SplashScreen: ; Play the copyright screen and GameFreak Presents sequence. ; Return carry if user cancels animation by pressing a button. ; Reinitialize everything ld de, MUSIC_NONE call PlayMusic call ClearBGPalettes call ClearTilemap ld a, HIGH(vBGMap0) ldh [hBGMapAddress + 1], a xor a ; LOW(vBGMap0) ldh [hBGMapAddress], a ldh [hJoyDown], a ldh [hSCX], a ldh [hSCY], a ld a, SCREEN_HEIGHT_PX ldh [hWY], a call WaitBGMap ld b, SCGB_GAMEFREAK_LOGO call GetSGBLayout call SetPalettes ld c, 10 call DelayFrames ; Draw copyright screen callfar Copyright call WaitBGMap ld c, 100 call DelayFrames call ClearTilemap ; Stop here if not in GBC mode farcall GBCOnlyScreen ; Play GameFreak logo animation call GameFreakPresentsInit .joy_loop call JoyTextDelay ldh a, [hJoyLast] and BUTTONS jr nz, .pressed_button ld a, [wJumptableIndex] bit 7, a jr nz, .finish call GameFreakPresentsScene farcall PlaySpriteAnimations call DelayFrame jr .joy_loop .pressed_button call GameFreakPresentsEnd scf ret .finish call GameFreakPresentsEnd and a ret GameFreakPresentsInit: ld de, GameFreakLogoGFX ld hl, vTiles2 lb bc, BANK(GameFreakLogoGFX), 28 call Get1bpp ldh a, [rSVBK] push af ld a, BANK(wDecompressScratch) ldh [rSVBK], a ld hl, GameFreakDittoGFX ld de, wDecompressScratch ld a, BANK(GameFreakDittoGFX) call FarDecompress ld hl, vTiles0 ld de, wDecompressScratch lb bc, 1, 8 tiles call Request2bpp ld hl, vTiles1 ld de, wDecompressScratch + $80 tiles lb bc, 1, 8 tiles call Request2bpp pop af ldh [rSVBK], a farcall ClearSpriteAnims depixel 10, 11, 4, 0 ld a, SPRITE_ANIM_INDEX_GAMEFREAK_LOGO call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_YOFFSET add hl, bc ld [hl], 160 ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld [hl], 96 ld hl, SPRITEANIMSTRUCT_VAR2 add hl, bc ld [hl], 48 xor a ld [wJumptableIndex], a ld [wIntroSceneFrameCounter], a ld [wIntroSceneTimer], a ldh [hSCX], a ldh [hSCY], a ld a, 1 ldh [hBGMapMode], a ld a, 144 ldh [hWY], a lb de, %11100100, %11100100 call DmgToCgbObjPals ret GameFreakPresentsEnd: farcall ClearSpriteAnims call ClearTilemap call ClearSprites ld c, 16 call DelayFrames ret GameFreakPresentsScene: jumptable .scenes, wJumptableIndex .scenes dw GameFreakPresents_WaitSpriteAnim dw GameFreakPresents_PlaceGameFreak dw GameFreakPresents_PlacePresents dw GameFreakPresents_WaitForTimer GameFreakPresents_NextScene: ld hl, wJumptableIndex inc [hl] ret GameFreakPresents_WaitSpriteAnim: ret GameFreakPresents_PlaceGameFreak: ld hl, wIntroSceneTimer ld a, [hl] cp 32 jr nc, .PlaceGameFreak inc [hl] ret .PlaceGameFreak: ld [hl], 0 ld hl, .game_freak decoord 5, 10 ld bc, .end - .game_freak call CopyBytes call GameFreakPresents_NextScene ld de, SFX_GAME_FREAK_PRESENTS call PlaySFX ret .game_freak db $00, $01, $02, $03, $0d, $04, $05, $03, $01, $06 .end db "@" GameFreakPresents_PlacePresents: ld hl, wIntroSceneTimer ld a, [hl] cp 64 jr nc, .place_presents inc [hl] ret .place_presents ld [hl], 0 ld hl, .presents decoord 7, 11 ld bc, .end - .presents call CopyBytes call GameFreakPresents_NextScene ret .presents db $07, $08, $09, $0a, $0b, $0c .end db "@" GameFreakPresents_WaitForTimer: ld hl, wIntroSceneTimer ld a, [hl] cp 128 jr nc, .finish inc [hl] ret .finish ld hl, wJumptableIndex set 7, [hl] ret GameFreakLogoSpriteAnim: ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc ld e, [hl] ld d, 0 ld hl, .scenes add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a jp hl .scenes: dw GameFreakLogo_Init dw GameFreakLogo_Bounce dw GameFreakLogo_Ditto dw GameFreakLogo_Transform dw GameFreakLogo_Done GameFreakLogo_Init: ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc inc [hl] ret GameFreakLogo_Bounce: ; Bounce with a height of 0C, 0C / 48 times. ; By default, this is twice, with a height of 96 pixels and 48 pixels. ; Sine offset starts at 48 (32+32/2, or pi+pi/2), so it starts at the maximum ; value of the sine wave (i.e. the top of the screen). ld hl, SPRITEANIMSTRUCT_VAR1 ; jump height add hl, bc ld a, [hl] and a jr z, .done ; Load the sine offset, make sure it doesn't reach the negative part of the wave ld d, a ld hl, SPRITEANIMSTRUCT_VAR2 ; sine offset add hl, bc ld a, [hl] and $3f ; full circle = 2*pi = 2*32 cp 32 jr nc, .no_negative add 32 .no_negative ld e, a farcall BattleAnim_Sine_e ; e = d * sin(e * pi/32) ld hl, SPRITEANIMSTRUCT_YOFFSET add hl, bc ld [hl], e ; Decrement the sine offset ld hl, SPRITEANIMSTRUCT_VAR2 ; sine offset add hl, bc ld a, [hl] dec [hl] and $1f ; a%32 == 0 ret nz ; If the ditto's reached the ground, decrement the jump height and play the sfx ld hl, SPRITEANIMSTRUCT_VAR1 ; jump height add hl, bc ld a, [hl] sub 48 ld [hl], a ld de, SFX_DITTO_BOUNCE call PlaySFX ret .done ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc inc [hl] ld hl, SPRITEANIMSTRUCT_VAR2 add hl, bc ld [hl], 0 ld de, SFX_DITTO_POP_UP call PlaySFX ret GameFreakLogo_Ditto: ; Wait a little, then start transforming ld hl, SPRITEANIMSTRUCT_VAR2 ; frame count add hl, bc ld a, [hl] cp 32 jr nc, .start_transform inc [hl] ret .start_transform ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc inc [hl] ld hl, SPRITEANIMSTRUCT_VAR2 add hl, bc ld [hl], 0 ld de, SFX_DITTO_TRANSFORM call PlaySFX ret GameFreakLogo_Transform: ld hl, SPRITEANIMSTRUCT_VAR2 ; frame count add hl, bc ld a, [hl] cp 64 jr z, .done inc [hl] ; Fade ditto's palettes while it's transforming srl a srl a ld e, a ld d, 0 ld hl, GameFreakDittoPaletteFade add hl, de add hl, de ldh a, [rSVBK] push af ld a, BANK(wOBPals2) ldh [rSVBK], a ld a, [hli] ld [wOBPals2 + 12], a ld a, [hli] ld [wOBPals2 + 13], a pop af ldh [rSVBK], a ld a, TRUE ldh [hCGBPalUpdate], a ret .done ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc inc [hl] call GameFreakPresents_NextScene GameFreakLogo_Done: ret GameFreakDittoPaletteFade: INCLUDE "gfx/splash/ditto_fade.pal" GameFreakLogoGFX: INCBIN "gfx/splash/gamefreak_presents.1bpp" INCBIN "gfx/splash/gamefreak_logo.1bpp"