ReturnFromMapSetupScript:: ; b8000 xor a ld [hBGMapMode], a ; For some reson, GameFreak chose to use a callba here instead of just falling through. ; No other function in the game references the function at 2E:400A, here labeled ; ReturnFromMapSetupScript.inefficientcallba. callba .inefficientcallba ; this is a waste of 6 ROM bytes and 6 stack bytes ret ; b800a .inefficientcallba ; b800a ld a, [MapGroup] ld b, a ld a, [MapNumber] ld c, a call GetWorldMapLocation ld [wCurrentLandmark], a call .CheckNationalParkGate jr z, .nationalparkgate call GetMapPermission cp GATE jr nz, .not_gate .nationalparkgate ld a, -1 ld [wCurrentLandmark], a .not_gate ld hl, wEnteredMapFromContinue bit 1, [hl] res 1, [hl] jr nz, .dont_do_map_sign call .CheckMovingWithinLandmark jr z, .dont_do_map_sign ld a, [wCurrentLandmark] ld [wPreviousLandmark], a call .CheckSpecialMap jr z, .dont_do_map_sign ; Display for 60 frames ld a, 60 ld [wLandmarkSignTimer], a call LoadMapNameSignGFX call InitMapNameFrame callba HDMATransfer_OnlyTopFourRows ret .dont_do_map_sign ld a, [wCurrentLandmark] ld [wPreviousLandmark], a ld a, $90 ld [rWY], a ld [hWY], a xor a ld [hLCDCPointer], a ret ; b8064 .CheckMovingWithinLandmark: ; b8064 ld a, [wCurrentLandmark] ld c, a ld a, [wPreviousLandmark] cp c ret z cp SPECIAL_MAP ret ; b8070 .CheckSpecialMap: ; b8070 cp -1 ret z cp SPECIAL_MAP ret z cp RADIO_TOWER ret z cp LAV_RADIO_TOWER ret z cp UNDERGROUND ret z cp INDIGO_PLATEAU ret z cp POWER_PLANT ret z ld a, $1 and a ret ; b8089 .CheckNationalParkGate: ; b8089 ld a, [MapGroup] cp GROUP_ROUTE_35_NATIONAL_PARK_GATE ret nz ld a, [MapNumber] cp MAP_ROUTE_35_NATIONAL_PARK_GATE ret z cp MAP_ROUTE_36_NATIONAL_PARK_GATE ret ; b8098 PlaceMapNameSign:: ; b8098 (2e:4098) ld hl, wLandmarkSignTimer ld a, [hl] and a jr z, .disappear dec [hl] cp 60 ret z cp 59 jr nz, .skip2 call InitMapNameFrame call PlaceMapNameCenterAlign callba HDMATransfer_OnlyTopFourRows .skip2 ld a, $80 ld a, $70 ld [rWY], a ld [hWY], a ret .disappear ld a, $90 ld [rWY], a ld [hWY], a xor a ld [hLCDCPointer], a ret LoadMapNameSignGFX: ; b80c6 ld de, MapEntryFrameGFX ld hl, VTiles2 tile $60 lb bc, BANK(MapEntryFrameGFX), $e call Get2bpp ret ; b80d3 InitMapNameFrame: ; b80d3 hlcoord 0, 0 ld b, 2 ld c, 18 call InitMapSignAttrMap call PlaceMapNameFrame ret ; b80e1 PlaceMapNameCenterAlign: ; b80e1 (2e:40e1) ld a, [wCurrentLandmark] ld e, a callba GetLandmarkName call .GetNameLength ld a, SCREEN_WIDTH sub c srl a ld b, $0 ld c, a hlcoord 0, 2 add hl, bc ld de, StringBuffer1 call PlaceString ret .GetNameLength: ; b8101 (2e:4101) ld c, 0 push hl ld hl, StringBuffer1 .loop ld a, [hli] cp "@" jr z, .stop cp "%" jr z, .loop inc c jr .loop .stop pop hl ret InitMapSignAttrMap: ; b8115 ld de, AttrMap - TileMap add hl, de inc b inc b inc c inc c ld a, $87 .loop push bc push hl .inner_loop ld [hli], a dec c jr nz, .inner_loop pop hl ld de, SCREEN_WIDTH add hl, de pop bc dec b jr nz, .loop ret ; b812f PlaceMapNameFrame: ; b812f hlcoord 0, 0 ; top left ld a, $61 ld [hli], a ; top row ld a, $62 call .FillTopBottom ; top right ld a, $64 ld [hli], a ; left, first line ld a, $65 ld [hli], a ; first line call .FillMiddle ; right, first line ld a, $6b ld [hli], a ; left, second line ld a, $66 ld [hli], a ; second line call .FillMiddle ; right, second line ld a, $6c ld [hli], a ; bottom left ld a, $67 ld [hli], a ; bottom ld a, $68 call .FillTopBottom ; bottom right ld a, $6a ld [hl], a ret ; b815b .FillMiddle: ; b815b ld c, 18 ld a, $6d .loop ld [hli], a dec c jr nz, .loop ret ; b8164 .FillTopBottom: ; b8164 ld c, 5 jr .enterloop .continueloop ld [hli], a ld [hli], a .enterloop inc a ld [hli], a ld [hli], a dec a dec c jr nz, .continueloop ret ; b8172 CheckForHiddenItems: ; b8172 ; Checks to see if there are hidden items on the screen that have not yet been found. If it finds one, returns carry. call GetMapScriptHeaderBank ld [Buffer1], a ; Get the coordinate of the bottom right corner of the screen, and load it in Buffer3/Buffer4. ld a, [XCoord] add SCREEN_WIDTH / 4 ld [Buffer4], a ld a, [YCoord] add SCREEN_HEIGHT / 4 ld [Buffer3], a ; Get the pointer for the first signpost header in the map... ld hl, wCurrentMapSignpostHeaderPointer ld a, [hli] ld h, [hl] ld l, a ; ... before even checking to see if there are any signposts on this map. ld a, [wCurrentMapSignpostCount] and a jr z, .nosignpostitems ; For i = 1:wCurrentMapSignpostCount... .loop ; Store the counter in Buffer2, and store the signpost header pointer in the stack. ld [Buffer2], a push hl ; Get the Y coordinate of the signpost. call .GetFarByte ld e, a ; Is the Y coordinate of the signpost on the screen? If not, go to the next signpost. ld a, [Buffer3] sub e jr c, .next cp SCREEN_HEIGHT / 2 jr nc, .next ; Is the X coordinate of the signpost on the screen? If not, go to the next signpost. call .GetFarByte ld d, a ld a, [Buffer4] sub d jr c, .next cp SCREEN_WIDTH / 2 jr nc, .next ; Is this signpost a hidden item? If not, go to the next signpost. call .GetFarByte cp SIGNPOST_ITEM jr nz, .next ; Has this item already been found? If not, set off the Itemfinder. ld a, [Buffer1] call GetFarHalfword ld a, [Buffer1] call GetFarHalfword ld d, h ld e, l ld b, CHECK_FLAG call EventFlagAction ld a, c and a jr z, .itemnearby .next ; Restore the signpost header pointer and increment it by the length of a signpost header. pop hl ld bc, 5 add hl, bc ; Restore the signpost counter and decrement it. If it hits zero, there are no hidden items in range. ld a, [Buffer2] dec a jr nz, .loop .nosignpostitems xor a ret .itemnearby pop hl scf ret ; b81e2 .GetFarByte: ; b81e2 ld a, [Buffer1] call GetFarByte inc hl ret ; b81ea TreeMonEncounter: ; b81ea callba TrainerRankings_TreeEncounters xor a ld [TempWildMonSpecies], a ld [CurPartyLevel], a ld hl, TreeMonMaps call GetTreeMonSet jr nc, .no_battle call GetTreeMons jr nc, .no_battle call GetTreeMon jr nc, .no_battle ld a, BATTLETYPE_TREE ld [BattleType], a ld a, 1 ld [ScriptVar], a ret .no_battle xor a ld [ScriptVar], a ret ; b8219 RockMonEncounter: ; b8219 xor a ld [TempWildMonSpecies], a ld [CurPartyLevel], a ld hl, RockMonMaps call GetTreeMonSet jr nc, .no_battle call GetTreeMons jr nc, .no_battle ld a, 10 call RandomRange cp 4 jr nc, .no_battle call SelectTreeMon jr nc, .no_battle ret .no_battle xor a ret ; b823e db $05 ; ???? GetTreeMonSet: ; b823f ; Return carry and treemon set in a ; if the current map is in table hl. ld a, [MapNumber] ld e, a ld a, [MapGroup] ld d, a .loop ld a, [hli] cp -1 jr z, .not_in_table cp d jr nz, .skip2 ld a, [hli] cp e jr nz, .skip1 jr .in_table .skip2 inc hl .skip1 inc hl jr .loop .not_in_table xor a ret .in_table ld a, [hl] scf ret ; b825e INCLUDE "data/wild/treemon_maps.asm" GetTreeMons: ; b82d2 ; Return the address of TreeMon table a in hl. ; Return nc if table a doesn't exist. cp 8 jr nc, .quit and a jr z, .quit ld e, a ld d, 0 ld hl, TreeMons add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a scf ret .quit xor a ret ; b82e8 INCLUDE "data/wild/treemons.asm" GetTreeMon: ; b83e5 push hl call GetTreeScore pop hl and a jr z, .bad cp 1 jr z, .good cp 2 jr z, .rare ret .bad ld a, 10 call RandomRange and a jr nz, NoTreeMon jr SelectTreeMon .good ld a, 10 call RandomRange cp 5 jr nc, NoTreeMon jr SelectTreeMon .rare ld a, 10 call RandomRange cp 8 jr nc, NoTreeMon jr .skip .skip ld a, [hli] cp -1 jr nz, .skip call SelectTreeMon ret ; b841f SelectTreeMon: ; b841f ; Read a TreeMons table and pick one monster at random. ld a, 100 call RandomRange .loop sub [hl] jr c, .ok inc hl inc hl inc hl jr .loop .ok ld a, [hli] cp $ff jr z, NoTreeMon ld a, [hli] ld [TempWildMonSpecies], a ld a, [hl] ld [CurPartyLevel], a scf ret NoTreeMon: ; b843b xor a ld [TempWildMonSpecies], a ld [CurPartyLevel], a ret ; b8443 GetTreeScore: ; b8443 call .CoordScore ld [Buffer1], a call .OTIDScore ld [Buffer2], a ld c, a ld a, [Buffer1] sub c jr z, .rare jr nc, .ok add 10 .ok cp 5 jr c, .good .bad xor a ret .good ld a, 1 ret .rare ld a, 2 ret ; b8466 .CoordScore: ; b8466 call GetFacingTileCoord ld hl, 0 ld c, e ld b, 0 ld a, d and a jr z, .next .loop add hl, bc dec a jr nz, .loop .next add hl, bc ld c, d add hl, bc ld a, h ld [hDividend], a ld a, l ld [hDividend + 1], a ld a, 5 ld [hDivisor], a ld b, 2 call Divide ld a, [hQuotient + 1] ld [hDividend], a ld a, [hQuotient + 2] ld [hDividend + 1], a ld a, 10 ld [hDivisor], a ld b, 2 call Divide ld a, [hQuotient + 3] ret ; b849d .OTIDScore: ; b849d ld a, [PlayerID] ld [hDividend], a ld a, [PlayerID + 1] ld [hDividend + 1], a ld a, 10 ld [hDivisor], a ld b, 2 call Divide ld a, [hQuotient + 3] ret ; b84b3 LoadFishingGFX: ; b84b3 ld a, [rVBK] push af ld a, $1 ld [rVBK], a ld de, FishingGFX ld a, [PlayerGender] bit 0, a jr z, .got_gender ld de, KrisFishingGFX .got_gender ld hl, VTiles0 tile $02 call .LoadGFX ld hl, VTiles0 tile $06 call .LoadGFX ld hl, VTiles0 tile $0a call .LoadGFX ld hl, VTiles1 tile $7c call .LoadGFX pop af ld [rVBK], a ret ; b84e3 .LoadGFX: ; b84e3 lb bc, BANK(FishingGFX), 2 push de call Get2bpp pop de ld hl, 2 tiles add hl, de ld d, h ld e, l ret ; b84f2 FishingGFX: ; b84f2 INCBIN "gfx/overworld/chris_fish.2bpp" ; b8582 KrisFishingGFX: ; b8582 INCBIN "gfx/overworld/kris_fish.2bpp" ; b8612