_TitleScreen: ; 10ed67 call WhiteBGMap call ClearSprites call ClearTileMap ; Turn BG Map update off xor a ld [hBGMapMode], a ; Reset timing variables ld hl, wJumptableIndex 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, VBGMap0 tile $06 ; (0,3) ld bc, $0040 ; 2 rows ld a, 2 call ByteFill ; line 5 ld hl, VBGMap0 tile $0a ; (0,5) ld bc, $0020 ; 1 row ld a, 3 call ByteFill ; line 6 ld hl, VBGMap0 tile $0c ; (0,6) ld bc, $0020 ; 1 row ld a, 4 call ByteFill ; line 7 ld hl, VBGMap0 tile $0e ; (0,7) ld bc, $0020 ; 1 row ld a, 5 call ByteFill ; lines 8-9 ld hl, VBGMap0 tile $10 ; (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, VBGMap0 tile $18 ; (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 LoadSuicuneFrame ; Initialize background crystal call InitializeBackground ; 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, 4 * 32 call CopyBytes ld hl, TitleScreenPalettes ld de, BGPals ld bc, 4 * 32 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 [Unkn1Pals + 2], a ; Play starting sound effect call SFXChannelsOff ld de, SFX_TITLE_SCREEN_ENTRANCE call PlaySFX ret ; 10eea7 SuicuneFrameIterator: ; 10eea7 ld hl, Unkn1Pals + 2 ld a, [hl] ld c, a inc [hl] ; Only do this once every eight frames and (1 << 3) - 1 ret nz ld a, c and 3 << 3 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 .row 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, .row 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 .row 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, .row ret ; 10ef06 InitializeBackground: ; 10ef06 ld hl, Sprites 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 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, .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, Sprites ld a, [hl] cp 6 + $10 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