pokecrystal-board/home/text.asm

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ClearBox::
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; Fill a c*b box at hl with blank tiles.
ld a, " "
; fallthrough
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FillBoxWithByte::
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.row
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push bc
push hl
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.col
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ld [hli], a
dec c
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jr nz, .col
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pop hl
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ld bc, SCREEN_WIDTH
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add hl, bc
pop bc
dec b
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jr nz, .row
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ret
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FillBoxWithConsecutiveBytes::
.row
push bc
push hl
.col
ld [hli], a
inc 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.
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hlcoord 0, 0
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ld a, " "
ld bc, wTilemapEnd - wTilemap
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call ByteFill
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; Update the BG Map.
ldh a, [rLCDC]
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bit rLCDC_ENABLE, a
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ret z
jp WaitBGMap
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ClearScreen::
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ld a, PAL_BG_TEXT
hlcoord 0, 0, wAttrmap
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ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
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call ByteFill
jr ClearTilemap
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SpeechTextbox1bpp::
; Standard 1bpp textbox.
hlcoord TEXTBOX_X, TEXTBOX_Y
ld b, TEXTBOX_INNERH
ld c, TEXTBOX_INNERW
Textbox1bpp::
; 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
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; text black-and-white scheme.
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push bc
push hl
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call TextboxBorder
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pop hl
pop bc
jr TextboxAttributes1bpp
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TextboxBorder::
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; Top
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push hl
ld a, "┌"
ld [hli], a
inc a ; "─"
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call .PlaceChars
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inc a ; "┐"
ld [hl], a
pop hl
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; Middle
ld de, SCREEN_WIDTH
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add hl, de
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.row
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push hl
ld a, "│"
ld [hli], a
ld a, " "
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call .PlaceChars
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ld [hl], "│"
pop hl
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ld de, SCREEN_WIDTH
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add hl, de
dec b
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jr nz, .row
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; Bottom
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ld a, "└"
ld [hli], a
ld a, "─"
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call .PlaceChars
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ld [hl], "┘"
ret
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.PlaceChars:
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; Place char a c times.
ld d, c
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.loop
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ld [hli], a
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dec d
jr nz, .loop
ret
TextboxAttributes1bpp::
; Fill text box width c height b at hl with PAL_BG_TEXT
ld a, PAL_BG_TEXT
jr _TextboxAttributes
TextboxAttributes2bpp::
; Fill text box width c height b at hl with PAL_BG_TEXT | PRIORITY
ld a, PAL_BG_TEXT | PRIORITY
; fallthrough
_TextboxAttributes:
ld de, wAttrmap - wTilemap
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add hl, de
inc b
inc b
inc c
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inc c
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.col
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push bc
push hl
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.row
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ld [hli], a
dec c
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jr nz, .row
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pop hl
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ld de, SCREEN_WIDTH
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add hl, de
pop bc
dec b
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jr nz, .col
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ret
SpeechTextbox2bpp::
; Standard 2bpp textbox (with overworld frame).
decoord TEXTBOX_X, TEXTBOX_Y
lb bc, 4, SCREEN_WIDTH - 2
Textbox2bpp::
push bc
push de
farcall _OverworldTextbox
pop hl
pop bc
jp TextboxAttributes2bpp
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SpeechTextbox:
; Standard 1bpp or 2bpp textbox according to wTextboxFlags[TEXT_2BPP_F]
ld a, [wText2bpp]
and a
jr z, SpeechTextbox1bpp
jr SpeechTextbox2bpp
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RadioTerminator::
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ld hl, .stop
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ret
.stop:
text_end
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ClearTextbox::
hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY
lb bc, TEXTBOX_INNERH - 1, TEXTBOX_INNERW
jp ClearBox
PrintText1bpp::
push hl
call SpeechTextbox1bpp
jr _PrintText
PrintText2bpp::
push hl
call SpeechTextbox2bpp
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; fallthrough
_PrintText:
call UpdateSprites
call ApplyTilemap
pop hl
; fallthrough
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BuenaPrintText::
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push hl
call ClearTextbox
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pop hl
; fallthrough
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PrintTextboxText::
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bccoord TEXTBOX_INNERX, TEXTBOX_INNERY
call PrintHLTextAtBC
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ret
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PlaceString::
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push hl
; fallthrough
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PlaceNextChar::
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ld a, [de]
cp "@"
jr nz, CheckDict
ld b, h
ld c, l
pop hl
ret
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NextChar::
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inc de
jp PlaceNextChar
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CheckDict::
MACRO dict
assert CHARLEN(\1) == 1
if \1 == 0
and a
else
cp \1
endc
if ISCONST(\2)
; Replace a character with another one
jr nz, .not\@
ld a, \2
.not\@:
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elif !STRCMP(STRSUB("\2", 1, 1), ".")
; Locals can use a short jump
jr z, \2
else
jp z, \2
endc
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ENDM
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dict "<LINE>", LineChar
dict "<NEXT>", NextLineChar
dict "<CR>", CarriageReturnChar
dict "<NULL>", NullChar
dict "<SCROLL>", _ContTextNoPause
dict "<_CONT>", _ContText
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dict "<PARA>", Paragraph
dict "<MOM>", PrintMomsName
dict "<PLAYER>", PrintPlayerName
dict "<RIVAL>", PrintRivalName
dict "<RED>", PrintRedsName
dict "<GREEN>", PrintGreensName
dict "#", PlacePOKe
dict "<PC>", PCChar
dict "<ROCKET>", RocketChar
dict "<TM>", TMChar
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dict "<TRAINER>", TrainerChar
dict "<LF>", LineFeedChar
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dict "<CONT>", ContText
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dict "<……>", SixDotsChar
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dict "<DONE>", DoneText
dict "<PROMPT>", PromptText
dict "<PKMN>", PlacePKMN
dict "<POKE>", PlacePOKE
dict "%", NextChar
dict "¯", " "
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dict "<DEXEND>", PlaceDexEnd
dict "<TARGET>", PlaceMoveTargetsName
dict "<USER>", PlaceMoveUsersName
dict "<ENEMY>", PlaceEnemysName
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ld [hli], a
call PrintLetterDelay
jp NextChar
MACRO print_name
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push de
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ld de, \1
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jp PlaceCommandCharacter
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ENDM
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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
SixDotsChar: print_name SixDotsCharText
PlacePKMN: print_name PlacePKMNText
PlacePOKE: print_name PlacePOKEText
PlaceMoveTargetsName::
ldh a, [hBattleTurn]
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xor 1
jr PlaceBattlersName
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PlaceMoveUsersName::
ldh a, [hBattleTurn]
; fallthrough
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PlaceBattlersName:
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push de
and a
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jr nz, .enemy
ld de, wBattleMonNickname
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jr PlaceCommandCharacter
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.enemy
ld de, EnemyText
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call PlaceString
ld h, b
ld l, c
ld de, wEnemyMonNickname
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jr PlaceCommandCharacter
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PlaceEnemysName::
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push de
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ld a, [wLinkMode]
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and a
jr nz, .linkbattle
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ld a, [wTrainerClass]
cp RIVAL1
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jr z, .rival
cp RIVAL2
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jr z, .rival
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ld de, wOTClassName
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call PlaceString
ld h, b
ld l, c
ld de, String_Space
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call PlaceString
push bc
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callfar Battle_GetTrainerName
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pop hl
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ld de, wStringBuffer1
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jr PlaceCommandCharacter
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.rival
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ld de, wRivalName
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jr PlaceCommandCharacter
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.linkbattle
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ld de, wOTClassName
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jr PlaceCommandCharacter
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PlaceCommandCharacter::
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call PlaceString
ld h, b
ld l, c
pop de
jp NextChar
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TMCharText:: db "TM@"
TrainerCharText:: db "TRAINER@"
PCCharText:: db "PC@"
RocketCharText:: db "ROCKET@"
PlacePOKeText:: db "POKé@"
SixDotsCharText:: db "……@"
EnemyText:: db "Enemy @"
PlacePKMNText:: db "<PK><MN>@"
PlacePOKEText:: db "<PO><KE>@"
String_Space:: db " @"
KunSuffixText:: db "@"
ChanSuffixText:: db "@"
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NextLineChar::
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pop hl
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ld bc, SCREEN_WIDTH * 2
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add hl, bc
push hl
jp NextChar
LineFeedChar::
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pop hl
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ld bc, SCREEN_WIDTH
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add hl, bc
push hl
jp NextChar
CarriageReturnChar::
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pop hl
push de
ld bc, -wTilemap + $10000
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add hl, bc
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ld de, -SCREEN_WIDTH
ld c, 1
.loop
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ld a, h
and a
jr nz, .next
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ld a, l
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cp SCREEN_WIDTH
jr c, .done
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.next
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add hl, de
inc c
jr .loop
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.done
hlcoord 0, 0
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ld de, SCREEN_WIDTH
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ld a, c
.loop2
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and a
jr z, .done2
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add hl, de
dec a
jr .loop2
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.done2
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pop de
inc de
ld a, [de]
ld c, a
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ld b, 0
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add hl, bc
push hl
jp NextChar
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LineChar::
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pop hl
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hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2
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push hl
jp NextChar
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Paragraph::
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push de
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ld a, [wLinkMode]
cp LINK_COLOSSEUM
jr z, .linkbattle
cp LINK_MOBILE
jr z, .linkbattle
call LoadBlinkingCursor
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.linkbattle
call Text_WaitBGMap
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call PromptButton
call ClearTextbox
call UnloadBlinkingCursor
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ld c, 20
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call DelayFrames
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hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY
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pop de
jp NextChar
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_ContText::
ld a, [wLinkMode]
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or a
jr nz, .communication
call LoadBlinkingCursor
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.communication
call Text_WaitBGMap
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push de
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call PromptButton
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pop de
ld a, [wLinkMode]
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or a
call z, UnloadBlinkingCursor
; fallthrough
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_ContTextNoPause::
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push de
call TextScroll
call TextScroll
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hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2
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pop de
jp NextChar
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ContText::
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push de
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ld de, .cont
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ld b, h
ld c, l
call PlaceString
ld h, b
ld l, c
pop de
jp NextChar
.cont: db "<_CONT>@"
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PlaceDexEnd::
; Ends a Pokédex entry in Gen 1.
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; Dex entries are now regular strings.
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ld [hl], "."
pop hl
ret
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PromptText::
ld a, [wLinkMode]
cp LINK_COLOSSEUM
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jr z, .ok
cp LINK_MOBILE
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jr z, .ok
call LoadBlinkingCursor
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.ok
call Text_WaitBGMap
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call PromptButton
ld a, [wLinkMode]
cp LINK_COLOSSEUM
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jr z, DoneText
cp LINK_MOBILE
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jr z, DoneText
call UnloadBlinkingCursor
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DoneText::
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pop hl
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ld de, .stop
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dec de
ret
.stop:
text_end
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NullChar::
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ld a, "?"
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ld [hli], a
call PrintLetterDelay
jp NextChar
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TextScroll::
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hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY
decoord TEXTBOX_INNERX, TEXTBOX_INNERY - 1
ld a, TEXTBOX_INNERH - 1
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.col
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push af
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ld c, TEXTBOX_INNERW
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.row
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ld a, [hli]
ld [de], a
inc de
dec c
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jr nz, .row
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inc de
inc de
inc hl
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inc hl
pop af
dec a
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jr nz, .col
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hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2
ld a, " "
ld bc, TEXTBOX_INNERW
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call ByteFill
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ld c, 5
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call DelayFrames
ret
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Text_WaitBGMap::
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push bc
ldh a, [hOAMUpdate]
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push af
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ld a, 1
ldh [hOAMUpdate], a
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call WaitBGMap
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pop af
ldh [hOAMUpdate], a
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pop bc
ret
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Diacritic::
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ret
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LoadBlinkingCursor::
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ld a, "▼"
ldcoord_a 18, 17
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ret
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UnloadBlinkingCursor::
lda_coord 17, 17
ldcoord_a 18, 17
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ret
PlaceFarString::
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ld b, a
ldh a, [hROMBank]
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push af
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ld a, b
rst Bankswitch
call PlaceString
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pop af
rst Bankswitch
ret
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PokeFluteTerminator::
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ld hl, .stop
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ret
.stop:
text_end
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PrintHLTextAtBC::
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ld a, [wTextboxFlags]
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push af
set TEXT_DELAY_F, a
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ld [wTextboxFlags], a
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call DoTextUntilTerminator
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pop af
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ld [wTextboxFlags], a
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ret
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DoTextUntilTerminator::
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ld a, [hli]
cp TX_END
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ret z
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call .TextCommand
jr DoTextUntilTerminator
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.TextCommand:
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push hl
push bc
ld c, a
ld b, 0
ld hl, TextCommands
add hl, bc
add hl, bc
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ld e, [hl]
inc hl
ld d, [hl]
pop bc
pop hl
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; jp de
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push de
ret
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TextCommands::
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; entries correspond to TX_* constants (see macros/scripts/text.asm)
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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
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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
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assert_table_length NUM_TEXT_CMDS
TextCommand_START::
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; 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)
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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]
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push af
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ldh [hROMBank], a
ld [MBC5RomBankLo], a
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push hl
ld h, d
ld l, e
call DoTextUntilTerminator
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pop hl
pop af
ldh [hROMBank], a
ld [MBC5RomBankLo], a
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ret
TextCommand_BCD::
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; write bcd from address, typically ram
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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::
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; move to a new tile
ld a, [hli]
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ld [wMenuScrollPosition + 2], a
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ld c, a
ld a, [hli]
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ld [wMenuScrollPosition + 2 + 1], a
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ld b, a
ret
TextCommand_BOX::
; draw a box (height, width)
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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 Textbox1bpp
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pop hl
ret
TextCommand_LOW::
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; write text at (1,16)
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bccoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2
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ret
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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
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push hl
call LoadBlinkingCursor
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push bc
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call PromptButton
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pop bc
call UnloadBlinkingCursor
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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.
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push hl
call UnloadBlinkingCursor
call TextScroll
call TextScroll
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pop hl
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bccoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2
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ret
TextCommand_START_ASM::
; run assembly code
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bit 7, h
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jr nz, .not_rom
jp hl
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.not_rom
ld a, TX_END
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ld [hl], a
ret
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TextCommand_DECIMAL::
; print a decimal number
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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
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set PRINTNUM_LEFTALIGN_F, a
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ld b, a
call PrintNum
ld b, h
ld c, l
pop hl
ret
TextCommand_PAUSE::
; wait for button press or 30 frames
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push hl
push bc
call GetJoypad
ldh a, [hJoyDown]
and A_BUTTON | B_BUTTON
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jr nz, .done
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ld c, 30
call DelayFrames
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.done
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pop bc
pop hl
ret
TextCommand_SOUND::
; play a sound effect from TextSFX
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push bc
dec hl
ld a, [hli]
ld b, a
push hl
ld hl, TextSFX
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.loop
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ld a, [hli]
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cp -1
jr z, .done
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cp b
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jr z, .play
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inc hl
inc hl
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jr .loop
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.play
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push de
ld e, [hl]
inc hl
ld d, [hl]
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call PlaySFX
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call WaitSFX
pop de
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.done
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pop hl
pop bc
ret
TextCommand_CRY:: ; unreferenced
; play a pokemon cry
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push de
ld e, [hl]
inc hl
ld d, [hl]
call PlayMonCry
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pop de
pop hl
pop bc
ret
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TextSFX::
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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
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db -1
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TextCommand_DOTS::
; wait for button press or 30 frames while printing "…"s
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ld a, [hli]
ld d, a
push hl
ld h, b
ld l, c
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.loop
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push de
ld a, "…"
ld [hli], a
call GetJoypad
ldh a, [hJoyDown]
and A_BUTTON | B_BUTTON
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jr nz, .next
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ld c, 10
call DelayFrames
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.next
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pop de
dec d
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jr nz, .loop
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ld b, h
ld c, l
pop hl
ret
TextCommand_WAIT_BUTTON::
; wait for button press; don't show arrow
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push hl
push bc
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call PromptButton
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pop bc
pop hl
ret
TextCommand_STRINGBUFFER::
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; Print a string from one of the following:
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; 0: wStringBuffer3
; 1: wStringBuffer4
; 2: wStringBuffer5
; 3: wStringBuffer2
; 4: wStringBuffer1
; 5: wEnemyMonNickname
; 6: wBattleMonNickname
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ld a, [hli]
push hl
ld e, a
ld d, 0
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ld hl, StringBufferPointers
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add hl, de
add hl, de
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ld a, BANK(StringBufferPointers)
call GetFarWord
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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
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call GetWeekday
push hl
push bc
ld c, a
ld b, 0
ld hl, .Days
add hl, bc
add hl, bc
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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
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.Days:
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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@"