Credits order INCBIN and more labeling.

This commit is contained in:
Marcus Huderle 2013-12-27 11:41:54 -06:00
parent 124b9c2954
commit 24988da53f
3 changed files with 120 additions and 16 deletions

View file

@ -24,4 +24,5 @@ INCLUDE "constants/evolution_constants.asm"
INCLUDE "constants/list_constants.asm"
INCLUDE "constants/map_constants.asm"
INCLUDE "constants/map_dimensions.asm"
INCLUDE "constants/connection_constants.asm"
INCLUDE "constants/connection_constants.asm"
INCLUDE "constants/credits_constants.asm"

View file

@ -0,0 +1,65 @@
CRED_VERSION EQU $00
CRED_TAJIRI EQU $01
CRED_TA_OOTA EQU $02
CRED_MORIMOTO EQU $03
CRED_WATANABE EQU $04
CRED_MASUDE EQU $05
CRED_NISINO EQU $06
CRED_SUGIMORI EQU $07
CRED_NISHIDA EQU $08
CRED_MIYAMOTO EQU $09
CRED_KAWAGUCHI EQU $0A
CRED_ISHIHARA EQU $0B
CRED_YAMAUCHI EQU $0C
CRED_ZINNAI EQU $0D
CRED_HISHIDA EQU $0E
CRED_SAKAI EQU $0F
CRED_YAMAGUCHI EQU $10
CRED_YAMAMOTO EQU $11
CRED_TANIGUCHI EQU $12
CRED_NONOMURA EQU $13
CRED_FUZIWARA EQU $14
CRED_MATSUSIMA EQU $15
CRED_TOMISAWA EQU $16
CRED_KAWAMOTO EQU $17
CRED_KAKEI EQU $18
CRED_TSUCHIYA EQU $19
CRED_TA_NAKAMURA EQU $1A
CRED_YUDA EQU $1B
CRED_MON EQU $1C ; Pokemon
CRED_DIRECTOR EQU $1D
CRED_PROGRAMMERS EQU $1E
CRED_CHAR_DESIGN EQU $1F
CRED_MUSIC EQU $20
CRED_SOUND_EFFECTS EQU $21
CRED_GAME_DESIGN EQU $22
CRED_MONSTER_DESIGN EQU $23
CRED_GAME_SCENE EQU $24
CRED_PARAM EQU $25
CRED_MAP EQU $26
CRED_TEST EQU $27
CRED_SPECIAL EQU $28
CRED_PRODUCERS EQU $29
CRED_PRODUCER EQU $2A
CRED_EXECUTIVE EQU $2B
CRED_TAMADA EQU $2C
CRED_SA_OOTA EQU $2D
CRED_YOSHIKAWA EQU $2E
CRED_TO_OOTA EQU $2F
CRED_US_STAFF EQU $30
CRED_US_COORD EQU $31
CRED_TILDEN EQU $32
CRED_KAWAKAMI EQU $33
CRED_HI_NAKAMURA EQU $34
CRED_GIESE EQU $35
CRED_OSBORNE EQU $36
CRED_TRANS EQU $37
CRED_OGASAWARA EQU $38
CRED_IWATA EQU $39
CRED_IZUSHI EQU $3A
CRED_HARADA EQU $3B
CRED_MURAKAWA EQU $3C
CRED_FUKUI EQU $3D
CRED_CLUB EQU $3E
CRED_PAAD EQU $3F

View file

@ -107626,7 +107626,7 @@ Func_73701: ; 0x73701
SaveSAV: ;$770a
ld b,1
ld hl,$5def ; LoadGameMenuInGame
ld hl,Func_5def ; LoadGameMenuInGame
call Bankswitch
ld hl,WouldYouLikeToSaveText
call SaveSAVConfirm
@ -108258,11 +108258,11 @@ Func_740ba: ; 740ba (1d:40ba)
jr nz, .asm_740bf
ret
Func_740cb: ; 740cb (1d:40cb)
DisplayCreditsMon: ; 740cb (1d:40cb)
xor a
ld [H_AUTOBGTRANSFERENABLED],a
call SaveScreenTilesToBuffer1
call Func_74183
call FillMiddleOfScreenWithWhite
; display the next monster from CreditsMons
ld hl,$CD3E
@ -108289,7 +108289,7 @@ Func_740cb: ; 740cb (1d:40cb)
ld [$FF4B],a
ld hl,$9C00
call Func_74164
call Func_74183
call FillMiddleOfScreenWithWhite
ld a,$FC
ld [$FF47],a
ld bc,7
@ -108379,22 +108379,22 @@ Func_7417b: ; 7417b (1d:417b)
ld a, $7e
jp FillMemory
Func_74183: ; 74183 (1d:4183)
FillMiddleOfScreenWithWhite: ; 74183 (1d:4183)
FuncCoord 0, 4 ; $c3f0
ld hl, Coord
ld bc, $c8
ld a, $7f
ld bc, $c8 ; 10 rows of 20 tiles each
ld a, $7f ; blank white tile
jp FillMemory
Func_7418e: ; 7418e (1d:418e)
ld de, Unknown_74243 ; $4243
ld de, CreditsOrder ; $4243
push de
.asm_74192
pop de
FuncCoord 9, 6 ; $c421
ld hl, Coord
push hl
call Func_74183
call FillMiddleOfScreenWithWhite
pop hl
.asm_7419b
ld a, [de]
@ -108411,7 +108411,7 @@ Func_7418e: ; 7418e (1d:418e)
cp $fb
jr z, .asm_741f4
cp $fa
jr z, .asm_74201
jr z, .showTheEnd
push hl
push hl
ld hl, CreditsTextPointers ; $42c3
@ -108442,7 +108442,7 @@ Func_7418e: ; 7418e (1d:418e)
ld c, $6e
.asm_741de
call DelayFrames
call Func_740cb
call DisplayCreditsMon
jr .asm_74192
.asm_741e6
call Func_740ba
@ -108461,10 +108461,10 @@ Func_7418e: ; 7418e (1d:418e)
pop de
pop de
jr .asm_7419b
.asm_74201
.showTheEnd
ld c, $10
call DelayFrames
call Func_74183
call FillMiddleOfScreenWithWhite
pop de
ld de, TheEndGfx
ld hl, $9600
@ -108484,8 +108484,46 @@ UnnamedText_74229: ; 74229 (1d:4229)
db $60," ",$62," ",$64," ",$64," ",$66," ",$68,"@"
db $61," ",$63," ",$65," ",$65," ",$67," ",$69,"@"
Unknown_74243: ; 74243 (1d:4243)
INCBIN "baserom.gbc",$74243,$742c3 - $74243
CreditsOrder: ; 74243 (1d:4243)
; subsequent credits elements will be displayed on separate lines.
; $FF, $FE, $FD, $FC, $FB, and $FA are commands that are used
; to go to the next set of credits texts.
db CRED_MON, CRED_VERSION, $FF
db CRED_DIRECTOR, CRED_TAJIRI, $FF
db CRED_PROGRAMMERS, CRED_TA_OOTA, CRED_MORIMOTO, $FD
db CRED_PROGRAMMERS, CRED_WATANABE, CRED_MASUDE, CRED_TAMADA, $FE
db CRED_CHAR_DESIGN, CRED_SUGIMORI, CRED_NISHIDA, $FF
db CRED_MUSIC, CRED_MASUDE, $FD
db CRED_SOUND_EFFECTS, CRED_MASUDE, $FE
db CRED_GAME_DESIGN, CRED_TAJIRI, $FF
db CRED_MONSTER_DESIGN, CRED_SUGIMORI, CRED_NISHIDA, CRED_FUZIWARA, $FD
db CRED_MONSTER_DESIGN, CRED_MORIMOTO, CRED_SA_OOTA, CRED_YOSHIKAWA, $FE
db CRED_GAME_SCENE, CRED_TAJIRI, $FD
db CRED_GAME_SCENE, CRED_TANIGUCHI, CRED_NONOMURA, CRED_ZINNAI, $FE
db CRED_PARAM, CRED_NISINO, CRED_TA_NAKAMURA, $FF
db CRED_MAP, CRED_TAJIRI, CRED_NISINO, $FD
db CRED_MAP, CRED_MATSUSIMA, CRED_NONOMURA, CRED_TANIGUCHI, $FE
db CRED_TEST, CRED_KAKEI, CRED_TSUCHIYA, $FD
db CRED_TEST, CRED_TA_NAKAMURA, CRED_YUDA, $FE
db CRED_SPECIAL, CRED_HISHIDA, CRED_SAKAI, $FD
db CRED_SPECIAL, CRED_YAMAGUCHI, CRED_YAMAMOTO, $FC
db CRED_SPECIAL, CRED_TOMISAWA, CRED_KAWAMOTO, CRED_TO_OOTA, $FE
db CRED_PRODUCERS, CRED_MIYAMOTO, $FD
db CRED_PRODUCERS, CRED_KAWAGUCHI, $FC
db CRED_PRODUCERS, CRED_ISHIHARA, $FE
db CRED_US_STAFF, $FD
db CRED_US_COORD, CRED_TILDEN, $FD
db CRED_US_COORD, CRED_KAWAKAMI, CRED_HI_NAKAMURA, $FC
db CRED_US_COORD, CRED_GIESE, CRED_OSBORNE, $FC
db CRED_TRANS, CRED_OGASAWARA, $FD
db CRED_PROGRAMMERS, CRED_MURAKAWA, CRED_FUKUI, $FD
db CRED_SPECIAL, CRED_IWATA, $FD
db CRED_SPECIAL, CRED_HARADA, $FC
db CRED_TEST, CRED_PAAD, CRED_CLUB, $FD
db CRED_PRODUCER, CRED_IZUSHI, $FD
db CRED_EXECUTIVE, CRED_YAMAUCHI, $FF
db $FB, $FF, $FA
CreditsTextPointers: ; 742c3 (1d:42c3)
dw CredVersion