GBCOnlyScreen: ; 4ea82 ld a, [hCGB] and a ret nz ld de, MUSIC_NONE call PlayMusic call ClearTileMap ld hl, GBCOnlyGFX ld de, wd000 ld a, [rSVBK] push af ld a, 0 ; this has the same effect as selecting bank 1 (http://gbdev.gg8.se/files/docs/mirrors/pandocs.html#videodisplay) ld [rSVBK], a call Decompress pop af ld [rSVBK], a ld de, wd000 ld hl, vTiles2 lb bc, BANK(GBCOnlyGFX), $54 call Get2bpp ld de, Font ld hl, vTiles1 lb bc, BANK(Font), $80 call Get1bpp call DrawGBCOnlyScreen call WaitBGMap ; better luck next time .loop call DelayFrame jr .loop ; 4eac5 DrawGBCOnlyScreen: ; 4eac5 call DrawGBCOnlyBorder ; Pokemon hlcoord 3, 2 ld b, 14 ld c, 4 ld a, $8 call DrawGBCOnlyGraphic ; Crystal hlcoord 5, 6 ld b, 10 ld c, 2 ld a, $40 call DrawGBCOnlyGraphic ld de, GBCOnlyString hlcoord 1, 10 call PlaceString ret ; 4eaea DrawGBCOnlyBorder: ; 4eaea hlcoord 0, 0 ld [hl], 0 ; top-left inc hl ld a, 1 ; top call .FillRow ld [hl], 2 ; top-right hlcoord 0, 1 ld a, 3 ; left call .FillColumn hlcoord 19, 1 ld a, 4 ; right call .FillColumn hlcoord 0, 17 ld [hl], 5 ; bottom-left inc hl ld a, 6 ; bottom call .FillRow ld [hl], 7 ; bottom-right ret ; 4eb15 .FillRow: ; 4eb15 ld c, SCREEN_WIDTH - 2 .next_column ld [hli], a dec c jr nz, .next_column ret ; 4eb1c .FillColumn: ; 4eb1c ld de, SCREEN_WIDTH ld c, SCREEN_HEIGHT - 2 .next_row ld [hl], a add hl, de dec c jr nz, .next_row ret ; 4eb27 DrawGBCOnlyGraphic: ; 4eb27 ld de, SCREEN_WIDTH .y push bc push hl .x ld [hli], a inc a dec b jr nz, .x pop hl add hl, de pop bc dec c jr nz, .y ret ; 4eb38 GBCOnlyString: ; 4eb38 db "This Game Pak is" next "designed only for" next "use on the" next "Game Boy Color.@" ; 4eb76 GBCOnlyGFX: ; 4eb76 INCBIN "gfx/sgb/gbc_only.2bpp.lz" ; 4f0bc