DrawBadges: ; Draw 4x2 gym leader faces, with the faces replaced by ; badges if they are owned. Used in the player status screen. ; In Japanese versions, names are displayed above faces. ; Instead of removing relevant code, the name graphics were erased. ; Tile ids for face/badge graphics. ld de, wBadgeOrFaceTiles ld hl, .FaceBadgeTiles ld bc, NUM_BADGES call CopyData ; Booleans for each badge. ld hl, wTempObtainedBadgesBooleans ld bc, NUM_BADGES xor a call FillMemory ; Alter these based on owned badges. ld de, wTempObtainedBadgesBooleans ld hl, wBadgeOrFaceTiles ld a, [wObtainedBadges] ld b, a ld c, NUM_BADGES .CheckBadge srl b jr nc, .NextBadge ld a, [hl] add 4 ; Badge graphics are after each face ld [hl], a ld a, 1 ld [de], a .NextBadge inc hl inc de dec c jr nz, .CheckBadge ; Draw two rows of badges. ld hl, wBadgeNumberTile ld a, $d8 ; [1] ld [hli], a ld [hl], $60 ; First name hlcoord 2, 11 ld de, wTempObtainedBadgesBooleans call .DrawBadgeRow hlcoord 2, 14 ld de, wTempObtainedBadgesBooleans + 4 ; call .DrawBadgeRow ; ret .DrawBadgeRow ; Draw 4 badges. ld c, 4 .DrawBadge push de push hl ; Badge no. ld a, [wBadgeNumberTile] ld [hli], a inc a ld [wBadgeNumberTile], a ; Names aren't printed if the badge is owned. ld a, [de] and a ld a, [wBadgeNameTile] jr nz, .SkipName call .PlaceTiles jr .PlaceBadge .SkipName inc a inc a inc hl .PlaceBadge ld [wBadgeNameTile], a ld de, SCREEN_WIDTH - 1 add hl, de ld a, [wBadgeOrFaceTiles] call .PlaceTiles add hl, de call .PlaceTiles ; Shift badge array back one byte. push bc ld hl, wBadgeOrFaceTiles + 1 ld de, wBadgeOrFaceTiles ld bc, NUM_BADGES call CopyData pop bc pop hl ld de, 4 add hl, de pop de inc de dec c jr nz, .DrawBadge ret .PlaceTiles ld [hli], a inc a ld [hl], a inc a ret .FaceBadgeTiles db $20, $28, $30, $38, $40, $48, $50, $58 GymLeaderFaceAndBadgeTileGraphics: INCBIN "gfx/trainer_card/badges.2bpp"