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https://gitlab.com/xCrystal/pokecrystal-board.git
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More title screen asm
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parent
78e0e17e53
commit
89e2edf1f7
90
main.asm
90
main.asm
@ -3641,7 +3641,66 @@ IntroFadePalettes: ; 0x617c
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db %11100100
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; 6182
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INCBIN "baserom.gbc",$6182,$669f - $6182
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INCBIN "baserom.gbc",$6182,$6274 - $6182
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FarStartTitleScreen: ; 6274
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callba StartTitleScreen
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ret
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; 627b
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INCBIN "baserom.gbc",$627b,$62bc - $627b
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TitleScreenEntrance: ; 62bc
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; Animate the logo:
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; Move each line by 4 pixels until our count hits 0.
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ld a, [$ffcf]
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and a
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jr z, .done
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sub 4
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ld [$ffcf], a
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; Lay out a base (all lines scrolling together).
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ld e, a
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ld hl, $d100
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ld bc, 8 * 10 ; logo height
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call ByteFill
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; Alternate signage for each line's position vector.
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; This is responsible for the interlaced effect.
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ld a, e
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xor $ff
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inc a
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ld b, 8 * 10 / 2 ; logo height / 2
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ld hl, $d101
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.loop
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ld [hli], a
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inc hl
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dec b
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jr nz, .loop
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callba AnimateTitleCrystal
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ret
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.done
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; Next scene
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ld hl, $cf63
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inc [hl]
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xor a
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ld [$ffc6], a
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; Play the title screen music.
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ld de, MUSIC_TITLE
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call StartMusic
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ld a, $88
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ld [$ffd2], a
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ret
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; 62f6
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INCBIN "baserom.gbc",$62f6,$669f - $62f6
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CheckNickErrors: ; 669f
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; error-check monster nick before use
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@ -12760,7 +12819,7 @@ SECTION "bank43",DATA,BANK[$43]
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INCBIN "baserom.gbc", $10c000, $10ed67 - $10c000
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TitleScreen: ; 10ed67
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StartTitleScreen: ; 10ed67
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call WhiteBGMap
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call ClearSprites
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@ -12996,7 +13055,32 @@ TitleScreen: ; 10ed67
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ret
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; 10eea7
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INCBIN "baserom.gbc", $10eea7, $10ef46 - $10eea7
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INCBIN "baserom.gbc", $10eea7, $10ef32 - $10eea7
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AnimateTitleCrystal: ; 10ef32
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; Move the title screen crystal downward until it's fully visible
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; Stop at y=6
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; y is really from the bottom of the sprite, which is two tiles high
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ld hl, Sprites
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ld a, [hl]
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cp 6 + 16
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ret z
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; Move all 30 parts of the crystal down by 2
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ld c, 30
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.loop
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ld a, [hl]
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add 2
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ld [hli], a
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inc hl
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inc hl
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inc hl
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dec c
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jr nz, .loop
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ret
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; 10ef46
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TitleSuicuneGFX: ; 10ef46
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INCBIN "gfx/title/suicune.lz"
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