InitGender: call InitGenderScreen call LoadGenderScreenPal call LoadGenderScreenLightBlueTile call WaitBGMap2 call SetPalettes ld hl, AreYouABoyOrAreYouAGirlText call PrintText1bpp ld hl, .MenuHeader call LoadMenuHeader call WaitBGMap2 call VerticalMenu call CloseWindow ld a, [wMenuCursorY] dec a ld [wPlayerGender], a ld c, 10 call DelayFrames ret .MenuHeader: db MENU_BACKUP_TILES ; flags menu_coords 6, 4, 12, 9 dw .MenuData db 1 ; default option .MenuData: db STATICMENU_CURSOR | STATICMENU_WRAP | STATICMENU_DISABLE_B ; flags db 2 ; items db "Boy@" db "Girl@" AreYouABoyOrAreYouAGirlText: text_far _AreYouABoyOrAreYouAGirlText text_end InitGenderScreen: ld a, $10 ld [wMusicFade], a ld a, LOW(MUSIC_NONE) ld [wMusicFadeID], a ld a, HIGH(MUSIC_NONE) ld [wMusicFadeID + 1], a ld c, 8 call DelayFrames call ClearBGPalettes call LoadFrame hlcoord 0, 0 ld bc, SCREEN_HEIGHT * SCREEN_WIDTH ld a, $0 call ByteFill hlcoord 0, 0, wAttrmap ld bc, SCREEN_HEIGHT * SCREEN_WIDTH xor a call ByteFill ret LoadGenderScreenPal: ld hl, .Palette ld de, wBGPals1 ld bc, 1 palettes ld a, BANK(wBGPals1) call FarCopyWRAM farcall ApplyPals ret .Palette: INCLUDE "gfx/new_game/gender_screen.pal" LoadGenderScreenLightBlueTile: ld de, .LightBlueTile ld hl, vTiles2 tile $00 lb bc, BANK(.LightBlueTile), 1 call Get2bpp ret .LightBlueTile: INCBIN "gfx/new_game/gender_screen.2bpp"