pokecrystal-board/engine/menus/titlescreen.asm

299 lines
4.6 KiB
NASM
Executable File

const_def
const TITLESCREENOPTION_MAIN_MENU
const TITLESCREENOPTION_DELETE_SAVE_DATA
const TITLESCREENOPTION_RESTART
const TITLESCREENOPTION_UNUSED
DEF NUM_TITLESCREENOPTIONS EQU const_value
IntroSequence:
callfar SplashScreen
jr c, StartTitleScreen
farcall CrystalIntro
; fallthrough
StartTitleScreen:
ld a, TRUE
ldh [hLCDStatIntRequired], a
ldh a, [rSVBK]
push af
ld a, BANK(wLYOverrides)
ldh [rSVBK], a
call .TitleScreen
call DelayFrame
.loop
call RunTitleScreen
jr nc, .loop
call ClearSprites
call ClearBGPalettes
pop af
ldh [rSVBK], a
ld hl, rLCDC
res rLCDC_SPRITE_SIZE, [hl] ; 8x8
call ClearScreen
call WaitBGMap2
xor a
ldh [hLCDCPointer], a
ldh [hSCX], a
ldh [hSCY], a
ld a, $7
ldh [hWX], a
ld a, $90
ldh [hWY], a
ld b, CGB_DIPLOMA
call GetCGBLayout
call UpdateTimePals
ld a, [wTitleScreenSelectedOption]
cp NUM_TITLESCREENOPTIONS
jr c, .ok
xor a
.ok
ld e, a
ld d, 0
ld hl, .dw
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
.dw
dw Intro_MainMenu
dw DeleteSaveData
dw IntroSequence
dw IntroSequence
.TitleScreen:
farcall _TitleScreen
ret
RunTitleScreen:
ld a, [wJumptableIndex]
bit 7, a
jr nz, .done_title
call TitleScreenScene
farcall SuicuneFrameIterator
call DelayFrame
and a
ret
.done_title
scf
ret
TitleScreenScene:
ld e, a
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 TitleScreenEntrance
dw TitleScreenTimer
dw TitleScreenMain
dw TitleScreenEnd
TitleScreenEntrance:
; Animate the logo:
; Move each line by 4 pixels until our count hits 0.
ldh a, [hSCX]
and a
jr z, .done
sub 4
ldh [hSCX], a
; Lay out a base (all lines scrolling together).
ld e, a
ld hl, wLYOverrides
ld bc, 8 * 10 ; logo height
call ByteFill
; Reversed signage for every other line's position.
; This is responsible for the interlaced effect.
ld a, e
xor $ff
inc a
ld b, 8 * 10 / 2 ; logo height / 2
ld hl, wLYOverrides + 1
.loop
ld [hli], a
inc hl
dec b
jr nz, .loop
farcall AnimateTitleCrystal
ret
.done
; Next scene
ld hl, wJumptableIndex
inc [hl]
xor a
ldh [hLCDCPointer], a
; Play the title screen music.
ld de, MUSIC_TITLE
call PlayMusic
ld a, $88
ldh [hWY], a
ret
TitleScreenTimer:
; Next scene
ld hl, wJumptableIndex
inc [hl]
; Start a timer
ld hl, wTitleScreenTimer
ld de, 73 * 60 + 36
ld [hl], e
inc hl
ld [hl], d
ret
TitleScreenMain:
; Run the timer down.
ld hl, wTitleScreenTimer
ld e, [hl]
inc hl
ld d, [hl]
ld a, e
or d
jr z, .end
dec de
ld [hl], d
dec hl
ld [hl], e
; Save data can be deleted by pressing Up + B + Select.
call GetJoypad
ld hl, hJoyDown
ld a, [hl]
and D_UP + B_BUTTON + SELECT
cp D_UP + B_BUTTON + SELECT
jr z, .delete_save_data
; Press Start or A to start the game.
ld a, [hl]
and START | A_BUTTON
jr nz, .incave
ret
.incave
ld a, TITLESCREENOPTION_MAIN_MENU
jr .done
.delete_save_data
ld a, TITLESCREENOPTION_DELETE_SAVE_DATA
.done
ld [wTitleScreenSelectedOption], a
; Return to the intro sequence.
ld hl, wJumptableIndex
set 7, [hl]
ret
.end
; Next scene
ld hl, wJumptableIndex
inc [hl]
; Fade out the title screen music
xor a ; MUSIC_NONE
ld [wMusicFadeID], a
ld [wMusicFadeID + 1], a
ld hl, wMusicFade
ld [hl], 8 ; 1 second
ld hl, wTitleScreenTimer
inc [hl]
ret
TitleScreenEnd:
; Wait until the music is done fading.
ld hl, wTitleScreenTimer
inc [hl]
ld a, [wMusicFade]
and a
ret nz
ld a, TITLESCREENOPTION_RESTART
ld [wTitleScreenSelectedOption], a
; Back to the intro.
ld hl, wJumptableIndex
set 7, [hl]
ret
Intro_MainMenu:
ld de, MUSIC_NONE
call PlayMusic
call DelayFrame
ld de, MUSIC_MAIN_MENU
call PlayMusic
call MainMenu
jp StartTitleScreen
DeleteSaveData:
farcall _DeleteSaveData
jp Init
Copyright:
call ClearTilemap
call LoadFrame
ld de, CopyrightGFX
ld hl, vTiles2 tile $60
lb bc, BANK(CopyrightGFX), 29
call Request2bpp
hlcoord 2, 7
ld de, CopyrightString
jp PlaceString
CopyrightString:
; ©1995-2001 Nintendo
db $60, $61, $62, $63, $64, $65, $66
db $67, $68, $69, $6a, $6b, $6c
; ©1995-2001 Creatures inc.
next $60, $61, $62, $63, $64, $65, $66
db $6d, $6e, $6f, $70, $71, $72, $7a, $7b, $7c
; ©1995-2001 GAME FREAK inc.
next $60, $61, $62, $63, $64, $65, $66
db $73, $74, $75, $76, $77, $78, $79, $7a, $7b, $7c
db "@"
GameInit::
farcall TryLoadSaveData
call ClearMenuAndWindowData
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, $90
ldh [hWY], a
call WaitBGMap
jp IntroSequence