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78 lines
2 KiB
NASM
78 lines
2 KiB
NASM
; function that performs initialization for DisplayTextID
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DisplayTextIDInit:
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xor a
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ld [wListMenuID],a
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ld a,[wAutoTextBoxDrawingControl]
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bit 0,a
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jr nz,.skipDrawingTextBoxBorder
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ld a,[hSpriteIndexOrTextID] ; text ID (or sprite ID)
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and a
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jr nz,.notStartMenu
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; if text ID is 0 (i.e. the start menu)
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; Note that the start menu text border is also drawn in the function directly
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; below this, so this seems unnecessary.
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CheckEvent EVENT_GOT_POKEDEX
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; start menu with pokedex
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coord hl, 10, 0
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ld b,$0e
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ld c,$08
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jr nz,.drawTextBoxBorder
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; start menu without pokedex
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coord hl, 10, 0
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ld b,$0c
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ld c,$08
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jr .drawTextBoxBorder
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; if text ID is not 0 (i.e. not the start menu) then do a standard dialogue text box
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.notStartMenu
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coord hl, 0, 12
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ld b,$04
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ld c,$12
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.drawTextBoxBorder
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call TextBoxBorder
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.skipDrawingTextBoxBorder
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ld hl,wFontLoaded
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set 0,[hl]
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ld hl,wFlags_0xcd60
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bit 4,[hl]
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res 4,[hl]
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jr nz,.skipMovingSprites
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call UpdateSprites
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.skipMovingSprites
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; loop to copy C1X9 (direction the sprite is facing) to C2X9 for each sprite
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; this is done because when you talk to an NPC, they turn to look your way
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; the original direction they were facing must be restored after the dialogue is over
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ld hl,wSpriteStateData1 + $19
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ld c,$0f
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ld de,$0010
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.spriteFacingDirectionCopyLoop
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ld a,[hl]
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inc h
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ld [hl],a
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dec h
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add hl,de
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dec c
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jr nz,.spriteFacingDirectionCopyLoop
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; loop to force all the sprites in the middle of animation to stand still
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; (so that they don't like they're frozen mid-step during the dialogue)
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ld hl,wSpriteStateData1 + 2
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ld de,$0010
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ld c,e
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.spriteStandStillLoop
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ld a,[hl]
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cp a,$ff ; is the sprite visible?
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jr z,.nextSprite
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; if it is visible
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and a,$fc
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ld [hl],a
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.nextSprite
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add hl,de
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dec c
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jr nz,.spriteStandStillLoop
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ld b,$9c ; window background address
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call CopyScreenTileBufferToVRAM ; transfer background in WRAM to VRAM
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xor a
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ld [hWY],a ; put the window on the screen
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call LoadFontTilePatterns
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ld a,$01
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ld [H_AUTOBGTRANSFERENABLED],a ; enable continuous WRAM to VRAM transfer each V-blank
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ret
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