_TitleScreen: ; 10ed67 call WhiteBGMap call ClearSprites call ClearTileMap ; Turn BG Map update off xor a ld [hBGMapMode], a ; Reset timing variables ld hl, wcf63 ld [hli], a ; cf63 ; Scene? ld [hli], a ; cf64 ld [hli], a ; cf65 ; Timer lo ld [hl], a ; cf66 ; Timer hi ; Turn LCD off call DisableLCD ; VRAM bank 1 ld a, 1 ld [rVBK], a ; Decompress running Suicune gfx ld hl, TitleSuicuneGFX ld de, VTiles1 call Decompress ; Clear screen palettes ld hl, VBGMap0 ld bc, $0280 xor a call ByteFill ; Fill tile palettes: ; BG Map 1: ; line 0 (copyright) ld hl, VBGMap1 ld bc, $0020 ; one row ld a, 7 ; palette call ByteFill ; BG Map 0: ; Apply logo gradient: ; lines 3-4 ld hl, $9860 ; (0,3) ld bc, $0040 ; 2 rows ld a, 2 call ByteFill ; line 5 ld hl, $98a0 ; (0,5) ld bc, $0020 ; 1 row ld a, 3 call ByteFill ; line 6 ld hl, $98c0 ; (0,6) ld bc, $0020 ; 1 row ld a, 4 call ByteFill ; line 7 ld hl, $98e0 ; (0,7) ld bc, $0020 ; 1 row ld a, 5 call ByteFill ; lines 8-9 ld hl, $9900 ; (0,8) ld bc, $0040 ; 2 rows ld a, 6 call ByteFill ; 'CRYSTAL VERSION' ld hl, $9925 ; (5,9) ld bc, $000b ; length of version text ld a, 1 call ByteFill ; Suicune gfx ld hl, $9980 ; (0,12) ld bc, $00c0 ; the rest of the screen ld a, 8 call ByteFill ; Back to VRAM bank 0 ld a, $0 ld [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 ld hl, VBGMap0 ld bc, $0800 ld a, $7f call ByteFill ; Draw Pokemon logo hlcoord 0, 3 lb bc, 7, 20 ld d, $80 ld e, $14 call DrawTitleGraphic ; Draw copyright text ld hl, $9c03 ; BGMap1(3,0) lb bc, 1, 13 ld d, $c ld e, $10 call DrawTitleGraphic ; Initialize running Suicune? ld d, $0 call Function10eed2 ; Initialize background crystal call Function10ef06 ; Save WRAM bank ld a, [rSVBK] push af ; WRAM bank 5 ld a, 5 ld [rSVBK], a ; Update palette colors ld hl, TitleScreenPalettes ld de, Unkn1Pals ld bc, $0080 call CopyBytes ld hl, TitleScreenPalettes ld de, BGPals ld bc, $0080 call CopyBytes ; Restore WRAM bank pop af ld [rSVBK], a ; LY/SCX trickery starts here ld a, [rSVBK] push af ld a, 5 ; BANK(LYOverrides) ld [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, LYOverrides .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, LYOverrides + 80 xor a ld bc, LYOverridesEnd - (LYOverrides + 80) call ByteFill ; Let LCD Stat know we're messing around with SCX ld a, rSCX - rJOYP ld [hLCDStatCustom], a pop af ld [rSVBK], a ; Reset audio call ChannelsOff call EnableLCD ; Set sprite size to 8x16 ld a, [rLCDC] set 2, a ld [rLCDC], a ld a, +112 ld [hSCX], a ld a, 8 ld [hSCY], a ld a, 7 ld [hWX], a ld a, -112 ld [hWY], a ld a, $1 ld [hCGBPalUpdate], a ; Update BG Map 0 (bank 0) ld [hBGMapMode], a xor a ld [DefaultFlypoint], a ; Play starting sound effect call SFXChannelsOff ld de, SFX_TITLE_SCREEN_ENTRANCE call PlaySFX ret ; 10eea7 Function10eea7: ; 10eea7 ld hl, DefaultFlypoint ld a, [hl] ld c, a inc [hl] and $7 ret nz ld a, c and $18 sla a swap a ld e, a ld d, $0 ld hl, Unknown_10eece add hl, de ld d, [hl] xor a ld [hBGMapMode], a call Function10eed2 ld a, $1 ld [hBGMapMode], a ld a, $3 ld [hBGMapThird], a ret ; 10eece Unknown_10eece: ; 10eece db $80, $88, $00, $08 ; 10eed2 Function10eed2: ; 10eed2 hlcoord 6, 12 ld b, $6 .asm_10eed7 ld c, $8 .asm_10eed9 ld a, d ld [hli], a inc d dec c jr nz, .asm_10eed9 ld a, $c 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, .asm_10eed7 ret ; 10eeef DrawTitleGraphic: ; 10eeef ; input: ; hl: draw location ; b: height ; c: width ; d: tile to start drawing from ; e: number of tiles to advance for each row .asm_10eeef push de push bc push hl .asm_10eef2 ld a, d ld [hli], a inc d dec c jr nz, .asm_10eef2 pop hl ld bc, $0014 add hl, bc pop bc pop de ld a, e add d ld d, a dec b jr nz, .asm_10eeef ret ; 10ef06 Function10ef06: ; 10ef06 ld hl, Sprites ld d, $de ld e, $0 ld c, $5 .asm_10ef0f push bc call Function10ef1c pop bc ld a, $10 add d ld d, a dec c jr nz, .asm_10ef0f ret ; 10ef1c Function10ef1c: ; 10ef1c ld c, $6 ld b, $40 .asm_10ef20 ld a, d ld [hli], a ld a, b ld [hli], a add $8 ld b, a ld a, e ld [hli], a rept 2 inc e endr ld a, $80 ld [hli], a dec c jr nz, .asm_10ef20 ret ; 10ef32 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 rept 3 inc hl endr dec c jr nz, .loop ret ; 10ef46 TitleSuicuneGFX: ; 10ef46 INCBIN "gfx/title/suicune.w128.2bpp.lz" ; 10f326 TitleLogoGFX: ; 10f326 INCBIN "gfx/title/logo.w160.t4.2bpp.lz" ; 10fcee TitleCrystalGFX: ; 10fcee INCBIN "gfx/title/crystal.w48.interleave.2bpp.lz" ; 10fede TitleScreenPalettes: ; BG RGB 00, 00, 00 RGB 19, 00, 00 RGB 15, 08, 31 RGB 15, 08, 31 RGB 00, 00, 00 RGB 31, 31, 31 RGB 15, 16, 31 RGB 31, 01, 13 RGB 00, 00, 00 RGB 07, 07, 07 RGB 31, 31, 31 RGB 02, 03, 30 RGB 00, 00, 00 RGB 13, 13, 13 RGB 31, 31, 18 RGB 02, 03, 30 RGB 00, 00, 00 RGB 19, 19, 19 RGB 29, 28, 12 RGB 02, 03, 30 RGB 00, 00, 00 RGB 25, 25, 25 RGB 28, 25, 06 RGB 02, 03, 30 RGB 00, 00, 00 RGB 31, 31, 31 RGB 26, 21, 00 RGB 02, 03, 30 RGB 00, 00, 00 RGB 11, 11, 19 RGB 31, 31, 31 RGB 00, 00, 00 ; OBJ RGB 00, 00, 00 RGB 10, 00, 15 RGB 17, 05, 22 RGB 19, 09, 31 RGB 31, 31, 31 RGB 00, 00, 00 RGB 00, 00, 00 RGB 00, 00, 00 RGB 31, 31, 31 RGB 00, 00, 00 RGB 00, 00, 00 RGB 00, 00, 00 RGB 31, 31, 31 RGB 00, 00, 00 RGB 00, 00, 00 RGB 00, 00, 00 RGB 31, 31, 31 RGB 00, 00, 00 RGB 00, 00, 00 RGB 00, 00, 00 RGB 31, 31, 31 RGB 00, 00, 00 RGB 00, 00, 00 RGB 00, 00, 00 RGB 31, 31, 31 RGB 00, 00, 00 RGB 00, 00, 00 RGB 00, 00, 00 RGB 31, 31, 31 RGB 00, 00, 00 RGB 00, 00, 00 RGB 00, 00, 00