From 89e2edf1f7e973cab9c799a7f624f94c8b3dc373 Mon Sep 17 00:00:00 2001 From: yenatch Date: Sun, 24 Feb 2013 04:17:09 -0500 Subject: [PATCH] More title screen asm --- main.asm | 90 ++++++++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 87 insertions(+), 3 deletions(-) diff --git a/main.asm b/main.asm index e54bd8bee..9395ce34a 100644 --- a/main.asm +++ b/main.asm @@ -3641,7 +3641,66 @@ IntroFadePalettes: ; 0x617c db %11100100 ; 6182 -INCBIN "baserom.gbc",$6182,$669f - $6182 +INCBIN "baserom.gbc",$6182,$6274 - $6182 + +FarStartTitleScreen: ; 6274 + callba StartTitleScreen + ret +; 627b + +INCBIN "baserom.gbc",$627b,$62bc - $627b + +TitleScreenEntrance: ; 62bc + +; Animate the logo: +; Move each line by 4 pixels until our count hits 0. + ld a, [$ffcf] + and a + jr z, .done + sub 4 + ld [$ffcf], a + +; Lay out a base (all lines scrolling together). + ld e, a + ld hl, $d100 + ld bc, 8 * 10 ; logo height + call ByteFill + +; Alternate signage for each line's position vector. +; This is responsible for the interlaced effect. + ld a, e + xor $ff + inc a + + ld b, 8 * 10 / 2 ; logo height / 2 + ld hl, $d101 +.loop + ld [hli], a + inc hl + dec b + jr nz, .loop + + callba AnimateTitleCrystal + ret + + +.done +; Next scene + ld hl, $cf63 + inc [hl] + xor a + ld [$ffc6], a + +; Play the title screen music. + ld de, MUSIC_TITLE + call StartMusic + + ld a, $88 + ld [$ffd2], a + ret +; 62f6 + +INCBIN "baserom.gbc",$62f6,$669f - $62f6 CheckNickErrors: ; 669f ; error-check monster nick before use @@ -12760,7 +12819,7 @@ SECTION "bank43",DATA,BANK[$43] INCBIN "baserom.gbc", $10c000, $10ed67 - $10c000 -TitleScreen: ; 10ed67 +StartTitleScreen: ; 10ed67 call WhiteBGMap call ClearSprites @@ -12996,7 +13055,32 @@ TitleScreen: ; 10ed67 ret ; 10eea7 -INCBIN "baserom.gbc", $10eea7, $10ef46 - $10eea7 +INCBIN "baserom.gbc", $10eea7, $10ef32 - $10eea7 + +AnimateTitleCrystal: ; 10ef32 +; Move the title screen crystal downward until it's fully visible + +; Stop at y=6 +; y is really from the bottom of the sprite, which is two tiles high + ld hl, Sprites + ld a, [hl] + cp 6 + 16 + ret z + +; Move all 30 parts of the crystal down by 2 + ld c, 30 +.loop + ld a, [hl] + add 2 + ld [hli], a + inc hl + inc hl + inc hl + dec c + jr nz, .loop + + ret +; 10ef46 TitleSuicuneGFX: ; 10ef46 INCBIN "gfx/title/suicune.lz"