INCLUDE "includes.asm" SECTION "NULL", ROM0[0] NULL: INCLUDE "rst.asm" INCLUDE "interrupts.asm" SECTION "Header", ROM0[$100] Start: nop jp _Start SECTION "Home", ROM0[$150] INCLUDE "home/init.asm" INCLUDE "home/vblank.asm" INCLUDE "home/delay.asm" INCLUDE "home/rtc.asm" INCLUDE "home/fade.asm" INCLUDE "home/lcd.asm" INCLUDE "home/time.asm" INCLUDE "home/serial.asm" INCLUDE "home/joypad.asm" INCLUDE "home/decompress.asm" INCLUDE "home/palettes.asm" INCLUDE "home/copy.asm" INCLUDE "home/text.asm" INCLUDE "home/video.asm" INCLUDE "home/map_objects.asm" INCLUDE "home/sine.asm" INCLUDE "home/movement.asm" INCLUDE "home/tilemap.asm" INCLUDE "home/menu.asm" INCLUDE "home/handshake.asm" INCLUDE "home/game_time.asm" INCLUDE "home/map.asm" Function2d43: ; 2d43 ; Inexplicably empty. ; Seen in PredefPointers. rept 16 nop endr ret ; 2d54 INCLUDE "home/farcall.asm" INCLUDE "home/predef.asm" INCLUDE "home/window.asm" Function2e4e: ; 2e4e scf ret ; 2e50 INCLUDE "home/flag.asm" Function2ebb: ; 2ebb ld a, [$c2cc] bit 1, a ret z ld a, [hJoyDown] bit A_BUTTON, a ret ; 2ec6 Function2ec6: ; 2ec6 xor a ret ; 2ec8 Function2ec8: ; 2ec8 xor a dec a ret ; 2ecb Function2ecb: ; 2ecb push hl ld hl, $c2cc bit 1, [hl] pop hl ret ; 2ed3 Function2ed3: ; 0x2ed3 ; disables overworld sprite updating? xor a ld [$ffde], a ld a, [VramState] res 0, a ld [VramState], a ld a, $0 ld [$c2ce], a ret ; 0x2ee4 Function2ee4: ; 2ee4 ld a, $1 ld [$c2ce], a ld a, [VramState] set 0, a ld [VramState], a ld a, $1 ld [$ffde], a ret ; 2ef6 INCLUDE "home/string.asm" IsInJohto: ; 2f17 ; Return 0 if the player is in Johto, and 1 in Kanto. ld a, [MapGroup] ld b, a ld a, [MapNumber] ld c, a call GetWorldMapLocation cp FAST_SHIP jr z, .Johto cp SPECIAL_MAP jr nz, .CheckRegion ld a, [BackupMapGroup] ld b, a ld a, [BackupMapNumber] ld c, a call GetWorldMapLocation .CheckRegion cp KANTO_LANDMARK jr nc, .Kanto .Johto xor a ret .Kanto ld a, 1 ret ; 2f3e Function2f3e: ; 2f3e ret ; 2f3f INCLUDE "home/item.asm" INCLUDE "home/random.asm" INCLUDE "home/sram.asm" ; Register aliases _hl_: ; 2fec jp [hl] ; 2fed _de_: ; 2fed push de ret ; 2fef INCLUDE "home/double_speed.asm" ClearSprites: ; 300b ; Erase OAM data ld hl, Sprites ld b, SpritesEnd - Sprites xor a .loop ld [hli], a dec b jr nz, .loop ret ; 3016 HideSprites: ; 3016 ; Set all OAM y-positions to 160 to hide them offscreen ld hl, Sprites ld de, 4 ; length of an OAM struct ld b, (SpritesEnd - Sprites) / 4 ; number of OAM structs ld a, 160 ; y .loop ld [hl], a add hl, de dec b jr nz, .loop ret ; 3026 INCLUDE "home/copy2.asm" Function309d: ; 309d ld a, [rSVBK] push af ld a, 2 ld [rSVBK], a ld hl, TileMap ld de, $d000 ld bc, 360 call CopyBytes pop af ld [rSVBK], a ret ; 30b4 Function30b4: ; 30b4 xor a ld [hBGMapMode], a call Function30bf ld a, 1 ld [hBGMapMode], a ret ; 30bf Function30bf: ; 30bf ld a, [rSVBK] push af ld a, 2 ld [rSVBK], a ld hl, $d000 ld de, TileMap ld bc, 360 call CopyBytes pop af ld [rSVBK], a ret ; 30d6 CopyName1: ; 30d6 ld hl, StringBuffer2 CopyName2: ; 30d9 .loop ld a, [de] inc de ld [hli], a cp "@" jr nz, .loop ret ; 30e1 IsInArray: ; 30e1 ; Find value a for every de bytes in array hl. ; Return index in b and carry if found. ld b, 0 ld c, a .loop ld a, [hl] cp $ff jr z, .NotInArray cp c jr z, .InArray inc b add hl, de jr .loop .NotInArray and a ret .InArray scf ret ; 30f4 SkipNames: ; 0x30f4 ; skips n names where n = a ld bc, $000b ; name length and a ret z .loop add hl, bc dec a jr nz, .loop ret ; 0x30fe AddNTimes: ; 0x30fe ; adds bc n times where n = a and a ret z .loop add hl, bc dec a jr nz, .loop ret ; 0x3105 INCLUDE "home/math.asm" PrintLetterDelay: ; 313d ; Wait before printing the next letter. ; The text speed setting in Options is actually a frame count: ; fast: 1 frame ; mid: 3 frames ; slow: 5 frames ; $cfcf[!0] and A or B override text speed with a one-frame delay. ; Options[4] and $cfcf[!1] disable the delay. ld a, [Options] bit NO_TEXT_SCROLL, a ret nz ; non-scrolling text? ld a, [$cfcf] bit 1, a ret z push hl push de push bc ld hl, hOAMUpdate ld a, [hl] push af ; orginally turned oam update off... ; ld a, 1 ld [hl], a ; force fast scroll? ld a, [$cfcf] bit 0, a jr z, .fast ; text speed ld a, [Options] and %111 jr .updatedelay .fast ld a, 1 .updatedelay ld [TextDelayFrames], a .checkjoypad call GetJoypadPublic ; input override ld a, [$c2d7] and a jr nz, .wait ; Wait one frame if holding A or B. ld a, [hJoyDown] bit 0, a ; A_BUTTON jr z, .checkb jr .delay .checkb bit 1, a ; B_BUTTON jr z, .wait .delay call DelayFrame jr .end .wait ld a, [TextDelayFrames] and a jr nz, .checkjoypad .end pop af ld [hOAMUpdate], a pop bc pop de pop hl ret ; 318c CopyDataUntil: ; 318c ; Copy [hl .. bc) to [de .. de + bc - hl). ; In other words, the source data is ; from hl up to but not including bc, ; and the destination is de. ld a, [hli] ld [de], a inc de ld a, h cp b jr nz, CopyDataUntil ld a, l cp c jr nz, CopyDataUntil ret ; 0x3198 PrintNum: ; 3198 ld a, [hROMBank] push af ld a, BANK(_PrintNum) rst Bankswitch call _PrintNum pop af rst Bankswitch ret ; 31a4 Function31a4: ; 31a4 ld a, [hROMBank] push af ld a, BANK(Function1061ef) rst Bankswitch call Function1061ef pop af rst Bankswitch ret ; 31b0 FarPrintText: ; 31b0 ld [hBuffer], a ld a, [hROMBank] push af ld a, [hBuffer] rst Bankswitch call PrintText pop af rst Bankswitch ret ; 31be CallPointerAt: ; 31be ld a, [hROMBank] push af ld a, [hli] rst Bankswitch ld a, [hli] ld h, [hl] ld l, a call _hl_ pop hl ld a, h rst Bankswitch ret ; 31cd Function31cd: ; 31cd ; Push pointer hl in the current bank to $d0e8. ld a, [hROMBank] Function31cf: ; 31cf ; Push pointer a:hl to $d0e8. ld [$d0e8], a ld a, l ld [$d0e9], a ld a, h ld [$d0ea], a ret ; 31db StringCmp: ; 31db ; Compare c bytes at de and hl. ; Return z if they all match. ld a, [de] cp [hl] ret nz inc de inc hl dec c jr nz, StringCmp ret ; 0x31e4 CompareLong: ; 31e4 ; Compare bc bytes at de and hl. ; Return carry if they all match. ld a, [de] cp [hl] jr nz, .Diff inc de inc hl dec bc ld a, b or c jr nz, CompareLong scf ret .Diff and a ret ; 31f3 WhiteBGMap: ; 31f3 call ClearPalettes WaitBGMap: ; 31f6 ; Tell VBlank to update BG Map ld a, 1 ; BG Map 0 tiles ld [hBGMapMode], a ; Wait for it to do its magic ld c, 4 call DelayFrames ret ; 3200 Function3200: ; 0x3200 ld a, [hCGB] and a jr z, .asm_320e ld a, 2 ld [hBGMapMode], a ld c, 4 call DelayFrames .asm_320e ld a, 1 ld [hBGMapMode], a ld c, 4 call DelayFrames ret ; 0x3218 Function3218: ; 3218 ld a, [hCGB] and a ret ; 321c Function321c: ; 321c ld a, [hCGB] and a jr z, .asm_322e ld a, [$c2ce] cp 0 jr z, .asm_322e ld a, 1 ld [hBGMapMode], a jr Function323d .asm_322e ld a, 1 ld [hBGMapMode], a ld c, 4 call DelayFrames ret ; 3238 Function3238: ; 3238 ld a, [hCGB] and a jr z, WaitBGMap Function323d: ; 323d jr Function3246 ; 323f Function323f: ; 323f callba Function104000 ret ; 3246 Function3246: ; 3246 ld a, [hBGMapMode] push af xor a ld [hBGMapMode], a ld a, [$ffde] push af xor a ld [$ffde], a .asm_3252 ld a, [rLY] cp $7f jr c, .asm_3252 ; 3256 $fa di ld a, $1 ld [rVBK], a ld hl, AttrMap call Function327b ld a, $0 ld [rVBK], a ld hl, TileMap call Function327b .asm_326d ld a, [rLY] cp $7f jr c, .asm_326d ; 3271 $fa ei pop af ld [$ffde], a pop af ld [hBGMapMode], a ret ; 327b Function327b: ; 327b ld [hSPBuffer], sp ld sp, hl ld a, [$ffd7] ld h, a ld l, $0 ld a, $12 ld [$ffd3], a ld b, $2 ld c, $41 .asm_328c pop de rept 9 .loop\@ ld a, [$ff00+c] and b jr nz, .loop\@ ld [hl], e inc l ld [hl], d inc l pop de endr .asm_32de ld a, [$ff00+c] and b jr nz, .asm_32de ld [hl], e inc l ld [hl], d inc l ld de, $000c add hl, de ld a, [$ffd3] dec a ld [$ffd3], a jr nz, .asm_328c ld a, [hSPBuffer] ld l, a ld a, [$ffda] ld h, a ld sp, hl ret ; 32f9 Function32f9: ; 32f9 ld a, [hCGB] and a jr nz, .asm_3309 ld a, $e4 ld [rBGP], a ld a, $d0 ld [rOBP0], a ld [rOBP1], a ret .asm_3309 push de ld a, $e4 call DmgToCgbBGPals ld de, $e4e4 call DmgToCgbObjPals pop de ret ; 3317 ClearPalettes: ; 3317 ; Make all palettes white ; CGB: make all the palette colors white ld a, [hCGB] and a jr nz, .cgb ; DMG: just change palettes to 0 (white) xor a ld [rBGP], a ld [rOBP0], a ld [rOBP1], a ret .cgb ld a, [rSVBK] push af ld a, 5 ld [rSVBK], a ; Fill BGPals and OBPals with $ffff (white) ld hl, BGPals ld bc, $80 ld a, $ff call ByteFill pop af ld [rSVBK], a ; Request palette update ld a, 1 ld [hCGBPalUpdate], a ret ; 333e ClearSGB: ; 333e ld b, $ff GetSGBLayout: ; 3340 ; load sgb packets unless dmg ld a, [hCGB] and a jr nz, .dosgb ld a, [hSGB] and a ret z .dosgb ld a, $31 ; LoadSGBLayout jp Predef ; 334e SetHPPal: ; 334e ; Set palette for hp bar pixel length e at hl. call GetHPPal ld [hl], d ret ; 3353 GetHPPal: ; 3353 ; Get palette for hp bar pixel length e in d. ld d, 0 ; green ld a, e cp 24 ret nc inc d ; yellow cp 10 ret nc inc d ; red ret ; 335f CountSetBits: ; 0x335f ; Count the number of set bits in b bytes starting from hl. ; Return in a, c and [$d265]. ld c, 0 .next ld a, [hli] ld e, a ld d, 8 .count srl e ld a, 0 adc c ld c, a dec d jr nz, .count dec b jr nz, .next ld a, c ld [$d265], a ret ; 0x3376 GetWeekday: ; 3376 ld a, [CurDay] .mod sub 7 jr nc, .mod add 7 ret ; 3380 INCLUDE "home/pokedex_flags.asm" NamesPointers: ; 33ab dbw BANK(PokemonNames), PokemonNames dbw BANK(MoveNames), MoveNames dbw 0, 0 dbw BANK(ItemNames), ItemNames dbw 0, PartyMonOT dbw 0, OTPartyMonOT dbw BANK(TrainerClassNames), TrainerClassNames dbw $04, $4b52 ; ???? ; 33c3 GetName: ; 33c3 ; Return name CurSpecies from name list $cf61 in StringBuffer1. ld a, [hROMBank] push af push hl push bc push de ld a, [$cf61] cp 1 ; Pokemon names jr nz, .NotPokeName ld a, [CurSpecies] ld [$d265], a call GetPokemonName ld hl, 11 add hl, de ld e, l ld d, h jr .done .NotPokeName ld a, [$cf61] dec a ld e, a ld d, 0 ld hl, NamesPointers add hl, de add hl, de add hl, de ld a, [hli] rst Bankswitch ld a, [hli] ld h, [hl] ld l, a ld a, [CurSpecies] dec a call GetNthString ld de, StringBuffer1 ld bc, $000d call CopyBytes .done ld a, e ld [$d102], a ld a, d ld [$d103], a pop de pop bc pop hl pop af rst Bankswitch ret ; 3411 GetNthString: ; 3411 ; Return the address of the ; ath string starting from hl. and a ret z push bc ld b, a ld c, "@" .readChar ld a, [hli] cp c jr nz, .readChar dec b jr nz, .readChar pop bc ret ; 3420 GetBasePokemonName: ; 3420 ; Discards gender (Nidoran). push hl call GetPokemonName ld hl, StringBuffer1 .loop ld a, [hl] cp "@" jr z, .quit cp "♂" jr z, .end cp "♀" jr z, .end inc hl jr .loop .end ld [hl], "@" .quit pop hl ret ; 343b GetPokemonName: ; 343b ; Get Pokemon name $d265. ld a, [hROMBank] push af push hl ld a, BANK(PokemonNames) rst Bankswitch ; Each name is ten characters ld a, [$d265] dec a ld d, 0 ld e, a ld h, 0 ld l, a add hl, hl add hl, hl add hl, de add hl, hl ld de, PokemonNames add hl, de ; Terminator ld de, StringBuffer1 push de ld bc, PKMN_NAME_LENGTH - 1 call CopyBytes ld hl, StringBuffer1 + PKMN_NAME_LENGTH - 1 ld [hl], "@" pop de pop hl pop af rst Bankswitch ret ; 3468 GetItemName: ; 3468 ; Get item name $d265. push hl push bc ld a, [$d265] cp TM_01 jr nc, .TM ld [CurSpecies], a ld a, 4 ; Item names ld [$cf61], a call GetName jr .Copied .TM call GetTMHMName .Copied ld de, StringBuffer1 pop bc pop hl ret ; 3487 GetTMHMName: ; 3487 ; Get TM/HM name by item id $d265. push hl push de push bc ld a, [$d265] push af ; TM/HM prefix cp HM_01 push af jr c, .TM ld hl, .HMText ld bc, .HMTextEnd - .HMText jr .asm_34a1 .TM ld hl, .TMText ld bc, .TMTextEnd - .TMText .asm_34a1 ld de, StringBuffer1 call CopyBytes ; TM/HM number push de ld a, [$d265] ld c, a callab GetTMHMNumber pop de ; HM numbers start from 51, not 1 pop af ld a, c jr c, .asm_34b9 sub NUM_TMS ; Divide and mod by 10 to get the top and bottom digits respectively .asm_34b9 ld b, "0" .mod10 sub 10 jr c, .asm_34c2 inc b jr .mod10 .asm_34c2 add 10 push af ld a, b ld [de], a inc de pop af ld b, "0" add b ld [de], a ; End the string inc de ld a, "@" ld [de], a pop af ld [$d265], a pop bc pop de pop hl ret .TMText db "TM" .TMTextEnd db "@" .HMText db "HM" .HMTextEnd db "@" ; 34df IsHM: ; 34df cp HM_01 jr c, .NotHM scf ret .NotHM and a ret ; 34e7 IsHMMove: ; 34e7 ld hl, .HMMoves ld de, 1 jp IsInArray .HMMoves db CUT db FLY db SURF db STRENGTH db FLASH db WATERFALL db WHIRLPOOL db $ff ; 34f8 GetMoveName: ; 34f8 push hl ; move name ld a, $2 ; move names ld [$cf61], a ; move id ld a, [$d265] ld [CurSpecies], a call GetName ld de, StringBuffer1 pop hl ret ; 350c Function350c: ; 350c call Function1c66 ld a, [hROMBank] push af ld a, $9 rst Bankswitch call Function245af call Function3524 call Function245cb pop af rst Bankswitch ld a, [$cf73] ret ; 3524 Function3524: ; 3524 ld hl, VramState bit 0, [hl] jp nz, UpdateTimePals jp Function32f9 ; 352f Function352f: ; 352f ld a, [$cf82] dec a ld b, a ld a, [$cf84] sub b ld d, a ld a, [$cf83] dec a ld c, a ld a, [$cf85] sub c ld e, a push de call GetTileCoord pop bc jp TextBox ; 354b Function354b: ; 354b call DelayFrame ld a, [$ffaa] push af ld a, $1 ld [$ffaa], a call Functiona57 pop af ld [$ffaa], a ld a, [$ffa9] and $f0 ld c, a ld a, [hJoyPressed] and $f or c ld c, a ret ; 3567 Function3567: ; 3567 ld a, [hROMBank] push af call Function2c52 call Function3574 pop bc ld a, b rst Bankswitch ret ; 3574 Function3574: ; 3574 ld hl, $0001 add hl, de ld a, [hl] cp $ff jr z, .asm_3597 ld l, a push hl call Function3599 pop hl jr nc, .asm_3597 ld d, a ld e, l call Function35de jr nc, .asm_3597 call Function2631 callba Function96c56 scf ret .asm_3597 and a ret ; 3599 Function3599: ; 3599 push de ld hl, $0010 add hl, de ld a, [hl] ld hl, $0011 add hl, de ld e, [hl] sub $4 ld d, a ld a, e sub $4 ld e, a call Function35b0 pop de ret ; 35b0 Function35b0: ; 35b0 ld hl, $dbfc ld a, [hli] ld h, [hl] ld l, a ld a, [$dbfb] and a jr z, .asm_35d3 .asm_35bc push af ld a, [hl] cp e jr nz, .asm_35c8 inc hl ld a, [hld] cp d jr nz, .asm_35c8 jr .asm_35d5 .asm_35c8 ld a, $5 add l ld l, a jr nc, .asm_35cf inc h .asm_35cf pop af dec a jr nz, .asm_35bc .asm_35d3 and a ret .asm_35d5 pop af ld d, a ld a, [$dbfb] sub d inc a scf ret ; 35de Function35de: ; 35de inc e ld hl, $0001 add hl, bc ld a, [hli] ld h, [hl] ld l, a .asm_35e6 ld a, [hli] cp $ff jr z, .asm_35fc cp d jr nz, .asm_35f7 ld a, [hli] cp e jr nz, .asm_35f8 ld a, [hli] ld h, [hl] ld l, a jr .asm_35fe .asm_35f7 inc hl .asm_35f8 inc hl inc hl jr .asm_35e6 .asm_35fc and a ret .asm_35fe scf ret ; 3600 CheckTrainerBattle2: ; 3600 ld a, [hROMBank] push af call Function2c52 call CheckTrainerBattle pop bc ld a, b rst Bankswitch ret ; 360d CheckTrainerBattle: ; 360d ; Check if any trainer on the map sees the player and wants to battle. ; Skip the player object. ld a, 1 ld de, MapObjects + OBJECT_LENGTH .loop ; Start a battle if the object: push af push de ; Has a sprite ld hl, $0001 add hl, de ld a, [hl] and a jr z, .next ; Is a trainer ld hl, $0008 add hl, de ld a, [hl] and $f cp $2 jr nz, .next ; Is visible on the map ld hl, $0000 add hl, de ld a, [hl] cp $ff jr z, .next ; Is facing the player... call Function1ae5 call FacingPlayerDistance_bc jr nc, .next ; ...within their sight range ld hl, $0009 add hl, de ld a, [hl] cp b jr c, .next ; And hasn't already been beaten push bc push de ld hl, $000a add hl, de ld a, [hli] ld h, [hl] ld l, a ld e, [hl] inc hl ld d, [hl] ld b, CHECK_FLAG call EventFlagAction ld a, c pop de pop bc and a jr z, .asm_3666 .next pop de ld hl, OBJECT_LENGTH add hl, de ld d, h ld e, l pop af inc a cp NUM_OBJECTS jr nz, .loop xor a ret .asm_3666 pop de pop af ld [$ffe0], a ld a, b ld [$d03f], a ld a, c ld [MartPointer], a jr Function367e ; 3674 Function3674: ; 3674 ld a, $1 ld [$d03f], a ld a, $ff ld [MartPointer], a Function367e: ; 367e call GetMapScriptHeaderBank ld [EngineBuffer1], a ld a, [$ffe0] call GetMapObject ld hl, $000a add hl, bc ld a, [EngineBuffer1] call GetFarHalfword ld de, $d041 ld bc, $000d ld a, [EngineBuffer1] call FarCopyBytes xor a ld [$d04d], a scf ret ; 36a5 FacingPlayerDistance_bc: ; 36a5 push de call FacingPlayerDistance ld b, d ld c, e pop de ret ; 36ad FacingPlayerDistance: ; 36ad ; Return carry if the sprite at bc is facing the player, ; and its distance in d. ld hl, $0010 ; x add hl, bc ld d, [hl] ld hl, $0011 ; y add hl, bc ld e, [hl] ld a, [MapX] cp d jr z, .CheckY ld a, [MapY] cp e jr z, .CheckX and a ret .CheckY ld a, [MapY] sub e jr z, .NotFacing jr nc, .Above ; Below cpl inc a ld d, a ld e, UP << 2 jr .CheckFacing .Above ld d, a ld e, DOWN << 2 jr .CheckFacing .CheckX ld a, [MapX] sub d jr z, .NotFacing jr nc, .Left ; Right cpl inc a ld d, a ld e, LEFT << 2 jr .CheckFacing .Left ld d, a ld e, RIGHT << 2 .CheckFacing call GetSpriteDirection cp e jr nz, .NotFacing scf ret .NotFacing and a ret ; 36f5 Function36f5: ; 36f5 push bc ld hl, $0001 add hl, bc ld a, [hl] call GetMapObject ld hl, $000a add hl, bc ld a, [hli] ld h, [hl] ld l, a call GetMapScriptHeaderBank call GetFarHalfword ld d, h ld e, l push de ld b, $2 call EventFlagAction pop de ld a, c and a pop bc ret ; 3718 Function3718: ; 3718 ld a, [BattleType] cp $1 jr .asm_3724 ld hl, WalkingTile jr .asm_3731 .asm_3724 ld a, [$d0ee] ld hl, WalkingTile and $f jr z, .asm_3731 ld hl, $d049 .asm_3731 ld a, [hli] ld h, [hl] ld l, a call GetMapScriptHeaderBank call FarPrintText call WaitBGMap call Functiona80 ret ; 3741 IsAPokemon: ; 3741 ; Return carry if species a is not a Pokemon. and a jr z, .NotAPokemon cp EGG jr z, .Pokemon cp NUM_POKEMON + 1 jr c, .Pokemon .NotAPokemon scf ret .Pokemon and a ret ; 3750 DrawHPBar: ; 3750 ; Draw an HP bar d tiles long at hl ; Fill it up to e pixels push hl push de push bc ; Place 'HP:' ld a, $60 ld [hli], a ld a, $61 ld [hli], a ; Draw a template push hl ld a, $62 ; empty bar .template ld [hli], a dec d jr nz, .template ld a, $6b ; bar end add b ld [hl], a pop hl ; Safety check # pixels ld a, e and a jr nz, .fill ld a, c and a jr z, .done ld e, 1 .fill ; Keep drawing tiles until pixel length is reached ld a, e sub TILE_WIDTH jr c, .lastbar ld e, a ld a, $6a ; full bar ld [hli], a ld a, e and a jr z, .done jr .fill .lastbar ld a, $62 ; empty bar add e ; + e ld [hl], a .done pop bc pop de pop hl ret ; 3786 Function3786: ; 3786 ld a, $1 ld [$c2c6], a Function378b: ; 378b ld a, [CurPartySpecies] call IsAPokemon jr c, .asm_37ad push hl ld de, VTiles2 ld a, $3c call Predef pop hl xor a ld [$ffad], a ld bc, $0707 ld a, $13 call Predef xor a ld [$c2c6], a ret .asm_37ad xor a ld [$c2c6], a inc a ld [CurPartySpecies], a ret ; 37b6 Function37b6: ; 37b6 push af ld a, $1 ld [$c2bc], a pop af call Function37e2 call WaitSFX ret ; 37c4 Function37c4: ; 37c4 push af ld a, $1 ld [$c2bc], a pop af jp Function37e2 ; 37ce Function37ce: ; 37ce call Function37d5 call WaitSFX ret ; 37d5 Function37d5: ; 37d5 push af xor a ld [$c2bc], a ld [CryTracks], a pop af call Function37e2 ret ; 37e2 Function37e2: ; 37e2 push hl push de push bc call Function381e jr c, .asm_37ef ld e, c ld d, b call PlayCryHeader .asm_37ef pop bc pop de pop hl ret ; 37f3 Function37f3: ; 37f3 call Function381e ret c ld a, [hROMBank] push af ld a, $3c rst Bankswitch ld hl, $6787 add hl, bc add hl, bc add hl, bc add hl, bc add hl, bc add hl, bc ld e, [hl] inc hl ld d, [hl] inc hl ld a, [hli] ld [CryPitch], a ld a, [hli] ld [CryEcho], a ld a, [hli] ld [CryLength], a ld a, [hl] ld [$c2b3], a pop af rst Bankswitch and a ret ; 381e Function381e: ; 381e and a jr z, .asm_382b cp $fc jr nc, .asm_382b dec a ld c, a ld b, $0 and a ret .asm_382b scf ret ; 382d PrintLevel: ; 382d ; Print TempMonLevel at hl ld a, [TempMonLevel] ld [hl], $6e ; ":L" inc hl ; How many digits? ld c, 2 cp 100 jr c, Function3842 ; 3-digit numbers overwrite the :L. dec hl inc c jr Function3842 ; 383d Function383d: ; 383d ; Print :L and all 3 digits ld [hl], $6e inc hl ld c, 3 ; 3842 Function3842: ; 3842 ld [$d265], a ld de, $d265 ld b, %01000001 ; flags jp PrintNum ; 384d Function384d: ; 384d ld hl, $d25e ld c, a ld b, $0 add hl, bc ld a, [hl] ret ; 3856 GetBaseData: ; 3856 push bc push de push hl ld a, [hROMBank] push af ld a, BANK(BaseData) rst Bankswitch ; Egg doesn't have BaseData ld a, [CurSpecies] cp EGG jr z, .egg ; Get BaseData dec a ld bc, BaseData1 - BaseData0 ld hl, BaseData call AddNTimes ld de, CurBaseData ld bc, BaseData1 - BaseData0 call CopyBytes jr .end .egg ; ???? ld de, $7d9c ; Sprite dimensions ld b, $55 ; 5x5 ld hl, BasePicSize ld [hl], b ; ???? ld hl, BasePadding ld [hl], e inc hl ld [hl], d inc hl ld [hl], e inc hl ld [hl], d jr .end .end ; Replace Pokedex # with species ld a, [CurSpecies] ld [BaseDexNo], a pop af rst Bankswitch pop hl pop de pop bc ret ; 389c GetCurNick: ; 389c ld a, [CurPartyMon] ld hl, PartyMonNicknames GetNick: ; 38a2 ; Get nickname a from list hl. push hl push bc call SkipNames ld de, StringBuffer1 push de ld bc, PKMN_NAME_LENGTH call CopyBytes pop de callab CheckNickErrors pop bc pop hl ret ; 38bb PrintBCDNumber: ; 38bb ; function to print a BCD (Binary-coded decimal) number ; de = address of BCD number ; hl = destination address ; c = flags and length ; bit 7: if set, do not print leading zeroes ; if unset, print leading zeroes ; bit 6: if set, left-align the string (do not pad empty digits with spaces) ; if unset, right-align the string ; bit 5: if set, print currency symbol at the beginning of the string ; if unset, do not print the currency symbol ; bits 0-4: length of BCD number in bytes ; Note that bits 5 and 7 are modified during execution. The above reflects ; their meaning at the beginning of the functions's execution. ld b, c ; save flags in b res 7, c res 6, c res 5, c ; c now holds the length bit 5, b jr z, .loop bit 7, b jr nz, .loop ld [hl], "¥" inc hl .loop ld a, [de] swap a call PrintBCDDigit ; print upper digit ld a, [de] call PrintBCDDigit ; print lower digit inc de dec c jr nz, .loop bit 7, b ; were any non-zero digits printed? jr z, .done ; if so, we are done .numberEqualsZero ; if every digit of the BCD number is zero bit 6, b ; left or right alignment? jr nz, .skipRightAlignmentAdjustment dec hl ; if the string is right-aligned, it needs to be moved back one space .skipRightAlignmentAdjustment bit 5, b jr z, .skipCurrencySymbol ld [hl], "¥" ; currency symbol inc hl .skipCurrencySymbol ld [hl], "0" call PrintLetterDelay inc hl .done ret ; 0x38f2 PrintBCDDigit: ; 38f2 and a, %00001111 and a jr z, .zeroDigit .nonzeroDigit bit 7, b ; have any non-space characters been printed? jr z, .outputDigit ; if bit 7 is set, then no numbers have been printed yet bit 5, b ; print the currency symbol? jr z, .skipCurrencySymbol ld [hl], "¥" inc hl res 5, b .skipCurrencySymbol res 7, b ; unset 7 to indicate that a nonzero digit has been reached .outputDigit add a, "0" ld [hli], a jp PrintLetterDelay .zeroDigit bit 7, b ; either printing leading zeroes or already reached a nonzero digit? jr z, .outputDigit ; if so, print a zero digit bit 6, b ; left or right alignment? ret nz ld a, " " ld [hli], a ; if right-aligned, "print" a space by advancing the pointer ret ; 0x3917 GetPartyParamLocation: ; 3917 ; Get the location of parameter a from CurPartyMon in hl push bc ld hl, PartyMons ld c, a ld b, $00 add hl, bc ld a, [CurPartyMon] call GetPartyLocation pop bc ret ; 3927 GetPartyLocation: ; 3927 ; Add the length of a PartyMon struct to hl a times. ld bc, PartyMon2 - PartyMon1 jp AddNTimes ; 392d Function392d: ; 392d push hl ld a, b dec a ld b, $0 add hl, bc ld hl, $5424 ld bc, $0020 call AddNTimes ld a, $14 call GetFarHalfword ld b, l ld c, h pop hl ret ; 3945 UserPartyAttr: ; 3945 push af ld a, [hBattleTurn] and a jr nz, .asm_394e pop af jr BattlePartyAttr .asm_394e pop af jr OTPartyAttr ; 3951 OpponentPartyAttr: ; 3951 push af ld a, [hBattleTurn] and a jr z, .asm_395a pop af jr BattlePartyAttr .asm_395a pop af jr OTPartyAttr ; 395d BattlePartyAttr: ; 395d ; Get attribute a from the active BattleMon's party struct. push bc ld c, a ld b, 0 ld hl, PartyMons add hl, bc ld a, [CurBattleMon] call GetPartyLocation pop bc ret ; 396d OTPartyAttr: ; 396d ; Get attribute a from the active EnemyMon's party struct. push bc ld c, a ld b, 0 ld hl, OTPartyMon1Species add hl, bc ld a, [CurOTMon] call GetPartyLocation pop bc ret ; 397d ResetDamage: ; 397d xor a ld [CurDamage], a ld [CurDamage + 1], a ret ; 3985 SetPlayerTurn: ; 3985 xor a ld [hBattleTurn], a ret ; 3989 SetEnemyTurn: ; 3989 ld a, 1 ld [hBattleTurn], a ret ; 398e UpdateOpponentInParty: ; 398e ld a, [hBattleTurn] and a jr z, UpdateEnemyMonInParty jr UpdateBattleMonInParty ; 3995 UpdateUserInParty: ; 3995 ld a, [hBattleTurn] and a jr z, UpdateBattleMonInParty jr UpdateEnemyMonInParty ; 399c UpdateBattleMonInParty: ; 399c ; Update level, status, current HP ld a, [CurBattleMon] Function399f: ; 399f ld hl, PartyMon1Level call GetPartyLocation ld d, h ld e, l ld hl, BattleMonLevel ld bc, BattleMonMaxHP - BattleMonLevel jp CopyBytes ; 39b0 UpdateEnemyMonInParty: ; 39b0 ; Update level, status, current HP ; No wildmons. ld a, [IsInBattle] dec a ret z ld a, [CurOTMon] ld hl, OTPartyMon1Level call GetPartyLocation ld d, h ld e, l ld hl, EnemyMonLevel ld bc, EnemyMonMaxHP - EnemyMonLevel jp CopyBytes ; 39c9 RefreshBattleHuds: ; 39c9 call UpdateBattleHuds ld c, 3 call DelayFrames jp WaitBGMap ; 39d4 UpdateBattleHuds: ; 39d4 callba Function3df48 callba Function3e036 ret ; 39e1 GetBattleVar: ; 39e1 ; Preserves hl. push hl call _GetBattleVar pop hl ret ; 39e7 _GetBattleVar: ; 39e7 ; Get variable from pair a, depending on whose turn it is. ; There are 21 variable pairs. push bc ld hl, .battlevarpairs ld c, a ld b, 0 add hl, bc add hl, bc ld a, [hli] ld h, [hl] ld l, a ; Enemy turn uses the second byte instead. ; This lets battle variable calls be side-neutral. ld a, [hBattleTurn] and a jr z, .getvar inc hl .getvar ; var id ld a, [hl] ld c, a ld b, 0 ld hl, .vars add hl, bc add hl, bc ld a, [hli] ld h, [hl] ld l, a ld a, [hl] pop bc ret .battlevarpairs dw .substatus1, .substatus2, .substatus3, .substatus4, .substatus5 dw .substatus1opp, .substatus2opp, .substatus3opp, .substatus4opp, .substatus5opp dw .status, .statusopp, .animation, .effect, .power, .type dw .curmove, .lastcounter, .lastcounteropp, .lastmove, .lastmoveopp const_def const PLAYER_SUBSTATUS_1 const ENEMY_SUBSTATUS_1 const PLAYER_SUBSTATUS_2 const ENEMY_SUBSTATUS_2 const PLAYER_SUBSTATUS_3 const ENEMY_SUBSTATUS_3 const PLAYER_SUBSTATUS_4 const ENEMY_SUBSTATUS_4 const PLAYER_SUBSTATUS_5 const ENEMY_SUBSTATUS_5 const PLAYER_STATUS const ENEMY_STATUS const PLAYER_MOVE_ANIMATION const ENEMY_MOVE_ANIMATION const PLAYER_MOVE_EFFECT const ENEMY_MOVE_EFFECT const PLAYER_MOVE_POWER const ENEMY_MOVE_POWER const PLAYER_MOVE_TYPE const ENEMY_MOVE_TYPE const PLAYER_CUR_MOVE const ENEMY_CUR_MOVE const PLAYER_COUNTER_MOVE const ENEMY_COUNTER_MOVE const PLAYER_LAST_MOVE const ENEMY_LAST_MOVE ; player enemy .substatus1 db PLAYER_SUBSTATUS_1, ENEMY_SUBSTATUS_1 .substatus1opp db ENEMY_SUBSTATUS_1, PLAYER_SUBSTATUS_1 .substatus2 db PLAYER_SUBSTATUS_2, ENEMY_SUBSTATUS_2 .substatus2opp db ENEMY_SUBSTATUS_2, PLAYER_SUBSTATUS_2 .substatus3 db PLAYER_SUBSTATUS_3, ENEMY_SUBSTATUS_3 .substatus3opp db ENEMY_SUBSTATUS_3, PLAYER_SUBSTATUS_3 .substatus4 db PLAYER_SUBSTATUS_4, ENEMY_SUBSTATUS_4 .substatus4opp db ENEMY_SUBSTATUS_4, PLAYER_SUBSTATUS_4 .substatus5 db PLAYER_SUBSTATUS_5, ENEMY_SUBSTATUS_5 .substatus5opp db ENEMY_SUBSTATUS_5, PLAYER_SUBSTATUS_5 .status db PLAYER_STATUS, ENEMY_STATUS .statusopp db ENEMY_STATUS, PLAYER_STATUS .animation db PLAYER_MOVE_ANIMATION, ENEMY_MOVE_ANIMATION .effect db PLAYER_MOVE_EFFECT, ENEMY_MOVE_EFFECT .power db PLAYER_MOVE_POWER, ENEMY_MOVE_POWER .type db PLAYER_MOVE_TYPE, ENEMY_MOVE_TYPE .curmove db PLAYER_CUR_MOVE, ENEMY_CUR_MOVE .lastcounter db PLAYER_COUNTER_MOVE, ENEMY_COUNTER_MOVE .lastcounteropp db ENEMY_COUNTER_MOVE, PLAYER_COUNTER_MOVE .lastmove db PLAYER_LAST_MOVE, ENEMY_LAST_MOVE .lastmoveopp db ENEMY_LAST_MOVE, PLAYER_LAST_MOVE .vars dw PlayerSubStatus1, EnemySubStatus1 dw PlayerSubStatus2, EnemySubStatus2 dw PlayerSubStatus3, EnemySubStatus3 dw PlayerSubStatus4, EnemySubStatus4 dw PlayerSubStatus5, EnemySubStatus5 dw BattleMonStatus, EnemyMonStatus dw PlayerMoveAnimation, EnemyMoveAnimation dw PlayerMoveEffect, EnemyMoveEffect dw PlayerMovePower, EnemyMovePower dw PlayerMoveType, EnemyMoveType dw CurPlayerMove, CurEnemyMove dw LastEnemyCounterMove, LastPlayerCounterMove dw LastPlayerMove, LastEnemyMove ; 3a90 Function3a90: ; 3a90 inc hl ld a, [hROMBank] push af ld a, [hli] ld e, a ld a, [hli] ld d, a ld a, [hli] ld [hROMBank], a ld [MBC3RomBank], a ld a, e ld l, a ld a, d ld h, a ld de, $d00c ld bc, $0028 call CopyBytes pop af ld [hROMBank], a ld [MBC3RomBank], a ret ; 3ab2 MobileTextBorder: ; 3ab2 ; For mobile link battles only. ld a, [InLinkBattle] cp 4 ret c ; Draw a cell phone icon at the top right corner of the border. ld hl, $c5a3 ; TileMap(19,12) ld [hl], $5e ; cell phone top ld hl, $c5b7 ; TileMap(19,13) ld [hl], $5f ; cell phone bottom ret ; 3ac3 BattleTextBox: ; 3ac3 ; Open a textbox and print text at hl. push hl call SpeechTextBox call MobileTextBorder call Function1ad2 call Function321c pop hl call PrintTextBoxText ret ; 3ad5 StdBattleTextBox: ; 3ad5 ; Open a textbox and print battle text at 20:hl. ld a, [hROMBank] push af ld a, BANK(BattleText) rst Bankswitch call BattleTextBox pop af rst Bankswitch ret ; 3ae1 Function3ae1: ; 3ae1 ld a, BANK(BattleAnimations) rst Bankswitch ld a, [hli] ld [BattleAnimAddress], a ld a, [hl] ld [BattleAnimAddress + 1], a ld a, BANK(BattleAnimCommands) rst Bankswitch ret ; 3af0 GetBattleAnimByte: ; 3af0 push hl push de ld hl, BattleAnimAddress ld e, [hl] inc hl ld d, [hl] ld a, BANK(BattleAnimations) rst Bankswitch ld a, [de] ld [BattleAnimByte], a inc de ld a, BANK(BattleAnimCommands) rst Bankswitch ld [hl], d dec hl ld [hl], e pop de pop hl ld a, [BattleAnimByte] ret ; 3b0c Function3b0c: ; 3b0c ld a, [hLCDStatCustom] and a ret z ld a, LYOverridesBackup % $100 ld [Requested2bppSource], a ld a, LYOverridesBackup / $100 ld [Requested2bppSource + 1], a ld a, LYOverrides % $100 ld [Requested2bppDest], a ld a, LYOverrides / $100 ld [Requested2bppDest + 1], a ld a, (LYOverridesEnd - LYOverrides) / 16 ld [Requested2bpp], a ret ; 3b2a Function3b2a: ; 3b2a ld [$c3b8], a ld a, [hROMBank] push af ld a, BANK(Function8cfd6) rst Bankswitch ld a, [$c3b8] call Function8cfd6 pop af rst Bankswitch ret ; 3b3c Function3b3c: ; 3b3c ld [$c3b8], a ld a, [hROMBank] push af ld a, BANK(Function8d120) rst Bankswitch ld a, [$c3b8] call Function8d120 pop af rst Bankswitch ret ; 3b4e SoundRestart: ; 3b4e push hl push de push bc push af ld a, [hROMBank] push af ld a, BANK(_SoundRestart) ld [hROMBank], a ld [MBC3RomBank], a call _SoundRestart pop af ld [hROMBank], a ld [MBC3RomBank], a pop af pop bc pop de pop hl ret ; 3b6a UpdateSound: ; 3b6a push hl push de push bc push af ld a, [hROMBank] push af ld a, BANK(_UpdateSound) ld [hROMBank], a ld [MBC3RomBank], a call _UpdateSound pop af ld [hROMBank], a ld [MBC3RomBank], a pop af pop bc pop de pop hl ret ; 3b86 _LoadMusicByte: ; 3b86 ; CurMusicByte = [a:de] ld [hROMBank], a ld [MBC3RomBank], a ld a, [de] ld [CurMusicByte], a ld a, BANK(LoadMusicByte) ld [hROMBank], a ld [MBC3RomBank], a ret ; 3b97 PlayMusic: ; 3b97 ; Play music de. push hl push de push bc push af ld a, [hROMBank] push af ld a, BANK(_PlayMusic) ; and BANK(_SoundRestart) ld [hROMBank], a ld [MBC3RomBank], a ld a, e and a jr z, .nomusic call _PlayMusic jr .end .nomusic call _SoundRestart .end pop af ld [hROMBank], a ld [MBC3RomBank], a pop af pop bc pop de pop hl ret ; 3bbc PlayMusic2: ; 3bbc ; Stop playing music, then play music de. push hl push de push bc push af ld a, [hROMBank] push af ld a, BANK(_PlayMusic) ld [hROMBank], a ld [MBC3RomBank], a push de ld de, MUSIC_NONE call _PlayMusic call DelayFrame pop de call _PlayMusic pop af ld [hROMBank], a ld [MBC3RomBank], a pop af pop bc pop de pop hl ret ; 3be3 PlayCryHeader: ; 3be3 ; Play a cry given parameters in header de push hl push de push bc push af ; Save current bank ld a, [hROMBank] push af ; Cry headers are stuck in one bank. ld a, BANK(CryHeaders) ld [hROMBank], a ld [MBC3RomBank], a ; Each header is 6 bytes long: ld hl, CryHeaders add hl, de add hl, de add hl, de add hl, de add hl, de add hl, de ld e, [hl] inc hl ld d, [hl] inc hl ld a, [hli] ld [CryPitch], a ld a, [hli] ld [CryEcho], a ld a, [hli] ld [CryLength], a ld a, [hl] ld [CryLength+1], a ld a, BANK(PlayCry) ld [hROMBank], a ld [MBC3RomBank], a call PlayCry pop af ld [hROMBank], a ld [MBC3RomBank], a pop af pop bc pop de pop hl ret ; 3c23 PlaySFX: ; 3c23 ; Play sound effect de. ; Sound effects are ordered by priority (lowest to highest) push hl push de push bc push af ; Is something already playing? call CheckSFX jr nc, .play ; Does it have priority? ld a, [CurSFX] cp e jr c, .quit .play ld a, [hROMBank] push af ld a, BANK(_PlaySFX) ld [hROMBank], a ld [MBC3RomBank], a ; bankswitch ld a, e ld [CurSFX], a call _PlaySFX pop af ld [hROMBank], a ld [MBC3RomBank], a ; bankswitch .quit pop af pop bc pop de pop hl ret ; 3c4e WaitPlaySFX: ; 3c4e call WaitSFX call PlaySFX ret ; 3c55 WaitSFX: ; 3c55 ; infinite loop until sfx is done playing push hl .loop ; ch5 on? ld hl, Channel5 + Channel1Flags - Channel1 bit 0, [hl] jr nz, .loop ; ch6 on? ld hl, Channel6 + Channel1Flags - Channel1 bit 0, [hl] jr nz, .loop ; ch7 on? ld hl, Channel7 + Channel1Flags - Channel1 bit 0, [hl] jr nz, .loop ; ch8 on? ld hl, Channel8 + Channel1Flags - Channel1 bit 0, [hl] jr nz, .loop pop hl ret ; 3c74 Function3c74: ; 3c74 push hl ld hl, $c1cc bit 0, [hl] jr nz, .asm_3c94 ld hl, $c1fe bit 0, [hl] jr nz, .asm_3c94 ld hl, $c230 bit 0, [hl] jr nz, .asm_3c94 ld hl, $c262 bit 0, [hl] jr nz, .asm_3c94 pop hl scf ret .asm_3c94 pop hl and a ret ; 3c97 MaxVolume: ; 3c97 ld a, $77 ; max ld [Volume], a ret ; 3c9d LowVolume: ; 3c9d ld a, $33 ; 40% ld [Volume], a ret ; 3ca3 VolumeOff: ; 3ca3 xor a ld [Volume], a ret ; 3ca8 Function3ca8: ; 3ca8 ld a, $4 ld [MusicFade], a ret ; 3cae Function3cae: ; 3cae ld a, $84 ld [MusicFade], a ret ; 3cb4 Function3cb4: ; 3cb4 .asm_3cb4 and a ret z dec a call UpdateSound jr .asm_3cb4 ; 3cbc Function3cbc: ; 3cbc push hl push de push bc push af call Function3d97 ld a, [CurMusic] cp e jr z, .asm_3cda ld a, $8 ld [MusicFade], a ld a, e ld [MusicFadeIDLo], a ld a, d ld [MusicFadeIDHi], a ld a, e ld [CurMusic], a .asm_3cda pop af pop bc pop de pop hl ret ; 3cdf Function3cdf: ; 3cdf push hl push de push bc push af call Function3d97 ld a, [CurMusic] cp e jr z, .asm_3cfe push de ld de, MUSIC_NONE call PlayMusic call DelayFrame pop de ld a, e ld [CurMusic], a call PlayMusic .asm_3cfe pop af pop bc pop de pop hl ret ; 3d03 Function3d03: ; 3d03 push hl push de push bc push af xor a ld [$c2c1], a ld de, MUSIC_BICYCLE ld a, [PlayerState] cp $1 jr z, .asm_3d18 call Function3d97 .asm_3d18 push de ld de, MUSIC_NONE call PlayMusic call DelayFrame pop de ld a, e ld [CurMusic], a call PlayMusic pop af pop bc pop de pop hl ret ; 3d2f Function3d2f: ; 3d2f ld a, [$c2c1] and a jr z, Function3d47 xor a ld [CurMusic], a ld de, MUSIC_NONE call PlayMusic call DelayFrame xor a ld [$c2c1], a ret ; 3d47 Function3d47: ; 3d47 push hl push de push bc push af ld de, MUSIC_NONE call PlayMusic call DelayFrame ld a, [CurMusic] ld e, a ld d, 0 call PlayMusic pop af pop bc pop de pop hl ret ; 3d62 Function3d62: ; 3d62 ld a, [PlayerState] cp $4 jr z, .asm_3d7b cp $8 jr z, .asm_3d7b ld a, [StatusFlags2] bit 2, a jr nz, .asm_3d80 .asm_3d74 and a ret ld de, $0013 scf ret .asm_3d7b ld de, $0021 scf ret .asm_3d80 ld a, [MapGroup] cp $a jr nz, .asm_3d74 ld a, [MapNumber] cp $f jr z, .asm_3d92 cp $11 jr nz, .asm_3d74 .asm_3d92 ld de, $0058 scf ret ; 3d97 Function3d97: ; 3d97 call Function3d62 ret c call Function2cbd ret ; 3d9f Function3d9f: ; 3d9f ld a, $20 ld [$c498], a ld [$c49c], a ld a, $50 ld [$c499], a ld a, $58 ld [$c49d], a xor a ld [$c49b], a ld [$c49f], a ld a, [$c296] cp $64 jr nc, .asm_3dd5 add $1 daa ld b, a swap a and $f add $f6 ld [$c49a], a ld a, b and $f add $f6 ld [$c49e], a ret .asm_3dd5 ld a, $ff ld [$c49a], a ld [$c49e], a ret ; 3dde CheckSFX: ; 3dde ; returns carry if sfx channels are active ld a, [$c1cc] ; 1 bit 0, a jr nz, .quit ld a, [$c1fe] ; 2 bit 0, a jr nz, .quit ld a, [$c230] ; 3 bit 0, a jr nz, .quit ld a, [$c262] ; 4 bit 0, a jr nz, .quit and a ret .quit scf ret ; 3dfe Function3dfe: ; 3dfe xor a ld [$c1cc], a ld [SoundInput], a ld [rNR10], a ld [rNR11], a ld [rNR12], a ld [rNR13], a ld [rNR14], a ret ; 3e10 ChannelsOff: ; 3e10 ; Quickly turn off music channels xor a ld [Channel1Flags], a ld [$c136], a ld [$c168], a ld [$c19a], a ld [SoundInput], a ret ; 3e21 SFXChannelsOff: ; 3e21 ; Quickly turn off sound effect channels xor a ld [$c1cc], a ld [$c1fe], a ld [$c230], a ld [$c262], a ld [SoundInput], a ret ; 3e32 Function3e32: ; 3e32 cp $2 ld [$c988], a ld a, l ld [$c986], a ld a, h ld [$c987], a jr nz, .asm_3e4f ld [$c982], a ld a, l ld [$c981], a ld hl, $c983 ld a, c ld [hli], a ld a, b ld [hl], a .asm_3e4f ld hl, $c822 set 6, [hl] ld a, [hROMBank] push af ld a, BANK(Function110030) ld [$c981], a rst Bankswitch jp Function110030 ; 3e60 Function3e60: ; 3e60 ld [$c986], a ld a, l ld [$c987], a ld a, h ld [$c988], a pop bc ld a, b ld [$c981], a rst Bankswitch ld hl, $c822 res 6, [hl] ld hl, $c987 ld a, [hli] ld h, [hl] ld l, a ld a, [$c986] ret ; 3e80 Function3e80: ; 3e80 ld a, [hROMBank] push af ld a, BANK(Function1116c5) ld [$c981], a rst Bankswitch call Function1116c5 pop bc ld a, b ld [$c981], a rst Bankswitch ret ; 3e93 Timer: ; 3e93 push af push bc push de push hl ld a, [$ffe9] and a jr z, .asm_3ed2 xor a ld [rTAC], a ; Turn off timer interrupt ld a, [rIF] and 1 << VBLANK | 1 << LCD_STAT | 1 << SERIAL | 1 << JOYPAD ld [rIF], a ld a, [$c86a] or a jr z, .asm_3ed2 ld a, [$c822] bit 1, a jr nz, .asm_3eca ld a, [rSC] and 1 << rSC_ON jr nz, .asm_3eca ld a, [hROMBank] push af ld a, BANK(Function1118de) ld [$c981], a rst Bankswitch call Function1118de pop bc ld a, b ld [$c981], a rst Bankswitch .asm_3eca ld a, [rTMA] ld [rTIMA], a ld a, 1 << rTAC_ON | rTAC_65536_HZ ld [rTAC], a .asm_3ed2 pop hl pop de pop bc pop af reti ; 3ed7 Function3ed7: ; 3ed7 ld [$dc02], a ld a, [hROMBank] push af ld a, BANK(Function114243) rst Bankswitch call Function114243 pop bc ld a, b rst Bankswitch ld a, [$dc02] ret ; 3eea Function3eea: ; 3eea push hl push bc ld de, $0939 add hl, de inc b inc b inc c inc c call Function3f35 pop bc pop hl call Function3f47 ret ; 3efd Function3efd: ; 3efd push hl ld hl, $c590 ld b, $4 ld c, $12 call Function3f0d pop hl call PrintTextBoxText ret ; 3f0d Function3f0d: ; 3f0d push hl push bc ld de, $0939 add hl, de inc b inc b inc c inc c call Function3f35 pop bc pop hl call TextBoxBorder ret ; 3f20 Function3f20: ; 3f20 ld hl, AttrMap ld b, $6 ld c, $14 call Function3f35 ld hl, TileMap ld b, $4 ld c, $12 call Function3f47 ret ; 3f35 Function3f35: ; 3f35 ld a, $6 ld de, $0014 .asm_3f3a push bc push hl .asm_3f3c ld [hli], a dec c jr nz, .asm_3f3c pop hl add hl, de pop bc dec b jr nz, .asm_3f3a ret ; 3f47 Function3f47: ; 3f47 push bc call Function3f58 pop bc .asm_3f4c push bc call Function3f68 pop bc dec b jr nz, .asm_3f4c call Function3f60 ret ; 3f58 Function3f58: ; 3f58 ld a, $63 ld d, $62 ld e, $64 jr Function3f6e Function3f60: ; 3f60 ld a, $68 ld d, $67 ld e, $69 jr Function3f6e Function3f68: ; 3f68 ld a, $7f ld d, $65 ld e, $66 Function3f6e: ; 3f6e push hl ld [hl], d inc hl .asm_3f71 ld [hli], a dec c jr nz, .asm_3f71 ld [hl], e pop hl ld de, $0014 add hl, de ret ; 3f7c Function3f7c: ; 3f7c call Function1cfd call Function1c53 dec b dec c call Function3eea ret ; 3f88 Function3f88: ; 3f88 ld hl, $d000 ld b, $0 .asm_3f8d push bc ld c, $8 .asm_3f90 ld a, [de] inc de cpl ld [hl], $0 inc hl ld [hli], a dec c jr nz, .asm_3f90 pop bc dec c jr nz, .asm_3f8d ret ; 3f9f Function3f9f: ; 3f9f ld hl, $d000 .asm_3fa2 push bc ld c, $8 .asm_3fa5 ld a, [de] inc de inc de cpl ld [hl], $0 inc hl ld [hli], a dec c jr nz, .asm_3fa5 pop bc dec c jr nz, .asm_3fa2 ret ; 3fb5