pokered/engine/display_text_id_init.asm

78 lines
2 KiB
NASM

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