_TitleScreen: ; 10ed67 call ClearBGPalettes call ClearSprites call ClearTileMap ; Turn BG Map update off xor a ld [hBGMapMode], a ; Reset timing variables ld hl, wJumptableIndex ld [hli], a ; wJumptableIndex ld [hli], a ; wIntroSceneFrameCounter ld [hli], a ; wTitleScreenTimer ld [hl], a ; wTitleScreenTimer + 1 ; 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 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, NAME_LENGTH ; 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 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 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, $14 call DrawTitleGraphic ; Draw copyright text hlbgcoord 3, 0, vBGMap1 lb bc, 1, 13 ld d, $c ld e, $10 call DrawTitleGraphic ; Initialize running Suicune? ld d, $0 call LoadSuicuneFrame ; Initialize background crystal call InitializeBackground ; Save WRAM bank ld a, [rSVBK] push af ; WRAM bank 5 ld a, BANK(wBGPals1) ld [rSVBK], a ; Update palette colors ld hl, TitleScreenPalettes ld de, wBGPals1 ld bc, 16 palettes call CopyBytes ld hl, TitleScreenPalettes ld de, wBGPals2 ld bc, 16 palettes call CopyBytes ; Restore WRAM bank pop af ld [rSVBK], a ; LY/SCX trickery starts here ld a, [rSVBK] push af ld a, 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 - $ff00 ld [hLCDCPointer], a pop af ld [rSVBK], a ; Reset audio call ChannelsOff call EnableLCD ; Set sprite size to 8x16 ld a, [rLCDC] set rLCDC_SPRITE_SIZE, 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 [wBGPals1 + 2], a ; Play starting sound effect call SFXChannelsOff ld de, SFX_TITLE_SCREEN_ENTRANCE call PlaySFX ret ; 10eea7 SuicuneFrameIterator: ; 10eea7 ld hl, wBGPals1 + 2 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 ld [hBGMapMode], a call LoadSuicuneFrame ld a, $1 ld [hBGMapMode], a ld a, $3 ld [hBGMapThird], a ret ; 10eece .Frames: ; 10eece db $80 ; vTiles4 tile $00 db $88 ; vTiles4 tile $08 db $00 ; vTiles5 tile $00 db $08 ; vTiles5 tile $08 ; 10eed2 LoadSuicuneFrame: ; 10eed2 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 ; 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 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 ; 10ef06 InitializeBackground: ; 10ef06 ld hl, Sprite01 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 ; 10ef1c .InitColumn: ; 10ef1c 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 ; 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, Sprite01YCoord 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 ; 10ef46 TitleSuicuneGFX: ; 10ef46 INCBIN "gfx/title/suicune.2bpp.lz" ; 10f326 TitleLogoGFX: ; 10f326 INCBIN "gfx/title/logo.2bpp.lz" ; 10fcee TitleCrystalGFX: ; 10fcee INCBIN "gfx/title/crystal.2bpp.lz" ; 10fede TitleScreenPalettes: INCLUDE "gfx/title/title.pal"