ref: bb1bf5e6a7536378dffc2b995384d6dc8692bea8
dir: /home/text.asm/
TextBoxBorder:: ; Draw a c×b text box at hl. ; top row push hl ld a, "┌" ld [hli], a inc a ; ─ call NPlaceChar inc a ; ┐ ld [hl], a pop hl ld de, SCREEN_WIDTH add hl, de ; middle rows .next push hl ld a, "│" ld [hli],a ld a, " " call NPlaceChar ld [hl], "│" pop hl ld de, SCREEN_WIDTH add hl, de dec b jr nz, .next ; bottom row ld a, "└" ld [hli], a ld a, "─" call NPlaceChar ld [hl], "┘" ret NPlaceChar:: ; Place char a c times. ld d, c .loop ld [hli], a dec d jr nz, .loop ret PlaceString:: push hl PlaceNextChar:: ld a,[de] cp "@" jr nz, Char4ETest ld b,h ld c,l pop hl ret Char4ETest:: cp $4E ; next jr nz, .char4FTest ld bc, 2 * SCREEN_WIDTH ld a,[hFlags_0xFFF6] bit 2,a jr z,.ok ld bc,SCREEN_WIDTH .ok pop hl add hl,bc push hl jp PlaceNextChar_inc .char4FTest cp $4F ; line jr nz,.next3 pop hl coord hl, 1, 16 push hl jp PlaceNextChar_inc .next3 ; Check against a dictionary dict: macro if \1 == 0 and a else cp \1 endc jp z, \2 endm dict $00, Char00 ; error dict $4C, Char4C ; autocont dict $4B, Char4B ; cont_ dict $51, Char51 ; para dict $49, Char49 ; page dict $52, Char52 ; player dict $53, Char53 ; rival dict $54, Char54 ; POKé dict $5B, Char5B ; PC dict $5E, Char5E ; ROCKET dict $5C, Char5C ; TM dict $5D, Char5D ; TRAINER dict $55, Char55 ; cont dict $56, Char56 ; 6 dots dict $57, Char57 ; done dict $58, Char58 ; prompt dict $4A, Char4A ; PKMN dict $5F, Char5F ; dex dict $59, Char59 ; TARGET dict $5A, Char5A ; USER ld [hli],a call PrintLetterDelay PlaceNextChar_inc:: inc de jp PlaceNextChar Char00:: ld b,h ld c,l pop hl ld de,Char00Text dec de ret Char00Text:: ; “%d ERROR.” TX_FAR _Char00Text db "@" Char52:: ; player’s name push de ld de,wPlayerName jr FinishDTE Char53:: ; rival’s name push de ld de,wRivalName jr FinishDTE Char5D:: ; TRAINER push de ld de,Char5DText jr FinishDTE Char5C:: ; TM push de ld de,Char5CText jr FinishDTE Char5B:: ; PC push de ld de,Char5BText jr FinishDTE Char5E:: ; ROCKET push de ld de,Char5EText jr FinishDTE Char54:: ; POKé push de ld de,Char54Text jr FinishDTE Char56:: ; …… push de ld de,Char56Text jr FinishDTE Char4A:: ; PKMN push de ld de,Char4AText jr FinishDTE Char59:: ; depending on whose turn it is, print ; enemy active monster’s name, prefixed with “Enemy ” ; or ; player active monster’s name ; (like Char5A but flipped) ld a,[H_WHOSETURN] xor 1 jr MonsterNameCharsCommon Char5A:: ; depending on whose turn it is, print ; player active monster’s name ; or ; enemy active monster’s name, prefixed with “Enemy ” ld a,[H_WHOSETURN] MonsterNameCharsCommon:: push de and a jr nz,.Enemy ld de,wBattleMonNick ; player active monster name jr FinishDTE .Enemy ; print “Enemy ” ld de,Char5AText call PlaceString ld h,b ld l,c ld de,wEnemyMonNick ; enemy active monster name FinishDTE:: call PlaceString ld h,b ld l,c pop de inc de jp PlaceNextChar Char5CText:: db "TM@" Char5DText:: db "TRAINER@" Char5BText:: db "PC@" Char5EText:: db "ROCKET@" Char54Text:: db "POKé@" Char56Text:: db "……@" Char5AText:: db "Enemy @" Char4AText:: db $E1,$E2,"@" ; PKMN Char55:: push de ld b,h ld c,l ld hl,Char55Text call TextCommandProcessor ld h,b ld l,c pop de inc de jp PlaceNextChar Char55Text:: ; equivalent to Char4B TX_FAR _Char55Text db "@" Char5F:: ; ends a Pokédex entry ld [hl],"." pop hl ret Char58:: ; prompt ld a,[wLinkState] cp LINK_STATE_BATTLING jp z, .ok ld a, "▼" Coorda 18, 16 .ok call ProtectedDelay3 call ManualTextScroll ld a, " " Coorda 18, 16 Char57:: ; done pop hl ld de, Char58Text dec de ret Char58Text:: db "@" Char51:: ; para push de ld a, "▼" Coorda 18, 16 call ProtectedDelay3 call ManualTextScroll coord hl, 1, 13 lb bc, 4, 18 call ClearScreenArea ld c, 20 call DelayFrames pop de coord hl, 1, 14 jp PlaceNextChar_inc Char49:: push de ld a,"▼" Coorda 18, 16 call ProtectedDelay3 call ManualTextScroll coord hl, 1, 10 lb bc, 7, 18 call ClearScreenArea ld c,20 call DelayFrames pop de pop hl coord hl, 1, 11 push hl jp PlaceNextChar_inc Char4B:: ld a,"▼" Coorda 18, 16 call ProtectedDelay3 push de call ManualTextScroll pop de ld a, " " Coorda 18, 16 ;fall through Char4C:: push de call ScrollTextUpOneLine call ScrollTextUpOneLine coord hl, 1, 16 pop de jp PlaceNextChar_inc ; move both rows of text in the normal text box up one row ; always called twice in a row ; first time, copy the two rows of text to the "in between" rows that are usually emtpy ; second time, copy the bottom row of text into the top row of text ScrollTextUpOneLine:: coord hl, 0, 14 ; top row of text coord de, 0, 13 ; empty line above text ld b, SCREEN_WIDTH * 3 .copyText ld a,[hli] ld [de],a inc de dec b jr nz,.copyText coord hl, 1, 16 ld a, " " ld b,SCREEN_WIDTH - 2 .clearText ld [hli],a dec b jr nz,.clearText ; wait five frames ld b,5 .WaitFrame call DelayFrame dec b jr nz,.WaitFrame ret ProtectedDelay3:: push bc call Delay3 pop bc ret TextCommandProcessor:: ld a,[wLetterPrintingDelayFlags] push af set 1,a ld e,a ld a, [$fff4] xor e ld [wLetterPrintingDelayFlags],a ld a,c ld [wTextDest],a ld a,b ld [wTextDest + 1],a NextTextCommand:: ld a,[hli] cp a, "@" ; terminator jr nz,.doTextCommand pop af ld [wLetterPrintingDelayFlags],a ret .doTextCommand push hl cp a, $17 jp z, TextCommand17 cp a, $0e jp nc,TextCommand0B ; if a != 0x17 and a >= 0xE, go to command 0xB ; if a < 0xE, use a jump table ld hl,TextCommandJumpTable push bc add a ld b, 0 ld c, a add hl, bc pop bc ld a, [hli] ld h, [hl] ld l, a jp hl ; draw box ; 04AAAABBCC ; AAAA = address of upper left corner ; BB = height ; CC = width TextCommand04:: pop hl 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 TextBoxBorder pop hl jr NextTextCommand ; place string inline ; 00{string} TextCommand00:: pop hl ld d,h ld e,l ld h,b ld l,c call PlaceString ld h,d ld l,e inc hl jr NextTextCommand ; place string from RAM ; 01AAAA ; AAAA = address of string TextCommand01:: pop hl ld a,[hli] ld e,a ld a,[hli] ld d,a push hl ld h,b ld l,c call PlaceString pop hl jr NextTextCommand ; print BCD number ; 02AAAABB ; AAAA = address of BCD number ; BB ; bits 0-4 = length in bytes ; bits 5-7 = unknown flags TextCommand02:: pop hl 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 jr NextTextCommand ; repoint destination address ; 03AAAA ; AAAA = new destination address TextCommand03:: pop hl ld a,[hli] ld [wTextDest],a ld c,a ld a,[hli] ld [wTextDest + 1],a ld b,a jp NextTextCommand ; repoint destination to second line of dialogue text box ; 05 ; (no arguments) TextCommand05:: pop hl coord bc, 1, 16 ; address of second line of dialogue text box jp NextTextCommand ; blink arrow and wait for A or B to be pressed ; 06 ; (no arguments) TextCommand06:: ld a,[wLinkState] cp a,LINK_STATE_BATTLING jp z,TextCommand0D ld a,"▼" Coorda 18, 16 ; place down arrow in lower right corner of dialogue text box push bc call ManualTextScroll ; blink arrow and wait for A or B to be pressed pop bc ld a," " Coorda 18, 16 ; overwrite down arrow with blank space pop hl jp NextTextCommand ; scroll text up one line ; 07 ; (no arguments) TextCommand07:: ld a, " " Coorda 18, 16 ; place blank space in lower right corner of dialogue text box call ScrollTextUpOneLine call ScrollTextUpOneLine pop hl coord bc, 1, 16 ; address of second line of dialogue text box jp NextTextCommand ; execute asm inline ; 08{code} TextCommand08:: pop hl ld de,NextTextCommand push de ; return address jp hl ; print decimal number (converted from binary number) ; 09AAAABB ; AAAA = address of number ; BB ; bits 0-3 = how many digits to display ; bits 4-7 = how long the number is in bytes TextCommand09:: pop hl 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 a,$0f ld c,a ld a,b and a,$f0 swap a set BIT_LEFT_ALIGN,a ld b,a call PrintNumber ld b,h ld c,l pop hl jp NextTextCommand ; wait half a second if the user doesn't hold A or B ; 0A ; (no arguments) TextCommand0A:: push bc call Joypad ld a,[hJoyHeld] and a,A_BUTTON | B_BUTTON jr nz,.skipDelay ld c,30 call DelayFrames .skipDelay pop bc pop hl jp NextTextCommand ; plays sounds ; this actually handles various command ID's, not just 0B ; (no arguments) TextCommand0B:: pop hl push bc dec hl ld a,[hli] ld b,a ; b = command number that got us here push hl ld hl,TextCommandSounds .loop ld a,[hli] cp b jr z,.matchFound inc hl jr .loop .matchFound cp a,$14 jr z,.pokemonCry cp a,$15 jr z,.pokemonCry cp a,$16 jr z,.pokemonCry ld a,[hl] call PlaySound call WaitForSoundToFinish pop hl pop bc jp NextTextCommand .pokemonCry push de ld a,[hl] call PlayCry pop de pop hl pop bc jp NextTextCommand ; format: text command ID, sound ID or cry ID TextCommandSounds:: db $0B, SFX_GET_ITEM_1 ; actually plays SFX_LEVEL_UP when the battle music engine is loaded db $12, SFX_CAUGHT_MON db $0E, SFX_POKEDEX_RATING ; unused? db $0F, SFX_GET_ITEM_1 ; unused? db $10, SFX_GET_ITEM_2 db $11, SFX_GET_KEY_ITEM db $13, SFX_DEX_PAGE_ADDED db $14, NIDORINA ; used in OakSpeech db $15, PIDGEOT ; used in SaffronCityText12 db $16, DEWGONG ; unused? ; draw ellipses ; 0CAA ; AA = number of ellipses to draw TextCommand0C:: pop hl ld a,[hli] ld d,a push hl ld h,b ld l,c .loop ld a,"…" ld [hli],a push de call Joypad pop de ld a,[hJoyHeld] ; joypad state and a,A_BUTTON | B_BUTTON jr nz,.skipDelay ; if so, skip the delay ld c,10 call DelayFrames .skipDelay dec d jr nz,.loop ld b,h ld c,l pop hl jp NextTextCommand ; wait for A or B to be pressed ; 0D ; (no arguments) TextCommand0D:: push bc call ManualTextScroll ; wait for A or B to be pressed pop bc pop hl jp NextTextCommand ; process text commands in another ROM bank ; 17AAAABB ; AAAA = address of text commands ; BB = bank TextCommand17:: pop hl ld a,[H_LOADEDROMBANK] push af ld a,[hli] ld e,a ld a,[hli] ld d,a ld a,[hli] ld [H_LOADEDROMBANK],a ld [MBC1RomBank],a push hl ld l,e ld h,d call TextCommandProcessor pop hl pop af ld [H_LOADEDROMBANK],a ld [MBC1RomBank],a jp NextTextCommand TextCommandJumpTable:: dw TextCommand00 dw TextCommand01 dw TextCommand02 dw TextCommand03 dw TextCommand04 dw TextCommand05 dw TextCommand06 dw TextCommand07 dw TextCommand08 dw TextCommand09 dw TextCommand0A dw TextCommand0B dw TextCommand0C dw TextCommand0D