh [hItemPrice + 2], a inc hl homecall DisplayPokemonCenterDialogue_ jp AfterDisplayingTextID DisplaySafariGameOverText:: callfar PrintSafariGameOverText jp AfterDisplayingTextID DisplayPokemonFaintedText:: ld hl, PokemonFaintedText call PrintText jp AfterDisplayingTextID PokemonFaintedText:: text_far _PokemonFaintedText text_end DisplayPlayerBlackedOutText:: ld hl, PlayerBlackedOutText call PrintText ld a, [wd732] res 5, a ; reset forced to use bike bit ld [wd732], a jp HoldTextDisplayOpen PlayerBlackedOutText:: text_far _PlayerBlackedOutText text_end DisplayRepelWoreOffText:: ld hl, RepelWoreOffText call PrintText jp AfterDisplayingTextID RepelWoreOffText:: text_far _RepelWoreOffText text_end