_TitleScreen: call ClearBGPalettes call ClearSprites call ClearTilemap ; Turn BG Map update off xor a ldh [hBGMapMode], a ; Reset timing variables ld hl, wJumptableIndex ld [hli], a ; wJumptableIndex ld [hli], a ; wTitleScreenSelectedOption ld [hli], a ; wTitleScreenTimer ld [hl], a ; wTitleScreenTimer + 1 ; Turn LCD off call DisableLCD ; VRAM bank 1 ld a, 1 ldh [rVBK], a ; Decompress running Suicune gfx ld hl, TitleSuicuneGFX ld de, vTiles1 call Decompress ; Clear screen palettes hlbgcoord 0, 0 ld bc, 20 * BG_MAP_WIDTH xor a call ByteFill ; Fill tile palettes: ; BG Map 1: ; line 0 (copyright) hlbgcoord 0, 0, vBGMap1 ld bc, BG_MAP_WIDTH ld a, 7 ; palette call ByteFill ; BG Map 0: ; Apply logo gradient: ; lines 3-4 hlbgcoord 0, 3 ld bc, 2 * BG_MAP_WIDTH ld a, 2 call ByteFill ; line 5 hlbgcoord 0, 5 ld bc, BG_MAP_WIDTH ld a, 3 call ByteFill ; line 6 hlbgcoord 0, 6 ld bc, BG_MAP_WIDTH ld a, 4 call ByteFill ; line 7 hlbgcoord 0, 7 ld bc, BG_MAP_WIDTH ld a, 5 call ByteFill ; lines 8-9 hlbgcoord 0, 8 ld bc, 2 * BG_MAP_WIDTH ld a, 6 call ByteFill ; 'CRYSTAL VERSION' hlbgcoord 5, 9 ld bc, 11 ; length of version text ld a, 1 call ByteFill ; Suicune gfx hlbgcoord 0, 12 ld bc, 6 * BG_MAP_WIDTH ; the rest of the screen ld a, 0 | VRAM_BANK_1 call ByteFill ; Back to VRAM bank 0 ld a, 0 ldh [rVBK], a ; Decompress logo ld hl, TitleLogoGFX ld de, vTiles1 call Decompress ; Decompress background crystal ld hl, TitleCrystalGFX ld de, vTiles0 call Decompress ; Clear screen tiles hlbgcoord 0, 0 ld bc, 64 * BG_MAP_WIDTH ld a, " " call ByteFill ; Draw Pokemon logo hlcoord 0, 3 lb bc, 7, 20 ld d, $80 ld e, 20 call DrawTitleGraphic ; Draw copyright text hlbgcoord 3, 0, vBGMap1 lb bc, 1, 13 ld d, $c ld e, 16 call DrawTitleGraphic ; Initialize running Suicune? ld d, $0 call LoadSuicuneFrame ; Initialize background crystal call InitializeBackground ; Update palette colors ldh a, [rSVBK] push af ld a, BANK(wBGPals1) ldh [rSVBK], a ld hl, TitleScreenPalettes ld de, wBGPals1 ld bc, 16 palettes call CopyBytes ld hl, TitleScreenPalettes ld de, wBGPals2 ld bc, 16 palettes call CopyBytes pop af ldh [rSVBK], a ; LY/SCX trickery starts here ldh a, [rSVBK] push af ld a, BANK(wLYOverrides) ldh [rSVBK], a ; Make alternating lines come in from opposite sides ; (This part is actually totally pointless, you can't ; see anything until these values are overwritten!) ld b, 80 / 2 ; alternate for 80 lines ld hl, wLYOverrides .loop ; $00 is the middle position ld [hl], +112 ; coming from the left inc hl ld [hl], -112 ; coming from the right inc hl dec b jr nz, .loop ; Make sure the rest of the buffer is empty ld hl, wLYOverrides + 80 xor a ld bc, wLYOverridesEnd - (wLYOverrides + 80) call ByteFill ; Let LCD Stat know we're messing around with SCX ld a, LOW(rSCX) ldh [hLCDCPointer], a pop af ldh [rSVBK], a ; Reset audio call ChannelsOff call EnableLCD ; Set sprite size to 8x16 ldh a, [rLCDC] set rLCDC_SPRITE_SIZE, a ldh [rLCDC], a ld a, +112 ldh [hSCX], a ld a, 8 ldh [hSCY], a ld a, 7 ldh [hWX], a ld a, -112 ldh [hWY], a ld a, TRUE ldh [hCGBPalUpdate], a ; Update BG Map 0 (bank 0) ldh [hBGMapMode], a xor a ld [wSuicuneFrame], a ; Play starting sound effect call SFXChannelsOff ld de, SFX_TITLE_SCREEN_ENTRANCE call PlaySFX ret SuicuneFrameIterator: ld hl, wSuicuneFrame ld a, [hl] ld c, a inc [hl] ; Only do this once every eight frames and %111 ret nz ld a, c and %11000 sla a swap a ld e, a ld d, 0 ld hl, .Frames add hl, de ld d, [hl] xor a ldh [hBGMapMode], a call LoadSuicuneFrame ld a, $1 ldh [hBGMapMode], a ld a, $3 ldh [hBGMapThird], a ret .Frames: db $80 ; vTiles3 tile $80 db $88 ; vTiles3 tile $88 db $00 ; vTiles5 tile $00 db $08 ; vTiles5 tile $08 LoadSuicuneFrame: hlcoord 6, 12 ld b, 6 .bgrows ld c, 8 .col ld a, d ld [hli], a inc d dec c jr nz, .col ld a, SCREEN_WIDTH - 8 add l ld l, a ld a, 0 adc h ld h, a ld a, 8 add d ld d, a dec b jr nz, .bgrows ret DrawTitleGraphic: ; input: ; hl: draw location ; b: height ; c: width ; d: tile to start drawing from ; e: number of tiles to advance for each bgrows .bgrows push de push bc push hl .col ld a, d ld [hli], a inc d dec c jr nz, .col pop hl ld bc, SCREEN_WIDTH add hl, bc pop bc pop de ld a, e add d ld d, a dec b jr nz, .bgrows ret InitializeBackground: ld hl, wShadowOAMSprite00 ld d, -$22 ld e, $0 ld c, 5 .loop push bc call .InitColumn pop bc ld a, $10 add d ld d, a dec c jr nz, .loop ret .InitColumn: ld c, $6 ld b, $40 .loop2 ld a, d ld [hli], a ; y ld a, b ld [hli], a ; x add $8 ld b, a ld a, e ld [hli], a ; tile id inc e inc e ld a, 0 | PRIORITY ld [hli], a ; attributes dec c jr nz, .loop2 ret AnimateTitleCrystal: ; 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, wShadowOAMSprite00YCoord ld a, [hl] cp 6 + 2 * TILE_WIDTH ret z ; Move all 30 parts of the crystal down by 2 ld c, 30 .loop ld a, [hl] add 2 ld [hli], a ; y rept SPRITEOAMSTRUCT_LENGTH - 1 inc hl endr dec c jr nz, .loop ret TitleSuicuneGFX: INCBIN "gfx/title/suicune.2bpp.lz" TitleLogoGFX: INCBIN "gfx/title/logo.2bpp.lz" TitleCrystalGFX: INCBIN "gfx/title/crystal.2bpp.lz" TitleScreenPalettes: INCLUDE "gfx/title/title.pal"