mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
765 lines
17 KiB
NASM
Executable File
765 lines
17 KiB
NASM
Executable File
LevelSelectionMenu::
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xor a
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ldh [hInMenu], a
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ldh [hMapAnims], a
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ld a, 1 << 2 ; do not clear wShadowOAM during DoNextFrameForAllSprites
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ld [wVramState], a
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ld a, -1
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ld [wUnlockedLevels], a ; debug
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call ClearBGPalettes
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call ClearTilemap
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call ClearSprites
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ld de, MUSIC_NONE
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call PlayMusic
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call DelayFrame
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call DisableLCD
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call LevelSelectionMenu_LoadGFX
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farcall ClearSpriteAnims
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ld a, LCDC_DEFAULT
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ldh [rLCDC], a
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xor a
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ld [wLevelSelectionMenuCurrentLandmark], a
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call LevelSelectionMenu_GetLandmarkPage
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ld [wLevelSelectionMenuCurrentPage], a
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ld a, TRUE
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ld [wLevelSelectionMenuStandingStill], a
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call LevelSelectionMenu_InitTilemap
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call LevelSelectionMenu_InitAttrmap
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call WaitBGMap2
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xor a
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ldh [hBGMapMode], a
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ld b, CGB_LEVEL_SELECTION_MENU
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call GetCGBLayout ; apply and commit pals
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call SetPalettes
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ld de, MUSIC_GAME_CORNER
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call PlayMusic
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call DelayFrame ; wait for pal update
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ld a, [wLevelSelectionMenuCurrentLandmark]
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call LevelSelectionMenu_InitPlayerSprite
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call LevelSelectionMenu_InitLandmark
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call LevelSelectionMenu_DrawDirectionalArrows
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.main_loop
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farcall PlaySpriteAnimations
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call DelayFrame
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call GetJoypad
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call LevelSelectionMenu_GetValidKeys
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ld hl, hJoyPressed
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ld a, [hl]
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and c
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bit A_BUTTON_F, a
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jp nz, .enter_level
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bit B_BUTTON_F, a
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jp nz, .exit
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bit D_DOWN_F, a
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jr nz, .pressed_down
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bit D_UP_F, a
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jr nz, .pressed_up
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bit D_LEFT_F, a
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jr nz, .pressed_left
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bit D_RIGHT_F, a
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jr nz, .pressed_right
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jr .main_loop
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.pressed_down
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ld c, DOWN
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jr .start_movement
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.pressed_up
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ld c, UP
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jr .start_movement
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.pressed_left
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ld c, LEFT
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jr .start_movement
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.pressed_right
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ld c, RIGHT
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jr .start_movement
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.start_movement
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; make hl point to the beginning of the transition data for the chosen direction at c
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ld e, c ; also copy direction to e for later
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ld hl, wLevelSelectionMenuLandmarkTransitionsPointer
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld b, -1
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call AdvanceNEntries
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ld bc, wLevelSelectionMenuLandmarkTransitionsPointer
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ld a, l
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ld [bc], a
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inc bc
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ld a, h
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ld [bc], a
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; begin transition
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call LevelSelectionMenu_Delay10Frames
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xor a ; FALSE
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ld [wLevelSelectionMenuStandingStill], a
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ld a, 1 << 7 ; "first step of movement" flag
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ld [wLevelSelectionMenuMovementStepsLeft], a
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call LevelSelectionMenu_SetAnimSeqAndFrameset
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call LevelSelectionMenu_ClearNonPlayerSpriteOAM
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; perform all movements to transition to the new landmark
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.wait_transition_loop
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; wait until the sprite anim has signaled end of all movements
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; by setting wLevelSelectionMenuStandingStill to TRUE
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farcall PlaySpriteAnimations
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call DelayFrame
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call LevelSelectionMenu_DoPageChangeEvent
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ld a, [wLevelSelectionMenuStandingStill]
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and a
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jr z, .wait_transition_loop
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call LevelSelectionMenu_InitLandmark
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call LevelSelectionMenu_DrawDirectionalArrows
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jr .main_loop
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.enter_level
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ld a, [wLevelSelectionMenuCurrentLandmark]
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call LevelSelectionMenu_GetLandmarkSpawnPoint
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ld [wDefaultSpawnpoint], a
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call LevelSelectionMenu_Delay10Frames
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ld de, SFX_WARP_TO
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call PlaySFX
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call LevelSelectionMenu_Delay10Frames
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call .EnterLevelFadeOut
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scf
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ret
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.EnterLevelFadeOut:
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ld b, RGBFADE_TO_WHITE_6BGP_2OBP
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jp DoRGBFadeEffect
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.exit
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call LevelSelectionMenu_Delay10Frames
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call ClearBGPalettes
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call ClearTilemap
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farcall ClearSpriteAnims
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call ClearSprites
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xor a
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ld [wVramState], a
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ret ; nc
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LevelSelectionMenu_LoadGFX:
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; load gfx for the background tiles, and for the player and directional arrow sprites
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ld hl, LevelSelectionMenuGFX
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ld de, vTiles2
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call Decompress
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farcall GetPlayerIcon
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ld h, d
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ld l, e
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ld a, b
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ld de, vTiles0
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ld bc, 24 tiles
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call FarCopyBytes
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ld hl, LevelSelectionMenuDirectionalArrowsGFX
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; ld de, vTiles0 + 24 tiles
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ld bc, 4 tiles
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call FarCopyBytes
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ret
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LevelSelectionMenu_InitTilemap:
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; init tilemap of page at wLevelSelectionMenuCurrentPage
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ld hl, .Tilemaps
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ld bc, 2
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ld a, [wLevelSelectionMenuCurrentPage]
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call AddNTimes
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ld e, [hl]
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inc hl
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ld d, [hl]
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hlcoord 0, 0
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.loop
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ld a, [de]
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cp $ff ; tilemaps are $ff-terminated
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ret z
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ld a, [de]
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ld [hli], a
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inc de
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jr .loop
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.Tilemaps:
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dw LevelSelectionMenuPage1Tilemap
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dw LevelSelectionMenuPage2Tilemap
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dw LevelSelectionMenuPage3Tilemap
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dw LevelSelectionMenuPage4Tilemap
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LevelSelectionMenu_InitAttrmap:
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; assign attrs based on tile ids according to LevelSelectionMenuAttrmap
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hlcoord 0, 0
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decoord 0, 0, wAttrmap
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ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
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.loop
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push hl
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ld a, [hl] ; tile id
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ld hl, LevelSelectionMenuAttrmap
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add l
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ld l, a
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ld a, h
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adc 0
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ld h, a
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ld a, [hl] ; attr value
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ld [de], a
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pop hl
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inc hl
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inc de
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dec bc
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ld a, b
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or c
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jr nz, .loop
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ret
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LevelSelectionMenu_InitPlayerSprite:
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; initialize the anim struct of the player's sprite.
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; because ClearSpriteAnims was called before, it's always loaded to wSpriteAnim1
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push af
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depixel 0, 0
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; all the SPRITE_ANIM_* related to the level selection menu are sorted by direction, then by gender
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ld b, SPRITE_ANIM_OBJ_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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ld a, [wPlayerGender]
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add b
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], $00
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pop af
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ld e, a
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call LevelSelectionMenu_GetLandmarkCoords
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; wSpriteAnim1*Coord contain the coord of the bottom right object of the player sprite
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
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ld [hl], e
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ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
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ld [hl], d
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ret
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LevelSelectionMenu_InitLandmark:
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; make wLevelSelectionMenuLandmarkTransitionsPointer point
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; to the start of the transition data of the current landmark.
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ld a, [wLevelSelectionMenuCurrentLandmark]
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ld e, a
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ld hl, LevelSelectionMenu_LandmarkTransitions
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ld b, -1
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rept NUM_DIRECTIONS
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ld c, e
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call AdvanceNEntries
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endr
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ld de, wLevelSelectionMenuLandmarkTransitionsPointer
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ld a, l
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ld [de], a
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inc de
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ld a, h
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ld [de], a
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ret
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LevelSelectionMenu_DrawDirectionalArrows:
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; Draw directional arrows OAM around player sprite for the valid directions.
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; Objects are drawn in OAM after player sprite objects in wWalkingDirection order.
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; Depends on wLevelSelectionMenuLandmarkTransitionsPointer being initialized.
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call LevelSelectionMenu_GetValidDirections
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ld hl, .OAM
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ld de, wShadowOAM + $4 * SPRITEOAMSTRUCT_LENGTH ; always goes after player sprite
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bit D_DOWN_F, c
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jr z, .next1
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call .DrawArrow
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.next1
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ld hl, .OAM + $3
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bit D_UP_F, c
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jr z, .next2
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call .DrawArrow
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.next2
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ld hl, .OAM + $6
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bit D_LEFT_F, c
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jr z, .next3
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call .DrawArrow
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.next3
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ld hl, .OAM + $9
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bit D_RIGHT_F, c
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call nz, .DrawArrow
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ret
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.DrawArrow:
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ld a, [wSpriteAnim1YCoord]
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add [hl]
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ld [de], a ; y coord
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inc hl
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inc de
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ld a, [wSpriteAnim1XCoord]
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add [hl]
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ld [de], a ; x coord
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inc hl
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inc de
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ld a, [hli]
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ld [de], a ; tile id
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inc de
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gender_to_pal
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ld [de], a ; attr (use the same pal as player sprite)
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inc de
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ret
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.OAM:
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; y offset against wSpriteAnim1YCoord, x offset against wSpriteAnim1XCoord, tile id
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; tiles have been loaded to vTiles0 after the player sprites
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db 8, -4, 24 + DOWN
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db -16, -4, 24 + UP
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db -4, -16, 24 + LEFT
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db -4, 8, 24 + RIGHT
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LevelSelectionMenu_ClearNonPlayerSpriteOAM:
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ld hl, wShadowOAM + $4 * SPRITEOAMSTRUCT_LENGTH
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ld bc, wShadowOAMEnd - (wShadowOAM + $4 * SPRITEOAMSTRUCT_LENGTH)
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xor a
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jp ByteFill
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LevelSelectionMenu_SetAnimSeqAndFrameset:
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; Set the animation sequence and frameset for this movement.
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; direction (in wWalkingDirection order) is provided in e.
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ld bc, wSpriteAnim1
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
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ld a, SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_DOWN
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add e ; add direction
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, [wPlayerGender]
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ld d, a
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ld a, SPRITE_ANIM_FRAMESET_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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add e
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add e ; add direction
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add d ; add gender
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ld [hl], a
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ret
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LevelSelectionMenu_DoPageChangeEvent:
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ld de, .Events
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ld bc, wSpriteAnim1
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.loop
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ld a, [de] ; SPRITE_ANIM_FUNC_* or $00 table terminator
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and a
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ret z
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inc de
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
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cp [hl]
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jr nz, .next1
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ld a, [de] ; SPRITEANIMSTRUCT_YCOORD or SPRITEANIMSTRUCT_XCOORD
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ld l, a
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ld h, 0
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add hl, bc
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inc de
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ld a, [de] ; X/Y coordinate
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cp [hl]
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jr nz, .next2
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; this entry matches
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inc de
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ld a, [de]
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ld l, a
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inc de
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ld a, [de]
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ld h, a
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jp hl
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.next1
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inc de
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.next2
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inc de
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inc de
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inc de
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jr .loop
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; LEVELSELECTIONMENU_PAGE_EDGE_* represent values when the player sprite is at:
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; UU
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; =========UU=========
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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;LL------------------RR
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;LL------------------RR
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =========DD=========
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; =========DD=========
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; ====================
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; for movements spanning two pages, when one edge is reached, the page change occurs
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; and the player appears in the other page at the coordinate of the new edge.
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; hence, for calculating movement length, it's as if both pages were adjacent without the border frame.
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DEF PAGE_EDGE_DOWN EQU $90
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DEF PAGE_EDGE_UP EQU $10
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DEF PAGE_EDGE_LEFT EQU $08
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DEF PAGE_EDGE_RIGHT EQU $a8
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MACRO page_change_event
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; SPRITE_ANIM_FUNC_* to match, Match object's X or Y, X/Y coordinate, Action if both SPRITE_ANIM_FUNC_* and X/Y match
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db \1, \2, \3
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dw \4
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ENDM
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.Events:
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page_change_event SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_DOWN, SPRITEANIMSTRUCT_YCOORD, PAGE_EDGE_DOWN, .PageChangeDown
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page_change_event SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_UP, SPRITEANIMSTRUCT_YCOORD, PAGE_EDGE_UP, .PageChangeUp
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page_change_event SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_LEFT, SPRITEANIMSTRUCT_XCOORD, PAGE_EDGE_LEFT, .PageChangeLeft
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page_change_event SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_RIGHT, SPRITEANIMSTRUCT_XCOORD, PAGE_EDGE_RIGHT, .PageChangeRight
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db $0
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.PageChangeDown:
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call .PageChangeFadeOut
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ld a, PAGE_EDGE_UP
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ld [wSpriteAnim1YCoord], a ; respawn in opposite edge
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ld e, DOWN
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jr .PageChange_Common
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.PageChangeUp:
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call .PageChangeFadeOut
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ld a, PAGE_EDGE_DOWN
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ld [wSpriteAnim1YCoord], a ; respawn in opposite edge
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ld e, UP
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jr .PageChange_Common
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.PageChangeLeft:
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call .PageChangeFadeOut
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ld a, PAGE_EDGE_RIGHT
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ld [wSpriteAnim1XCoord], a ; respawn in opposite edge
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ld e, LEFT
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jr .PageChange_Common
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.PageChangeRight:
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call .PageChangeFadeOut
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ld a, PAGE_EDGE_LEFT
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ld [wSpriteAnim1XCoord], a ; respawn in opposite edge
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ld e, RIGHT
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jr .PageChange_Common
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.PageChange_Common:
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; set new page and redraw screen
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call LevelSelectionMenu_GetNewPage
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ld [wLevelSelectionMenuCurrentPage], a
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call LevelSelectionMenu_InitTilemap
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call LevelSelectionMenu_InitAttrmap
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call WaitBGMap2
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xor a
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ldh [hBGMapMode], a
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call .PageChangeFadeIn
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; adjust steps left for the "duplicate" movement of the player leaving and entering a page
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ld hl, wLevelSelectionMenuMovementStepsLeft
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ld a, [hl]
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add 2 * TILE_WIDTH
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ld [hl], a
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ret
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.PageChangeFadeOut:
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ld b, RGBFADE_TO_BLACK_6BGP
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jp DoRGBFadeEffect
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.PageChangeFadeIn:
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ld b, RGBFADE_TO_LIGHTER_6BGP
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jp DoRGBFadeEffect
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LevelSelectionMenu_GetLandmarkPage:
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; Return page number (a) of landmark a.
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push hl
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ld hl, LevelSelectionMenu_Landmarks
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ld bc, LevelSelectionMenu_Landmarks.landmark2 - LevelSelectionMenu_Landmarks.landmark1
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call AddNTimes
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ld a, [hl]
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pop hl
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ret
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LevelSelectionMenu_GetLandmarkCoords::
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; Return coordinates (d, e) of landmark e.
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push hl
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push bc
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ld hl, LevelSelectionMenu_Landmarks + $1
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ld bc, LevelSelectionMenu_Landmarks.landmark2 - LevelSelectionMenu_Landmarks.landmark1
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ld a, e
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call AddNTimes
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ld a, [hli]
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ld e, a
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ld d, [hl]
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pop bc
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pop hl
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ret
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LevelSelectionMenu_GetLandmarkName::
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; Copy the name of landmark e to wStringBuffer1.
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push hl
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push de
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push bc
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ld hl, LevelSelectionMenu_Landmarks + $3
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ld bc, LevelSelectionMenu_Landmarks.landmark2 - LevelSelectionMenu_Landmarks.landmark1
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ld a, e
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call AddNTimes
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld de, wStringBuffer1
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ld c, 18
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.copy
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ld a, [hli]
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ld [de], a
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inc de
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dec c
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jr nz, .copy
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pop bc
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pop de
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pop hl
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ret
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LevelSelectionMenu_GetLandmarkSpawnPoint:
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; Return SPAWN_* (a) of landmark a.
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push hl
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ld hl, LevelSelectionMenu_Landmarks + $5
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ld bc, LevelSelectionMenu_Landmarks.landmark2 - LevelSelectionMenu_Landmarks.landmark1
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call AddNTimes
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ld a, [hl]
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pop hl
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ret
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LevelSelectionMenu_GetValidKeys:
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call LevelSelectionMenu_GetValidDirections
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ld a, c
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or A_BUTTON | B_BUTTON | SELECT | START
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ld c, a
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ret
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LevelSelectionMenu_GetValidDirections:
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; Return the valid directions according to landmark transitions and unlocked levels.
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; Depends on wLevelSelectionMenuLandmarkTransitionsPointer being initialized.
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; Return the result in c as a mask of D_<DIR>_F.
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|
ld hl, wLevelSelectionMenuLandmarkTransitionsPointer
|
|
ld a, [hli]
|
|
ld h, [hl]
|
|
ld l, a
|
|
ld c, 0
|
|
ld a, [hli]
|
|
inc a
|
|
jr z, .next1
|
|
.loop1
|
|
ld a, [hli]
|
|
inc a
|
|
jr nz, .loop1
|
|
call .IsLevelUnlocked
|
|
jr z, .next1
|
|
set D_DOWN_F, c
|
|
.next1
|
|
ld a, [hli]
|
|
inc a
|
|
jr z, .next2
|
|
.loop2
|
|
ld a, [hli]
|
|
inc a
|
|
jr nz, .loop2
|
|
call .IsLevelUnlocked
|
|
jr z, .next2
|
|
set D_UP_F, c
|
|
.next2
|
|
ld a, [hli]
|
|
inc a
|
|
jr z, .next3
|
|
.loop3
|
|
ld a, [hli]
|
|
inc a
|
|
jr nz, .loop3
|
|
call .IsLevelUnlocked
|
|
jr z, .next3
|
|
set D_LEFT_F, c
|
|
.next3
|
|
ld a, [hli]
|
|
inc a
|
|
ret z
|
|
.loop4
|
|
ld a, [hli]
|
|
inc a
|
|
jr nz, .loop4
|
|
call .IsLevelUnlocked
|
|
ret z
|
|
set D_RIGHT_F, c
|
|
ret
|
|
|
|
.IsLevelUnlocked:
|
|
push hl
|
|
push bc
|
|
; the landmark byte of this transition is two bytes back
|
|
dec hl
|
|
dec hl
|
|
ld e, [hl]
|
|
ld b, CHECK_FLAG
|
|
call UnlockedLevelsFlagAction
|
|
pop bc
|
|
pop hl
|
|
ret
|
|
|
|
LevelSelectionMenu_GetNewPage:
|
|
; return in a the new page that the player is ending up at during this movement involving page change.
|
|
; direction (in wWalkingDirection order) is provided in e.
|
|
ld hl, LevelSelectionMenu_PageGrid - 1
|
|
ld c, LEVELSELECTIONMENU_PAGE_GRID_WIDTH * LEVELSELECTIONMENU_PAGE_GRID_HEIGHT + 1
|
|
.loop
|
|
inc hl
|
|
dec c
|
|
jr z, .out_of_bounds
|
|
ld a, [wLevelSelectionMenuCurrentPage]
|
|
cp [hl]
|
|
jr nz, .loop
|
|
|
|
; find the next page in the grid according to movement direction
|
|
ld a, e
|
|
ld bc, LEVELSELECTIONMENU_PAGE_GRID_WIDTH
|
|
cp DOWN
|
|
jr z, .ok
|
|
ld bc, -LEVELSELECTIONMENU_PAGE_GRID_WIDTH
|
|
cp UP
|
|
jr z, .ok
|
|
ld bc, -1
|
|
cp LEFT
|
|
jr z, .ok
|
|
ld bc, 1
|
|
.ok
|
|
add hl, bc
|
|
ld a, [hl]
|
|
cp -1
|
|
jr z, .out_of_bounds
|
|
ret
|
|
|
|
.out_of_bounds
|
|
ld a, 1
|
|
ret
|
|
|
|
LevelSelectionMenu_Delay10Frames:
|
|
; Delay 10 frames while playing sprite anims
|
|
ld a, 10
|
|
.loop
|
|
push af
|
|
farcall PlaySpriteAnimations
|
|
call DelayFrame
|
|
pop af
|
|
dec a
|
|
jr nz, .loop
|
|
ret
|
|
|
|
_LevelSelectionMenuHandleTransition:
|
|
; Called from the corresponding SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_* animation sequence.
|
|
; This function is here because LevelSelectionMenu_LandmarkTransitions is in this bank.
|
|
; Applies the animation to the player sprite for the current frame.
|
|
ld hl, wLevelSelectionMenuLandmarkTransitionsPointer
|
|
ld a, [hli]
|
|
ld h, [hl]
|
|
ld l, a
|
|
; hl is now somewhere in LevelSelectionMenu_LandmarkTransitions for this transition
|
|
ld de, wLevelSelectionMenuMovementStepsLeft
|
|
ld a, [de]
|
|
bit 7, a
|
|
jr z, .not_first_step
|
|
; if first step of movement, extract the number of steps left of the current movement
|
|
; of the transition, and copy it to wLevelSelectionMenuMovementStepsLeft (clearing bit 7)
|
|
ld a, [hl]
|
|
and %00111111
|
|
ld [de], a
|
|
.not_first_step
|
|
and a
|
|
jr z, .movement_over
|
|
|
|
; one less step left to finish this movement
|
|
dec a
|
|
ld [de], a
|
|
.done
|
|
; return carry to signal back to apply a displacement during this frame
|
|
scf
|
|
ret
|
|
|
|
.movement_over
|
|
; advance pointer to the next movement
|
|
ld hl, wLevelSelectionMenuLandmarkTransitionsPointer
|
|
ld a, [hli]
|
|
ld d, [hl]
|
|
ld e, a
|
|
inc de
|
|
dec hl
|
|
ld [hl], e
|
|
inc hl
|
|
ld [hl], d
|
|
; check if we just ran the last movement of the transition
|
|
; that would be the case if the next byte is the landmark, and the one after it is -1
|
|
inc de
|
|
ld a, [de]
|
|
dec de
|
|
inc a
|
|
jr z, .all_movements_over
|
|
; more movements left. which direction is the next movement?
|
|
ld a, [de]
|
|
and %11000000
|
|
swap a
|
|
srl a
|
|
srl a
|
|
ld e, a ; DOWN / UP / LEFT / RIGHT
|
|
call LevelSelectionMenu_SetAnimSeqAndFrameset
|
|
ld a, 1 << 7 ; "first step of movement" flag
|
|
ld [wLevelSelectionMenuMovementStepsLeft], a
|
|
; return nc to signal back not to apply a displacement during this frame
|
|
xor a
|
|
ret
|
|
|
|
.all_movements_over
|
|
; all movements of this transition are over
|
|
; hl is now pointing to the destination landmark byte of this tranisiton
|
|
; end the movement state
|
|
ld a, TRUE
|
|
ld [wLevelSelectionMenuStandingStill], a
|
|
; set new landmark
|
|
ld a, [de]
|
|
ld [wLevelSelectionMenuCurrentLandmark], a
|
|
; make the player sprite face down as the default state
|
|
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
|
|
add hl, bc
|
|
ld a, SPRITE_ANIM_FUNC_LEVEL_SELECTION_MENU_WALK_DOWN
|
|
ld [hl], a
|
|
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
|
|
add hl, bc
|
|
ld a, [wPlayerGender]
|
|
ld d, a
|
|
ld a, SPRITE_ANIM_FRAMESET_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
|
|
add d
|
|
ld [hl], a
|
|
; return nc to signal back not to apply a displacement during this frame
|
|
xor a
|
|
ret
|
|
|
|
INCLUDE "data/level_selection_menu.asm"
|
|
|
|
LevelSelectionMenuGFX:
|
|
INCBIN "gfx/level_selection_menu/background.2bpp.lz"
|
|
|
|
LevelSelectionMenuPage1Tilemap:
|
|
INCBIN "gfx/level_selection_menu/page_1.tilemap"
|
|
|
|
LevelSelectionMenuPage2Tilemap:
|
|
INCBIN "gfx/level_selection_menu/page_2.tilemap"
|
|
|
|
LevelSelectionMenuPage3Tilemap:
|
|
INCBIN "gfx/level_selection_menu/page_3.tilemap"
|
|
|
|
LevelSelectionMenuPage4Tilemap:
|
|
INCBIN "gfx/level_selection_menu/page_4.tilemap"
|
|
|
|
LevelSelectionMenuAttrmap:
|
|
INCLUDE "gfx/level_selection_menu/attrmap.asm"
|
|
|
|
LevelSelectionMenuDirectionalArrowsGFX:
|
|
INCBIN "gfx/level_selection_menu/directional_arrows.2bpp"
|