pokecrystal-board/engine/pokegear/radio.asm

1932 lines
32 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:
; MARY: PROF.OAK'S
text_far _OPT_IntroText1
text_end
OPT_IntroText2:
; #MON TALK!
text_far _OPT_IntroText2
text_end
OPT_IntroText3:
; With me, MARY!
text_far _OPT_IntroText3
text_end
OPT_OakText1:
; OAK: @ @
text_far _OPT_OakText1
text_end
OPT_OakText2:
; may be seen around
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:
; MARY: @ 's
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 .sweetadorably
dw .wigglyslickly
dw .aptlynamed
dw .undeniablykindof
dw .unbearably
dw .wowimpressively
dw .almostpoisonously
dw .sensually
dw .mischievously
dw .topically
dw .addictively
dw .looksinwater
dw .evolutionmustbe
dw .provocatively
dw .flippedout
dw .heartmeltingly
.sweetadorably
; sweet and adorably
text_far OPT_SweetAdorably
text_end
.wigglyslickly
; wiggly and slickly
text_far OPT_WigglySlickly
text_end
.aptlynamed
; aptly named and
text_far OPT_AptlyNamed
text_end
.undeniablykindof
; undeniably kind of
text_far OPT_UndeniablyKindOf
text_end
.unbearably
; so, so unbearably
text_far OPT_Unbearably
text_end
.wowimpressively
; wow, impressively
text_far OPT_WowImpressively
text_end
.almostpoisonously
; almost poisonously
text_far OPT_AlmostPoisonously
text_end
.sensually
; ooh, so sensually
text_far OPT_Sensually
text_end
.mischievously
; so mischievously
text_far OPT_Mischievously
text_end
.topically
; so very topically
text_far OPT_Topically
text_end
.addictively
; sure addictively
text_far OPT_Addictively
text_end
.looksinwater
; looks in water is
text_far OPT_LooksInWater
text_end
.evolutionmustbe
; evolution must be
text_far OPT_EvolutionMustBe
text_end
.provocatively
; provocatively
text_far OPT_Provocatively
text_end
.flippedout
; so flipped out and
text_far OPT_FlippedOut
text_end
.heartmeltingly
; heart-meltingly
text_far OPT_HeartMeltingly
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 .cute
dw .weird
dw .pleasant
dw .boldsortof
dw .frightening
dw .suavedebonair
dw .powerful
dw .exciting
dw .groovy
dw .inspiring
dw .friendly
dw .hothothot
dw .stimulating
dw .guarded
dw .lovely
dw .speedy
.cute
; cute.
text_far OPT_Cute
text_end
.weird
; weird.
text_far OPT_Weird
text_end
.pleasant
; pleasant.
text_far OPT_Pleasant
text_end
.boldsortof
; bold, sort of.
text_far OPT_BoldSortOf
text_end
.frightening
; frightening.
text_far OPT_Frightening
text_end
.suavedebonair
; suave & debonair!
text_far OPT_SuaveDebonair
text_end
.powerful
; powerful.
text_far OPT_Powerful
text_end
.exciting
; exciting.
text_far OPT_Exciting
text_end
.groovy
; groovy!
text_far OPT_Groovy
text_end
.inspiring
; inspiring.
text_far OPT_Inspiring
text_end
.friendly
; friendly.
text_far OPT_Friendly
text_end
.hothothot
; hot, hot, hot!
text_far OPT_HotHotHot
text_end
.stimulating
; stimulating.
text_far OPT_Stimulating
text_end
.guarded
; guarded.
text_far OPT_Guarded
text_end
.lovely
; lovely.
text_far OPT_Lovely
text_end
.speedy
; speedy.
text_far OPT_Speedy
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:
; #MON
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, FernIntroMusic2
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:
; BEN: #MON MUSIC
text_far _BenIntroText1
text_end
BenIntroText2:
; CHANNEL!
text_far _BenIntroText2
text_end
BenIntroText3:
; It's me, DJ BEN!
text_far _BenIntroText3
text_end
FernIntroText1:
; FERN: #MUSIC!
text_far _FernIntroText1
text_end
FernIntroMusic2:
; With DJ FERN!
text_far _FernIntroText2
text_end
BenFernText1:
; Today's @ ,
text_far _BenFernText1
text_end
BenFernText2A:
; so let us jam to
text_far _BenFernText2A
text_end
BenFernText2B:
; so chill out to
text_far _BenFernText2B
text_end
BenFernText3A:
; #MON March!
text_far _BenFernText3A
text_end
BenFernText3B:
; #MON Lullaby!
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:
; REED: Yeehaw! How
text_far _LC_Text1
text_end
LC_Text2:
; y'all doin' now?
text_far _LC_Text2
text_end
LC_Text3:
; Whether you're up
text_far _LC_Text3
text_end
LC_Text4:
; or way down low,
text_far _LC_Text4
text_end
LC_Text5:
; don't you miss the
text_far _LC_Text5
text_end
LC_Text6:
; LUCKY NUMBER SHOW!
text_far _LC_Text6
text_end
LC_Text7:
; This week's Lucky
text_far _LC_Text7
text_end
LC_Text8:
; Number is @ !
text_far _LC_Text8
text_end
LC_Text9:
; I'll repeat that!
text_far _LC_Text9
text_end
LC_Text10:
; Match it and go to
text_far _LC_Text10
text_end
LC_Text11:
; the RADIO TOWER!
text_far _LC_Text11
text_end
LC_DragText1:
; …Repeating myself
text_far _LC_DragText1
text_end
LC_DragText2:
; gets to be a drag…
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:
; PLACES AND PEOPLE!
text_far _PnP_Text1
text_end
PnP_Text2:
; Brought to you by
text_far _PnP_Text2
text_end
PnP_Text3:
; me, DJ LILY!
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_cute
dw PnP_lazy
dw PnP_happy
dw PnP_noisy
dw PnP_precocious
dw PnP_bold
dw PnP_picky
dw PnP_sortofok
dw PnP_soso
dw PnP_great
dw PnP_mytype
dw PnP_cool
dw PnP_inspiring
dw PnP_weird
dw PnP_rightforme
dw PnP_odd
PnP_cute:
; is cute.
text_far _PnP_cute
text_end
PnP_lazy:
; is sort of lazy.
text_far _PnP_lazy
text_end
PnP_happy:
; is always happy.
text_far _PnP_happy
text_end
PnP_noisy:
; is quite noisy.
text_far _PnP_noisy
text_end
PnP_precocious:
; is precocious.
text_far _PnP_precocious
text_end
PnP_bold:
; is somewhat bold.
text_far _PnP_bold
text_end
PnP_picky:
; is too picky!
text_far _PnP_picky
text_end
PnP_sortofok:
; is sort of OK.
text_far _PnP_sortofok
text_end
PnP_soso:
; is just so-so.
text_far _PnP_soso
text_end
PnP_great:
; is actually great.
text_far _PnP_great
text_end
PnP_mytype:
; is just my type.
text_far _PnP_mytype
text_end
PnP_cool:
; is so cool, no?
text_far _PnP_cool
text_end
PnP_inspiring:
; is inspiring!
text_far _PnP_inspiring
text_end
PnP_weird:
; is kind of weird.
text_far _PnP_weird
text_end
PnP_rightforme:
; is right for me?
text_far _PnP_rightforme
text_end
PnP_odd:
; is definitely odd!
text_far _PnP_odd
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_cute
dw PnP_lazy
dw PnP_happy
dw PnP_noisy
dw PnP_precocious
dw PnP_bold
dw PnP_picky
dw PnP_sortofok
dw PnP_soso
dw PnP_great
dw PnP_mytype
dw PnP_cool
dw PnP_inspiring
dw PnP_weird
dw PnP_rightforme
dw PnP_odd
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:
; … …Ahem, we are
text_far _RocketRadioText1
text_end
RocketRadioText2:
; TEAM ROCKET!
text_far _RocketRadioText2
text_end
RocketRadioText3:
; After three years
text_far _RocketRadioText3
text_end
RocketRadioText4:
; of preparation, we
text_far _RocketRadioText4
text_end
RocketRadioText5:
; have risen again
text_far _RocketRadioText5
text_end
RocketRadioText6:
; from the ashes!
text_far _RocketRadioText6
text_end
RocketRadioText7:
; GIOVANNI! @ Can you
text_far _RocketRadioText7
text_end
RocketRadioText8:
; hear?@ We did it!
text_far _RocketRadioText8
text_end
RocketRadioText9:
; @ Where is our boss?
text_far _RocketRadioText9
text_end
RocketRadioText10:
; @ Is he listening?
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:
; BUENA: BUENA here!
text_far _BuenaRadioText1
text_end
BuenaRadioText2:
; Today's password!
text_far _BuenaRadioText2
text_end
BuenaRadioText3:
; Let me think… It's
text_far _BuenaRadioText3
text_end
BuenaRadioText4:
; @ !
text_far _BuenaRadioText4
text_end
BuenaRadioText5:
; Don't forget it!
text_far _BuenaRadioText5
text_end
BuenaRadioText6:
; I'm in GOLDENROD's
text_far _BuenaRadioText6
text_end
BuenaRadioText7:
; RADIO TOWER!
text_far _BuenaRadioText7
text_end
BuenaRadioMidnightText1:
; BUENA: Oh my…
text_far _BuenaRadioMidnightText1
text_end
BuenaRadioMidnightText2:
; It's midnight! I
text_far _BuenaRadioMidnightText2
text_end
BuenaRadioMidnightText3:
; have to shut down!
text_far _BuenaRadioMidnightText3
text_end
BuenaRadioMidnightText4:
; Thanks for tuning
text_far _BuenaRadioMidnightText4
text_end
BuenaRadioMidnightText5:
; in to the end! But
text_far _BuenaRadioMidnightText5
text_end
BuenaRadioMidnightText6:
; don't stay up too
text_far _BuenaRadioMidnightText6
text_end
BuenaRadioMidnightText7:
; late! Presented to
text_far _BuenaRadioMidnightText7
text_end
BuenaRadioMidnightText8:
; you by DJ BUENA!
text_far _BuenaRadioMidnightText8
text_end
BuenaRadioMidnightText9:
; I'm outta here!
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