pokecrystal-board/engine/pokegear/radio.asm
mid-kid e3e0bcd653 #641 fixes and additions. (#646)
Name a lot of text labels according to our conventions
2019-10-20 18:24:17 -04:00

1819 lines
30 KiB
NASM

PlayRadioShow:
; If we're already in the radio program proper, we don't need to be here.
ld a, [wCurRadioLine]
cp POKE_FLUTE_RADIO
jr nc, .ok
; If Team Rocket is not occupying the radio tower, we don't need to be here.
ld a, [wStatusFlags2]
bit STATUSFLAGS2_ROCKETS_IN_RADIO_TOWER_F, a
jr z, .ok
; If we're in Kanto, we don't need to be here.
call IsInJohto
and a
jr nz, .ok
; Team Rocket broadcasts on all stations.
ld a, ROCKET_RADIO
ld [wCurRadioLine], a
.ok
; Jump to the currently loaded station. The index to which we need to jump is in wCurRadioLine.
ld a, [wCurRadioLine]
ld e, a
ld d, 0
ld hl, RadioJumptable
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
RadioJumptable:
; entries correspond to constants/radio_constants.asm
dw OaksPKMNTalk1 ; $00
dw PokedexShow1 ; $01
dw BenMonMusic1 ; $02
dw LuckyNumberShow1 ; $03
dw BuenasPassword1 ; $04
dw PeoplePlaces1 ; $05
dw FernMonMusic1 ; $06
dw RocketRadio1 ; $07
dw PokeFluteRadio ; $08
dw UnownRadio ; $09
dw EvolutionRadio ; $0a
; OaksPKMNTalk
dw OaksPKMNTalk2 ; $0b
dw OaksPKMNTalk3 ; $0c
dw OaksPKMNTalk4 ; $0d
dw OaksPKMNTalk5 ; $0e
dw OaksPKMNTalk6 ; $0f
dw OaksPKMNTalk7 ; $10
dw OaksPKMNTalk8 ; $11
dw OaksPKMNTalk9 ; $12
dw PokedexShow2 ; $13
dw PokedexShow3 ; $14
dw PokedexShow4 ; $15
dw PokedexShow5 ; $16
; Ben Music
dw BenMonMusic2 ; $17
dw BenMonMusic3 ; $18
dw BenFernMusic4 ; $19
dw BenFernMusic5 ; $1a
dw BenFernMusic6 ; $1b
dw BenFernMusic7 ; $1c
dw FernMonMusic2 ; $1d
; Lucky Number Show
dw LuckyNumberShow2 ; $1e
dw LuckyNumberShow3 ; $1f
dw LuckyNumberShow4 ; $20
dw LuckyNumberShow5 ; $21
dw LuckyNumberShow6 ; $22
dw LuckyNumberShow7 ; $23
dw LuckyNumberShow8 ; $24
dw LuckyNumberShow9 ; $25
dw LuckyNumberShow10 ; $26
dw LuckyNumberShow11 ; $27
dw LuckyNumberShow12 ; $28
dw LuckyNumberShow13 ; $29
dw LuckyNumberShow14 ; $2a
dw LuckyNumberShow15 ; $2b
; People & Places
dw PeoplePlaces2 ; $2c
dw PeoplePlaces3 ; $2d
dw PeoplePlaces4 ; $2e
dw PeoplePlaces5 ; $2f
dw PeoplePlaces6 ; $30
dw PeoplePlaces7 ; $31
; Rocket Radio
dw RocketRadio2 ; $32
dw RocketRadio3 ; $33
dw RocketRadio4 ; $34
dw RocketRadio5 ; $35
dw RocketRadio6 ; $36
dw RocketRadio7 ; $37
dw RocketRadio8 ; $38
dw RocketRadio9 ; $39
dw RocketRadio10 ; $3a
; More Pokemon Channel stuff
dw OaksPKMNTalk10 ; $3b
dw OaksPKMNTalk11 ; $3c
dw OaksPKMNTalk12 ; $3d
dw OaksPKMNTalk13 ; $3e
dw OaksPKMNTalk14 ; $3f
; Buenas Password
dw BuenasPassword2 ; $40
dw BuenasPassword3 ; $41
dw BuenasPassword4 ; $42
dw BuenasPassword5 ; $43
dw BuenasPassword6 ; $44
dw BuenasPassword7 ; $45
dw BuenasPassword8 ; $46
dw BuenasPassword9 ; $47
dw BuenasPassword10 ; $48
dw BuenasPassword11 ; $49
dw BuenasPassword12 ; $4a
dw BuenasPassword13 ; $4b
dw BuenasPassword14 ; $4c
dw BuenasPassword15 ; $4d
dw BuenasPassword16 ; $4e
dw BuenasPassword17 ; $4f
dw BuenasPassword18 ; $50
dw BuenasPassword19 ; $51
dw BuenasPassword20 ; $52
dw BuenasPassword21 ; $53
dw RadioScroll ; $54
; More Pokemon Channel stuff
dw PokedexShow6 ; $55
dw PokedexShow7 ; $56
dw PokedexShow8 ; $57
PrintRadioLine:
ld [wNextRadioLine], a
ld hl, wRadioText
ld a, [wNumRadioLinesPrinted]
cp 2
jr nc, .print
inc hl
ld [hl], TX_START
inc a
ld [wNumRadioLinesPrinted], a
cp 2
jr nz, .print
bccoord 1, 16
call PlaceHLTextAtBC
jr .skip
.print
call PrintTextboxText
.skip
ld a, RADIO_SCROLL
ld [wCurRadioLine], a
ld a, 100
ld [wRadioTextDelay], a
ret
ReplacePeriodsWithSpaces:
push hl
ld b, SCREEN_WIDTH * 2
.loop
ld a, [hl]
cp "."
jr nz, .next
ld [hl], " "
.next
inc hl
dec b
jr nz, .loop
pop hl
ret
RadioScroll:
ld hl, wRadioTextDelay
ld a, [hl]
and a
jr z, .proceed
dec [hl]
ret
.proceed
ld a, [wNextRadioLine]
ld [wCurRadioLine], a
ld a, [wNumRadioLinesPrinted]
cp 1
call nz, CopyBottomLineToTopLine
jp ClearBottomLine
OaksPKMNTalk1:
ld a, 5
ld [wOaksPKMNTalkSegmentCounter], a
call StartRadioStation
ld hl, OPT_IntroText1
ld a, OAKS_POKEMON_TALK_2
jp NextRadioLine
OaksPKMNTalk2:
ld hl, OPT_IntroText2
ld a, OAKS_POKEMON_TALK_3
jp NextRadioLine
OaksPKMNTalk3:
ld hl, OPT_IntroText3
ld a, OAKS_POKEMON_TALK_4
jp NextRadioLine
OaksPKMNTalk4:
; Choose a random route, and a random Pokemon from that route.
.sample
call Random
and %11111
cp (OaksPKMNTalkRoutes.End - OaksPKMNTalkRoutes) / 2
jr nc, .sample
; We now have a number between 0 and 14.
ld hl, OaksPKMNTalkRoutes
ld c, a
ld b, 0
add hl, bc
add hl, bc
ld b, [hl]
inc hl
ld c, [hl]
; bc now contains the chosen map's group and number indices.
push bc
; Search the JohtoGrassWildMons array for the chosen map.
ld hl, JohtoGrassWildMons
.loop
ld a, BANK(JohtoGrassWildMons)
call GetFarByte
cp -1
jr z, .overflow
inc hl
cp b
jr nz, .next
ld a, BANK(JohtoGrassWildMons)
call GetFarByte
cp c
jr z, .done
.next
dec hl
ld de, GRASS_WILDDATA_LENGTH
add hl, de
jr .loop
.done
; Point hl to the list of morning Pokémon., skipping percentages
rept 4
inc hl
endr
; Generate a number, either 0, 1, or 2, to choose a time of day.
.loop2
call Random
maskbits NUM_DAYTIMES
cp DARKNESS_F
jr z, .loop2
ld bc, 2 * NUM_GRASSMON
call AddNTimes
.loop3
; Choose one of the middle three Pokemon.
call Random
and NUM_GRASSMON
cp 2
jr c, .loop3
cp 5
jr nc, .loop3
ld e, a
ld d, 0
add hl, de
add hl, de
inc hl ; skip level
ld a, BANK(JohtoGrassWildMons)
call GetFarByte
ld [wNamedObjectIndexBuffer], a
ld [wCurPartySpecies], a
call GetPokemonName
ld hl, wStringBuffer1
ld de, wMonOrItemNameBuffer
ld bc, MON_NAME_LENGTH
call CopyBytes
; Now that we've chosen our wild Pokemon,
; let's recover the map index info and get its name.
pop bc
call GetWorldMapLocation
ld e, a
farcall GetLandmarkName
ld hl, OPT_OakText1
call CopyRadioTextToRAM
ld a, OAKS_POKEMON_TALK_5
jp PrintRadioLine
.overflow
pop bc
ld a, OAKS_POKEMON_TALK
jp PrintRadioLine
INCLUDE "data/radio/oaks_pkmn_talk_routes.asm"
OaksPKMNTalk5:
ld hl, OPT_OakText2
ld a, OAKS_POKEMON_TALK_6
jp NextRadioLine
OaksPKMNTalk6:
ld hl, OPT_OakText3
ld a, OAKS_POKEMON_TALK_7
jp NextRadioLine
OPT_IntroText1:
text_far _OPT_IntroText1
text_end
OPT_IntroText2:
text_far _OPT_IntroText2
text_end
OPT_IntroText3:
text_far _OPT_IntroText3
text_end
OPT_OakText1:
text_far _OPT_OakText1
text_end
OPT_OakText2:
text_far _OPT_OakText2
text_end
OPT_OakText3:
text_far _OPT_OakText3
text_end
OaksPKMNTalk7:
ld a, [wCurPartySpecies]
ld [wNamedObjectIndexBuffer], a
call GetPokemonName
ld hl, OPT_MaryText1
ld a, OAKS_POKEMON_TALK_8
jp NextRadioLine
OPT_MaryText1:
text_far _OPT_MaryText1
text_end
OaksPKMNTalk8:
; 0-15 are all valid indexes into .Adverbs,
; so no need for a retry loop
call Random
maskbits NUM_OAKS_POKEMON_TALK_ADVERBS
ld e, a
ld d, 0
ld hl, .Adverbs
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld a, OAKS_POKEMON_TALK_9
jp NextRadioLine
.Adverbs:
; there are NUM_OAKS_POKEMON_TALK_ADVERBS entries
dw .OPT_SweetAdorablyText
dw .OPT_WigglySlicklyText
dw .OPT_AptlyNamedText
dw .OPT_UndeniablyKindOfText
dw .OPT_UnbearablyText
dw .OPT_WowImpressivelyText
dw .OPT_AlmostPoisonouslyText
dw .OPT_SensuallyText
dw .OPT_MischievouslyText
dw .OPT_TopicallyText
dw .OPT_AddictivelyText
dw .OPT_LooksInWaterText
dw .OPT_EvolutionMustBeText
dw .OPT_ProvocativelyText
dw .OPT_FlippedOutText
dw .OPT_HeartMeltinglyText
.OPT_SweetAdorablyText:
text_far _OPT_SweetAdorablyText
text_end
.OPT_WigglySlicklyText:
text_far _OPT_WigglySlicklyText
text_end
.OPT_AptlyNamedText:
text_far _OPT_AptlyNamedText
text_end
.OPT_UndeniablyKindOfText:
text_far _OPT_UndeniablyKindOfText
text_end
.OPT_UnbearablyText:
text_far _OPT_UnbearablyText
text_end
.OPT_WowImpressivelyText:
text_far _OPT_WowImpressivelyText
text_end
.OPT_AlmostPoisonouslyText:
text_far _OPT_AlmostPoisonouslyText
text_end
.OPT_SensuallyText:
text_far _OPT_SensuallyText
text_end
.OPT_MischievouslyText:
text_far _OPT_MischievouslyText
text_end
.OPT_TopicallyText:
text_far _OPT_TopicallyText
text_end
.OPT_AddictivelyText:
text_far _OPT_AddictivelyText
text_end
.OPT_LooksInWaterText:
text_far _OPT_LooksInWaterText
text_end
.OPT_EvolutionMustBeText:
text_far _OPT_EvolutionMustBeText
text_end
.OPT_ProvocativelyText:
text_far _OPT_ProvocativelyText
text_end
.OPT_FlippedOutText:
text_far _OPT_FlippedOutText
text_end
.OPT_HeartMeltinglyText:
text_far _OPT_HeartMeltinglyText
text_end
OaksPKMNTalk9:
; 0-15 are all valid indexes into .Adjectives,
; so no need for a retry loop
call Random
maskbits NUM_OAKS_POKEMON_TALK_ADJECTIVES
ld e, a
ld d, 0
ld hl, .Adjectives
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [wOaksPKMNTalkSegmentCounter]
dec a
ld [wOaksPKMNTalkSegmentCounter], a
ld a, OAKS_POKEMON_TALK_4
jr nz, .ok
ld a, 5
ld [wOaksPKMNTalkSegmentCounter], a
ld a, OAKS_POKEMON_TALK_10
.ok
jp NextRadioLine
.Adjectives:
; there are NUM_OAKS_POKEMON_TALK_ADJECTIVES entries
dw .OPT_CuteText
dw .OPT_WeirdText
dw .OPT_PleasantText
dw .OPT_BoldSortOfText
dw .OPT_FrighteningText
dw .OPT_SuaveDebonairText
dw .OPT_PowerfulText
dw .OPT_ExcitingText
dw .OPT_GroovyText
dw .OPT_InspiringText
dw .OPT_FriendlyText
dw .OPT_HotHotHotText
dw .OPT_StimulatingText
dw .OPT_GuardedText
dw .OPT_LovelyText
dw .OPT_SpeedyText
.OPT_CuteText:
text_far _OPT_CuteText
text_end
.OPT_WeirdText:
text_far _OPT_WeirdText
text_end
.OPT_PleasantText:
text_far _OPT_PleasantText
text_end
.OPT_BoldSortOfText:
text_far _OPT_BoldSortOfText
text_end
.OPT_FrighteningText:
text_far _OPT_FrighteningText
text_end
.OPT_SuaveDebonairText:
text_far _OPT_SuaveDebonairText
text_end
.OPT_PowerfulText:
text_far _OPT_PowerfulText
text_end
.OPT_ExcitingText:
text_far _OPT_ExcitingText
text_end
.OPT_GroovyText:
text_far _OPT_GroovyText
text_end
.OPT_InspiringText:
text_far _OPT_InspiringText
text_end
.OPT_FriendlyText:
text_far _OPT_FriendlyText
text_end
.OPT_HotHotHotText:
text_far _OPT_HotHotHotText
text_end
.OPT_StimulatingText:
text_far _OPT_StimulatingText
text_end
.OPT_GuardedText:
text_far _OPT_GuardedText
text_end
.OPT_LovelyText:
text_far _OPT_LovelyText
text_end
.OPT_SpeedyText:
text_far _OPT_SpeedyText
text_end
OaksPKMNTalk10:
farcall RadioMusicRestartPokemonChannel
ld hl, OPT_RestartText
call PrintText
call WaitBGMap
ld hl, OPT_PokemonChannelText
call PrintText
ld a, OAKS_POKEMON_TALK_11
ld [wCurRadioLine], a
ld a, 100
ld [wRadioTextDelay], a
ret
OPT_PokemonChannelText:
text_far _OPT_PokemonChannelText
text_end
OPT_RestartText:
text_end
OaksPKMNTalk11:
ld hl, wRadioTextDelay
dec [hl]
ret nz
hlcoord 9, 14
ld de, .pokemon_string
ld a, OAKS_POKEMON_TALK_12
jp PlaceRadioString
.pokemon_string
db "#MON@"
OaksPKMNTalk12:
ld hl, wRadioTextDelay
dec [hl]
ret nz
hlcoord 1, 16
ld de, .pokemon_channel_string
ld a, OAKS_POKEMON_TALK_13
jp PlaceRadioString
.pokemon_channel_string
db "#MON Channel@"
OaksPKMNTalk13:
ld hl, wRadioTextDelay
dec [hl]
ret nz
hlcoord 12, 16
ld de, .terminator
ld a, OAKS_POKEMON_TALK_14
jp PlaceRadioString
.terminator
db "@"
OaksPKMNTalk14:
ld hl, wRadioTextDelay
dec [hl]
ret nz
ld de, MUSIC_POKEMON_TALK
callfar RadioMusicRestartDE
ld hl, .terminator
call PrintText
ld a, OAKS_POKEMON_TALK_4
ld [wNextRadioLine], a
xor a
ld [wNumRadioLinesPrinted], a
ld a, RADIO_SCROLL
ld [wCurRadioLine], a
ld a, 10
ld [wRadioTextDelay], a
ret
.terminator
db "@"
PlaceRadioString:
ld [wCurRadioLine], a
ld a, 100
ld [wRadioTextDelay], a
jp PlaceString
CopyBottomLineToTopLine:
hlcoord 0, 15
decoord 0, 13
ld bc, SCREEN_WIDTH * 2
jp CopyBytes
ClearBottomLine:
hlcoord 1, 15
ld bc, SCREEN_WIDTH - 2
ld a, " "
call ByteFill
hlcoord 1, 16
ld bc, SCREEN_WIDTH - 2
ld a, " "
jp ByteFill
PokedexShow_GetDexEntryBank:
push hl
push de
ld a, [wCurPartySpecies]
dec a
rlca
rlca
maskbits NUM_DEX_ENTRY_BANKS
ld hl, .PokedexEntryBanks
ld d, 0
ld e, a
add hl, de
ld a, [hl]
pop de
pop hl
ret
.PokedexEntryBanks:
db BANK("Pokedex Entries 001-064")
db BANK("Pokedex Entries 065-128")
db BANK("Pokedex Entries 129-192")
db BANK("Pokedex Entries 193-251")
PokedexShow1:
call StartRadioStation
.loop
call Random
cp NUM_POKEMON
jr nc, .loop
ld c, a
push bc
ld a, c
call CheckCaughtMon
pop bc
jr z, .loop
inc c
ld a, c
ld [wCurPartySpecies], a
ld [wNamedObjectIndexBuffer], a
call GetPokemonName
ld hl, PokedexShowText
ld a, POKEDEX_SHOW_2
jp NextRadioLine
PokedexShow2:
ld a, [wCurPartySpecies]
dec a
ld hl, PokedexDataPointerTable
ld c, a
ld b, 0
add hl, bc
add hl, bc
ld a, BANK(PokedexDataPointerTable)
call GetFarHalfword
call PokedexShow_GetDexEntryBank
push af
push hl
call CopyDexEntryPart1
dec hl
ld [hl], "<DONE>"
ld hl, wPokedexShowPointerAddr
call CopyRadioTextToRAM
pop hl
pop af
call CopyDexEntryPart2
rept 4
inc hl
endr
ld a, l
ld [wPokedexShowPointerAddr], a
ld a, h
ld [wPokedexShowPointerAddr + 1], a
ld a, POKEDEX_SHOW_3
jp PrintRadioLine
PokedexShow3:
call CopyDexEntry
ld a, POKEDEX_SHOW_4
jp PrintRadioLine
PokedexShow4:
call CopyDexEntry
ld a, POKEDEX_SHOW_5
jp PrintRadioLine
PokedexShow5:
call CopyDexEntry
ld a, POKEDEX_SHOW_6
jp PrintRadioLine
PokedexShow6:
call CopyDexEntry
ld a, POKEDEX_SHOW_7
jp PrintRadioLine
PokedexShow7:
call CopyDexEntry
ld a, POKEDEX_SHOW_8
jp PrintRadioLine
PokedexShow8:
call CopyDexEntry
ld a, POKEDEX_SHOW
jp PrintRadioLine
CopyDexEntry:
ld a, [wPokedexShowPointerAddr]
ld l, a
ld a, [wPokedexShowPointerAddr + 1]
ld h, a
ld a, [wPokedexShowPointerBank]
push af
push hl
call CopyDexEntryPart1
dec hl
ld [hl], "<DONE>"
ld hl, wPokedexShowPointerAddr
call CopyRadioTextToRAM
pop hl
pop af
call CopyDexEntryPart2
ret
CopyDexEntryPart1:
ld de, wPokedexShowPointerBank
ld bc, SCREEN_WIDTH - 1
call FarCopyBytes
ld hl, wPokedexShowPointerAddr
ld [hl], TX_START
inc hl
ld [hl], "<LINE>"
inc hl
.loop
ld a, [hli]
cp "@"
ret z
cp "<NEXT>"
ret z
cp "<DEXEND>"
ret z
jr .loop
CopyDexEntryPart2:
ld d, a
.loop
ld a, d
call GetFarByte
inc hl
cp "@"
jr z, .okay
cp "<NEXT>"
jr z, .okay
cp "<DEXEND>"
jr nz, .loop
.okay
ld a, l
ld [wPokedexShowPointerAddr], a
ld a, h
ld [wPokedexShowPointerAddr + 1], a
ld a, d
ld [wPokedexShowPointerBank], a
ret
PokedexShowText:
text_far _PokedexShowText
text_end
BenMonMusic1:
call StartPokemonMusicChannel
ld hl, BenIntroText1
ld a, POKEMON_MUSIC_2
jp NextRadioLine
BenMonMusic2:
ld hl, BenIntroText2
ld a, POKEMON_MUSIC_3
jp NextRadioLine
BenMonMusic3:
ld hl, BenIntroText3
ld a, POKEMON_MUSIC_4
jp NextRadioLine
FernMonMusic1:
call StartPokemonMusicChannel
ld hl, FernIntroText1
ld a, LETS_ALL_SING_2
jp NextRadioLine
FernMonMusic2:
ld hl, FernIntroText2
ld a, POKEMON_MUSIC_4
jp NextRadioLine
BenFernMusic4:
ld hl, BenFernText1
ld a, POKEMON_MUSIC_5
jp NextRadioLine
BenFernMusic5:
call GetWeekday
and 1
ld hl, BenFernText2A
jr z, .SunTueThurSun
ld hl, BenFernText2B
.SunTueThurSun:
ld a, POKEMON_MUSIC_6
jp NextRadioLine
BenFernMusic6:
call GetWeekday
and 1
ld hl, BenFernText3A
jr z, .SunTueThurSun
ld hl, BenFernText3B
.SunTueThurSun:
ld a, POKEMON_MUSIC_7
jp NextRadioLine
BenFernMusic7:
ret
StartPokemonMusicChannel:
call RadioTerminator
call PrintText
ld de, MUSIC_POKEMON_MARCH
call GetWeekday
and 1
jr z, .SunTueThurSun
ld de, MUSIC_POKEMON_LULLABY
.SunTueThurSun:
callfar RadioMusicRestartDE
ret
BenIntroText1:
text_far _BenIntroText1
text_end
BenIntroText2:
text_far _BenIntroText2
text_end
BenIntroText3:
text_far _BenIntroText3
text_end
FernIntroText1:
text_far _FernIntroText1
text_end
FernIntroText2:
text_far _FernIntroText2
text_end
BenFernText1:
text_far _BenFernText1
text_end
BenFernText2A:
text_far _BenFernText2A
text_end
BenFernText2B:
text_far _BenFernText2B
text_end
BenFernText3A:
text_far _BenFernText3A
text_end
BenFernText3B:
text_far _BenFernText3B
text_end
LuckyNumberShow1:
call StartRadioStation
callfar CheckLuckyNumberShowFlag
jr nc, .dontreset
callfar ResetLuckyNumberShowFlag
.dontreset
ld hl, LC_Text1
ld a, LUCKY_NUMBER_SHOW_2
jp NextRadioLine
LuckyNumberShow2:
ld hl, LC_Text2
ld a, LUCKY_NUMBER_SHOW_3
jp NextRadioLine
LuckyNumberShow3:
ld hl, LC_Text3
ld a, LUCKY_NUMBER_SHOW_4
jp NextRadioLine
LuckyNumberShow4:
ld hl, LC_Text4
ld a, LUCKY_NUMBER_SHOW_5
jp NextRadioLine
LuckyNumberShow5:
ld hl, LC_Text5
ld a, LUCKY_NUMBER_SHOW_6
jp NextRadioLine
LuckyNumberShow6:
ld hl, LC_Text6
ld a, LUCKY_NUMBER_SHOW_7
jp NextRadioLine
LuckyNumberShow7:
ld hl, LC_Text7
ld a, LUCKY_NUMBER_SHOW_8
jp NextRadioLine
LuckyNumberShow8:
ld hl, wStringBuffer1
ld de, wLuckyIDNumber
lb bc, PRINTNUM_LEADINGZEROS | 2, 5
call PrintNum
ld a, "@"
ld [wStringBuffer1 + 5], a
ld hl, LC_Text8
ld a, LUCKY_NUMBER_SHOW_9
jp NextRadioLine
LuckyNumberShow9:
ld hl, LC_Text9
ld a, LUCKY_NUMBER_SHOW_10
jp NextRadioLine
LuckyNumberShow10:
ld hl, LC_Text7
ld a, LUCKY_NUMBER_SHOW_11
jp NextRadioLine
LuckyNumberShow11:
ld hl, LC_Text8
ld a, LUCKY_NUMBER_SHOW_12
jp NextRadioLine
LuckyNumberShow12:
ld hl, LC_Text10
ld a, LUCKY_NUMBER_SHOW_13
jp NextRadioLine
LuckyNumberShow13:
ld hl, LC_Text11
call Random
and a
ld a, LUCKY_CHANNEL
jr nz, .okay
ld a, LUCKY_NUMBER_SHOW_14
.okay
jp NextRadioLine
LuckyNumberShow14:
ld hl, LC_DragText1
ld a, LUCKY_NUMBER_SHOW_15
jp NextRadioLine
LuckyNumberShow15:
ld hl, LC_DragText2
ld a, LUCKY_CHANNEL
jp NextRadioLine
LC_Text1:
text_far _LC_Text1
text_end
LC_Text2:
text_far _LC_Text2
text_end
LC_Text3:
text_far _LC_Text3
text_end
LC_Text4:
text_far _LC_Text4
text_end
LC_Text5:
text_far _LC_Text5
text_end
LC_Text6:
text_far _LC_Text6
text_end
LC_Text7:
text_far _LC_Text7
text_end
LC_Text8:
text_far _LC_Text8
text_end
LC_Text9:
text_far _LC_Text9
text_end
LC_Text10:
text_far _LC_Text10
text_end
LC_Text11:
text_far _LC_Text11
text_end
LC_DragText1:
text_far _LC_DragText1
text_end
LC_DragText2:
text_far _LC_DragText2
text_end
PeoplePlaces1:
call StartRadioStation
ld hl, PnP_Text1
ld a, PLACES_AND_PEOPLE_2
jp NextRadioLine
PeoplePlaces2:
ld hl, PnP_Text2
ld a, PLACES_AND_PEOPLE_3
jp NextRadioLine
PeoplePlaces3:
ld hl, PnP_Text3
call Random
cp 49 percent - 1
ld a, PLACES_AND_PEOPLE_4 ; People
jr c, .ok
ld a, PLACES_AND_PEOPLE_6 ; Places
.ok
jp NextRadioLine
PnP_Text1:
text_far _PnP_Text1
text_end
PnP_Text2:
text_far _PnP_Text2
text_end
PnP_Text3:
text_far _PnP_Text3
text_end
PeoplePlaces4: ; People
call Random
maskbits NUM_TRAINER_CLASSES
inc a
cp NUM_TRAINER_CLASSES - 1
jr nc, PeoplePlaces4
push af
ld hl, PnP_HiddenPeople
ld a, [wStatusFlags]
bit STATUSFLAGS_HALL_OF_FAME_F, a
jr z, .ok
ld hl, PnP_HiddenPeople_BeatE4
ld a, [wKantoBadges]
cp %11111111 ; all badges
jr nz, .ok
ld hl, PnP_HiddenPeople_BeatKanto
.ok
pop af
ld c, a
ld de, 1
push bc
call IsInArray
pop bc
jr c, PeoplePlaces4
push bc
callfar GetTrainerClassName
ld de, wStringBuffer1
call CopyName1
pop bc
ld b, 1
callfar GetTrainerName
ld hl, PnP_Text4
ld a, PLACES_AND_PEOPLE_5
jp NextRadioLine
INCLUDE "data/radio/pnp_hidden_people.asm"
PnP_Text4:
text_far _PnP_Text4
text_end
PeoplePlaces5:
; 0-15 are all valid indexes into .Adjectives,
; so no need for a retry loop
call Random
maskbits NUM_PNP_PEOPLE_ADJECTIVES
ld e, a
ld d, 0
ld hl, .Adjectives
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
call Random
cp 4 percent
ld a, PLACES_AND_PEOPLE
jr c, .ok
call Random
cp 49 percent - 1
ld a, PLACES_AND_PEOPLE_4 ; People
jr c, .ok
ld a, PLACES_AND_PEOPLE_6 ; Places
.ok
jp NextRadioLine
.Adjectives:
; there are NUM_PNP_PEOPLE_ADJECTIVES entries
dw PnP_CuteText
dw PnP_LazyText
dw PnP_HappyText
dw PnP_NoisyText
dw PnP_PrecociousText
dw PnP_BoldText
dw PnP_PickyText
dw PnP_SortOfOKText
dw PnP_SoSoText
dw PnP_GreatText
dw PnP_MyTypeText
dw PnP_CoolText
dw PnP_InspiringText
dw PnP_WeirdText
dw PnP_RightForMeText
dw PnP_OddText
PnP_CuteText:
text_far _PnP_CuteText
text_end
PnP_LazyText:
text_far _PnP_LazyText
text_end
PnP_HappyText:
text_far _PnP_HappyText
text_end
PnP_NoisyText:
text_far _PnP_NoisyText
text_end
PnP_PrecociousText:
text_far _PnP_PrecociousText
text_end
PnP_BoldText:
text_far _PnP_BoldText
text_end
PnP_PickyText:
text_far _PnP_PickyText
text_end
PnP_SortOfOKText:
text_far _PnP_SortOfOKText
text_end
PnP_SoSoText:
text_far _PnP_SoSoText
text_end
PnP_GreatText:
text_far _PnP_GreatText
text_end
PnP_MyTypeText:
text_far _PnP_MyTypeText
text_end
PnP_CoolText:
text_far _PnP_CoolText
text_end
PnP_InspiringText:
text_far _PnP_InspiringText
text_end
PnP_WeirdText:
text_far _PnP_WeirdText
text_end
PnP_RightForMeText:
text_far _PnP_RightForMeText
text_end
PnP_OddText:
text_far _PnP_OddText
text_end
PeoplePlaces6: ; Places
call Random
cp (PnP_HiddenPlaces.End - PnP_HiddenPlaces) / 2
jr nc, PeoplePlaces6
ld hl, PnP_HiddenPlaces
ld c, a
ld b, 0
add hl, bc
add hl, bc
ld b, [hl]
inc hl
ld c, [hl]
call GetWorldMapLocation
ld e, a
farcall GetLandmarkName
ld hl, PnP_Text5
ld a, PLACES_AND_PEOPLE_7
jp NextRadioLine
INCLUDE "data/radio/pnp_hidden_places.asm"
PnP_Text5:
text_far _PnP_Text5
text_end
PeoplePlaces7:
; 0-15 are all valid indexes into .Adjectives,
; so no need for a retry loop
call Random
maskbits NUM_PNP_PLACES_ADJECTIVES
ld e, a
ld d, 0
ld hl, .Adjectives
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
call CopyRadioTextToRAM
call Random
cp 4 percent
ld a, PLACES_AND_PEOPLE
jr c, .ok
call Random
cp 49 percent - 1
ld a, PLACES_AND_PEOPLE_4 ; People
jr c, .ok
ld a, PLACES_AND_PEOPLE_6 ; Places
.ok
jp PrintRadioLine
.Adjectives:
; there are NUM_PNP_PLACES_ADJECTIVES entries
dw PnP_CuteText
dw PnP_LazyText
dw PnP_HappyText
dw PnP_NoisyText
dw PnP_PrecociousText
dw PnP_BoldText
dw PnP_PickyText
dw PnP_SortOfOKText
dw PnP_SoSoText
dw PnP_GreatText
dw PnP_MyTypeText
dw PnP_CoolText
dw PnP_InspiringText
dw PnP_WeirdText
dw PnP_RightForMeText
dw PnP_OddText
RocketRadio1:
call StartRadioStation
ld hl, RocketRadioText1
ld a, ROCKET_RADIO_2
jp NextRadioLine
RocketRadio2:
ld hl, RocketRadioText2
ld a, ROCKET_RADIO_3
jp NextRadioLine
RocketRadio3:
ld hl, RocketRadioText3
ld a, ROCKET_RADIO_4
jp NextRadioLine
RocketRadio4:
ld hl, RocketRadioText4
ld a, ROCKET_RADIO_5
jp NextRadioLine
RocketRadio5:
ld hl, RocketRadioText5
ld a, ROCKET_RADIO_6
jp NextRadioLine
RocketRadio6:
ld hl, RocketRadioText6
ld a, ROCKET_RADIO_7
jp NextRadioLine
RocketRadio7:
ld hl, RocketRadioText7
ld a, ROCKET_RADIO_8
jp NextRadioLine
RocketRadio8:
ld hl, RocketRadioText8
ld a, ROCKET_RADIO_9
jp NextRadioLine
RocketRadio9:
ld hl, RocketRadioText9
ld a, ROCKET_RADIO_10
jp NextRadioLine
RocketRadio10:
ld hl, RocketRadioText10
ld a, ROCKET_RADIO
jp NextRadioLine
RocketRadioText1:
text_far _RocketRadioText1
text_end
RocketRadioText2:
text_far _RocketRadioText2
text_end
RocketRadioText3:
text_far _RocketRadioText3
text_end
RocketRadioText4:
text_far _RocketRadioText4
text_end
RocketRadioText5:
text_far _RocketRadioText5
text_end
RocketRadioText6:
text_far _RocketRadioText6
text_end
RocketRadioText7:
text_far _RocketRadioText7
text_end
RocketRadioText8:
text_far _RocketRadioText8
text_end
RocketRadioText9:
text_far _RocketRadioText9
text_end
RocketRadioText10:
text_far _RocketRadioText10
text_end
PokeFluteRadio:
call StartRadioStation
ld a, 1
ld [wNumRadioLinesPrinted], a
ret
UnownRadio:
call StartRadioStation
ld a, 1
ld [wNumRadioLinesPrinted], a
ret
EvolutionRadio:
call StartRadioStation
ld a, 1
ld [wNumRadioLinesPrinted], a
ret
BuenasPassword1:
; Determine if we need to be here
call BuenasPasswordCheckTime
jp nc, .PlayPassword
ld a, [wNumRadioLinesPrinted]
and a
jp z, BuenasPassword20
jp BuenasPassword8
.PlayPassword:
call StartRadioStation
ldh a, [hBGMapMode]
push af
xor a
ldh [hBGMapMode], a
ld de, BuenasPasswordChannelName
hlcoord 2, 9
call PlaceString
pop af
ldh [hBGMapMode], a
ld hl, BuenaRadioText1
ld a, BUENAS_PASSWORD_2
jp NextRadioLine
BuenasPassword2:
ld hl, BuenaRadioText2
ld a, BUENAS_PASSWORD_3
jp NextRadioLine
BuenasPassword3:
call BuenasPasswordCheckTime
ld hl, BuenaRadioText3
jp c, BuenasPasswordAfterMidnight
ld a, BUENAS_PASSWORD_4
jp NextRadioLine
BuenasPassword4:
call BuenasPasswordCheckTime
jp c, BuenasPassword8
ld a, [wBuenasPassword]
; If we already generated the password today, we don't need to generate a new one.
ld hl, wDailyFlags2
bit DAILYFLAGS2_BUENAS_PASSWORD_F, [hl]
jr nz, .AlreadyGotIt
; There are only 11 groups to choose from.
.greater_than_11
call Random
maskbits NUM_PASSWORD_CATEGORIES
cp NUM_PASSWORD_CATEGORIES
jr nc, .greater_than_11
; Store it in the high nybble of e.
swap a
ld e, a
; For each group, choose one of the three passwords.
.greater_than_three
call Random
maskbits NUM_PASSWORDS_PER_CATEGORY
cp NUM_PASSWORDS_PER_CATEGORY
jr nc, .greater_than_three
; The high nybble of wBuenasPassword will now contain the password group index, and the low nybble contains the actual password.
add e
ld [wBuenasPassword], a
; Set the flag so that we don't generate a new password this week.
ld hl, wDailyFlags2
set DAILYFLAGS2_BUENAS_PASSWORD_F, [hl]
.AlreadyGotIt:
ld c, a
call GetBuenasPassword
ld hl, BuenaRadioText4
ld a, BUENAS_PASSWORD_5
jp NextRadioLine
GetBuenasPassword:
; The password indices are held in c. High nybble contains the group index, low nybble contains the word index.
; Load the password group pointer in hl.
ld a, c
swap a
and $f
ld hl, BuenasPasswordTable
ld d, 0
ld e, a
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
; Get the password type and store it in b.
ld a, [hli]
ld b, a
push hl
inc hl
; Get the password index.
ld a, c
and $f
ld c, a
push hl
ld hl, .StringFunctionJumpTable
ld e, b
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
pop de ; de now contains the pointer to the value of this week's password, in Blue Card Points.
call _hl_
pop hl
ld c, [hl]
ret
.StringFunctionJumpTable:
; entries correspond to BUENA_* constants
dw .Mon ; BUENA_MON
dw .Item ; BUENA_ITEM
dw .Move ; BUENA_MOVE
dw .RawString ; BUENA_STRING
.Mon:
call .GetTheIndex
call GetPokemonName
ret
.Item:
call .GetTheIndex
call GetItemName
ret
.Move:
call .GetTheIndex
call GetMoveName
ret
.GetTheIndex:
ld h, 0
ld l, c
add hl, de
ld a, [hl]
ld [wNamedObjectIndexBuffer], a
ret
.RawString:
; Get the string from the table...
ld a, c
and a
jr z, .skip
.read_loop
ld a, [de]
inc de
cp "@"
jr nz, .read_loop
dec c
jr nz, .read_loop
; ... and copy it into wStringBuffer1.
.skip
ld hl, wStringBuffer1
.copy_loop
ld a, [de]
inc de
ld [hli], a
cp "@"
jr nz, .copy_loop
ld de, wStringBuffer1
ret
INCLUDE "data/radio/buenas_passwords.asm"
BuenasPassword5:
ld hl, BuenaRadioText5
ld a, BUENAS_PASSWORD_6
jp NextRadioLine
BuenasPassword6:
ld hl, BuenaRadioText6
ld a, BUENAS_PASSWORD_7
jp NextRadioLine
BuenasPassword7:
call BuenasPasswordCheckTime
ld hl, BuenaRadioText7
jr c, BuenasPasswordAfterMidnight
ld a, BUENAS_PASSWORD
jp NextRadioLine
BuenasPasswordAfterMidnight:
push hl
ld hl, wDailyFlags2
res DAILYFLAGS2_BUENAS_PASSWORD_F, [hl]
pop hl
ld a, BUENAS_PASSWORD_8
jp NextRadioLine
BuenasPassword8:
ld hl, wDailyFlags2
res DAILYFLAGS2_BUENAS_PASSWORD_F, [hl]
ld hl, BuenaRadioMidnightText10
ld a, BUENAS_PASSWORD_9
jp NextRadioLine
BuenasPassword9:
ld hl, BuenaRadioMidnightText1
ld a, BUENAS_PASSWORD_10
jp NextRadioLine
BuenasPassword10:
ld hl, BuenaRadioMidnightText2
ld a, BUENAS_PASSWORD_11
jp NextRadioLine
BuenasPassword11:
ld hl, BuenaRadioMidnightText3
ld a, BUENAS_PASSWORD_12
jp NextRadioLine
BuenasPassword12:
ld hl, BuenaRadioMidnightText4
ld a, BUENAS_PASSWORD_13
jp NextRadioLine
BuenasPassword13:
ld hl, BuenaRadioMidnightText5
ld a, BUENAS_PASSWORD_14
jp NextRadioLine
BuenasPassword14:
ld hl, BuenaRadioMidnightText6
ld a, BUENAS_PASSWORD_15
jp NextRadioLine
BuenasPassword15:
ld hl, BuenaRadioMidnightText7
ld a, BUENAS_PASSWORD_16
jp NextRadioLine
BuenasPassword16:
ld hl, BuenaRadioMidnightText8
ld a, BUENAS_PASSWORD_17
jp NextRadioLine
BuenasPassword17:
ld hl, BuenaRadioMidnightText9
ld a, BUENAS_PASSWORD_18
jp NextRadioLine
BuenasPassword18:
ld hl, BuenaRadioMidnightText10
ld a, BUENAS_PASSWORD_19
jp NextRadioLine
BuenasPassword19:
ld hl, BuenaRadioMidnightText10
ld a, BUENAS_PASSWORD_20
jp NextRadioLine
BuenasPassword20:
ldh a, [hBGMapMode]
push af
farcall NoRadioMusic
farcall NoRadioName
pop af
ldh [hBGMapMode], a
ld hl, wDailyFlags2
res DAILYFLAGS2_BUENAS_PASSWORD_F, [hl]
ld a, BUENAS_PASSWORD
ld [wCurRadioLine], a
xor a
ld [wNumRadioLinesPrinted], a
ld hl, BuenaOffTheAirText
ld a, BUENAS_PASSWORD_21
jp NextRadioLine
BuenasPassword21:
ld a, BUENAS_PASSWORD
ld [wCurRadioLine], a
xor a
ld [wNumRadioLinesPrinted], a
call BuenasPasswordCheckTime
jp nc, BuenasPassword1
ld hl, BuenaOffTheAirText
ld a, BUENAS_PASSWORD_21
jp NextRadioLine
BuenasPasswordCheckTime:
call UpdateTime
ldh a, [hHours]
cp NITE_HOUR
ret
BuenasPasswordChannelName:
db "BUENA'S PASSWORD@"
BuenaRadioText1:
text_far _BuenaRadioText1
text_end
BuenaRadioText2:
text_far _BuenaRadioText2
text_end
BuenaRadioText3:
text_far _BuenaRadioText3
text_end
BuenaRadioText4:
text_far _BuenaRadioText4
text_end
BuenaRadioText5:
text_far _BuenaRadioText5
text_end
BuenaRadioText6:
text_far _BuenaRadioText6
text_end
BuenaRadioText7:
text_far _BuenaRadioText7
text_end
BuenaRadioMidnightText1:
text_far _BuenaRadioMidnightText1
text_end
BuenaRadioMidnightText2:
text_far _BuenaRadioMidnightText2
text_end
BuenaRadioMidnightText3:
text_far _BuenaRadioMidnightText3
text_end
BuenaRadioMidnightText4:
text_far _BuenaRadioMidnightText4
text_end
BuenaRadioMidnightText5:
text_far _BuenaRadioMidnightText5
text_end
BuenaRadioMidnightText6:
text_far _BuenaRadioMidnightText6
text_end
BuenaRadioMidnightText7:
text_far _BuenaRadioMidnightText7
text_end
BuenaRadioMidnightText8:
text_far _BuenaRadioMidnightText8
text_end
BuenaRadioMidnightText9:
text_far _BuenaRadioMidnightText9
text_end
BuenaRadioMidnightText10:
text_far _BuenaRadioMidnightText10
text_end
BuenaOffTheAirText:
text_far _BuenaOffTheAirText
text_end
CopyRadioTextToRAM:
ld a, [hl]
cp TX_FAR
jp z, FarCopyRadioText
ld de, wRadioText
ld bc, SCREEN_WIDTH * 2
jp CopyBytes
StartRadioStation:
ld a, [wNumRadioLinesPrinted]
and a
ret nz
call RadioTerminator
call PrintText
ld hl, RadioChannelSongs
ld a, [wCurRadioLine]
ld c, a
ld b, 0
add hl, bc
add hl, bc
ld e, [hl]
inc hl
ld d, [hl]
callfar RadioMusicRestartDE
ret
INCLUDE "data/radio/channel_music.asm"
NextRadioLine:
push af
call CopyRadioTextToRAM
pop af
jp PrintRadioLine