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text.asm
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text.asm
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TextBoxBorder::
; Draw a c×b text box at hl.
; top row
push hl
ld a, "┌"
ld [hli], a
inc a ; "─"
call .PlaceChars
inc a ; "┐"
ld [hl], a
pop hl
ld de, SCREEN_WIDTH
add hl, de
; middle rows
.next
push hl
ld a, "│"
ld [hli], a
ld a, " "
call .PlaceChars
ld [hl], "│"
pop hl
ld de, SCREEN_WIDTH
add hl, de
dec b
jr nz, .next
; bottom row
ld a, "└"
ld [hli], a
ld a, "─"
call .PlaceChars
ld [hl], "┘"
ret
.PlaceChars::
; Place char a c times.
ld d, c
.loop
ld [hli], a
dec d
jr nz, .loop
ret
PlaceString::
push hl
PlaceNextChar::
ld a, [de]
cp "@"
jr nz, .NotTerminator
ld b, h
ld c, l
pop hl
ret
.NotTerminator
cp "<NEXT>"
jr nz, .NotNext
ld bc, 2 * SCREEN_WIDTH
ldh a, [hUILayoutFlags]
bit BIT_SINGLE_SPACED_LINES, a
jr z, .ok
ld bc, SCREEN_WIDTH
.ok
pop hl
add hl, bc
push hl
jp NextChar
.NotNext
cp "<LINE>"
jr nz, .NotLine
pop hl
hlcoord 1, 16
push hl
jp NextChar
.NotLine
; Check against a dictionary
dict "<NULL>", NullChar
dict "<SCROLL>", _ContTextNoPause
dict "<_CONT>", _ContText
dict "<PARA>", Paragraph
dict "<PAGE>", PageChar
dict "<PLAYER>", PrintPlayerName
dict "<RIVAL>", PrintRivalName
dict "#", PlacePOKe
dict "<PC>", PCChar
dict "<ROCKET>", RocketChar
dict "<TM>", TMChar
dict "<TRAINER>", TrainerChar
dict "<CONT>", ContText
dict "<……>", SixDotsChar
dict "<DONE>", DoneText
dict "<PROMPT>", PromptText
dict "<PKMN>", PlacePKMN
dict "<DEXEND>", PlaceDexEnd
dict "<TARGET>", PlaceMoveTargetsName
dict "<USER>", PlaceMoveUsersName
ld [hli], a
call PrintLetterDelay
NextChar::
inc de
jp PlaceNextChar
NullChar:: ; unused
ld b, h
ld c, l
pop hl
; A "<NULL>" character in a printed string
; displays an error message with the current value
; of hTextID in decimal format.
; This is a debugging leftover.
ld de, TextIDErrorText
dec de
ret
TextIDErrorText:: ; "[hTextID] ERROR."
text_far _TextIDErrorText
text_end
MACRO print_name
push de
ld de, \1
jr PlaceCommandCharacter
ENDM
PrintPlayerName:: print_name wPlayerName
PrintRivalName:: print_name wRivalName
TrainerChar:: print_name TrainerCharText
TMChar:: print_name TMCharText
PCChar:: print_name PCCharText
RocketChar:: print_name RocketCharText
PlacePOKe:: print_name PlacePOKeText
SixDotsChar:: print_name SixDotsCharText
PlacePKMN:: print_name PlacePKMNText
PlaceMoveTargetsName::
ldh a, [hWhoseTurn]
xor 1
jr PlaceMoveUsersName.place
PlaceMoveUsersName::
ldh a, [hWhoseTurn]
.place:
push de
and a
jr nz, .enemy
ld de, wBattleMonNick
jr PlaceCommandCharacter
.enemy
ld de, EnemyText
call PlaceString
ld h, b
ld l, c
ld de, wEnemyMonNick
; fallthrough
PlaceCommandCharacter::
call PlaceString
ld h, b
ld l, c
pop de
inc de
jp PlaceNextChar
TMCharText:: db "TM@"
TrainerCharText:: db "TRAINER@"
PCCharText:: db "PC@"
RocketCharText:: db "ROCKET@"
PlacePOKeText:: db "POKé@"
SixDotsCharText:: db "……@"
EnemyText:: db "Enemy @"
PlacePKMNText:: db "<PK><MN>@"
ContText::
push de
ld b, h
ld c, l
ld hl, ContCharText
call TextCommandProcessor
ld h, b
ld l, c
pop de
inc de
jp PlaceNextChar
ContCharText::
text_far _ContCharText
text_end
PlaceDexEnd::
ld [hl], "."
pop hl
ret
PromptText::
ld a, [wLinkState]
cp LINK_STATE_BATTLING
jp z, .ok
ld a, "▼"
ldcoord_a 18, 16
.ok
call ProtectedDelay3
call ManualTextScroll
ld a, " "
ldcoord_a 18, 16
DoneText::
pop hl
ld de, .stop
dec de
ret
.stop:
text_end
Paragraph::
push de
ld a, "▼"
ldcoord_a 18, 16
call ProtectedDelay3
call ManualTextScroll
hlcoord 1, 13
lb bc, 4, 18
call ClearScreenArea
ld c, 20
call DelayFrames
pop de
hlcoord 1, 14
jp NextChar
PageChar::
push de
ld a, "▼"
ldcoord_a 18, 16
call ProtectedDelay3
call ManualTextScroll
hlcoord 1, 10
lb bc, 7, 18
call ClearScreenArea
ld c, 20
call DelayFrames
pop de
pop hl
hlcoord 1, 11
push hl
jp NextChar
_ContText::
ld a, "▼"
ldcoord_a 18, 16
call ProtectedDelay3
push de
call ManualTextScroll
pop de
ld a, " "
ldcoord_a 18, 16
_ContTextNoPause::
push de
call ScrollTextUpOneLine
call ScrollTextUpOneLine
hlcoord 1, 16
pop de
jp NextChar
; move both rows of text in the normal text box up one row
; always called twice in a row
; first time, copy the two rows of text to the "in between" rows that are usually emtpy
; second time, copy the bottom row of text into the top row of text
ScrollTextUpOneLine::
hlcoord 0, 14 ; top row of text
decoord 0, 13 ; empty line above text
ld b, SCREEN_WIDTH * 3
.copyText
ld a, [hli]
ld [de], a
inc de
dec b
jr nz, .copyText
hlcoord 1, 16
ld a, " "
ld b, SCREEN_WIDTH - 2
.clearText
ld [hli], a
dec b
jr nz, .clearText
ld b, 5
.WaitFrame
call DelayFrame
dec b
jr nz, .WaitFrame
ret
ProtectedDelay3::
push bc
call Delay3
pop bc
ret
TextCommandProcessor::
ld a, [wLetterPrintingDelayFlags]
push af
set BIT_TEXT_DELAY, a
ld e, a
ldh a, [hClearLetterPrintingDelayFlags]
xor e
ld [wLetterPrintingDelayFlags], a
ld a, c
ld [wTextDest], a
ld a, b
ld [wTextDest + 1], a
NextTextCommand::
ld a, [hli]
cp TX_END
jr nz, .TextCommand
pop af
ld [wLetterPrintingDelayFlags], a
ret
.TextCommand:
push hl
cp TX_FAR
jp z, TextCommand_FAR
cp TX_SOUND_POKEDEX_RATING
jp nc, TextCommand_SOUND
ld hl, TextCommandJumpTable
push bc
add a
ld b, 0
ld c, a
add hl, bc
pop bc
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
TextCommand_BOX::
; draw a box (height, width)
pop hl
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld b, a
ld a, [hli]
ld c, a
push hl
ld h, d
ld l, e
call TextBoxBorder
pop hl
jr NextTextCommand
TextCommand_START::
; write text until "@"
pop hl
ld d, h
ld e, l
ld h, b
ld l, c
call PlaceString
ld h, d
ld l, e
inc hl
jr NextTextCommand
TextCommand_RAM::
; write text from a ram address (little endian)
pop hl
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
push hl
ld h, b
ld l, c
call PlaceString
pop hl
jr NextTextCommand
TextCommand_BCD::
; write bcd from address, typically ram
pop hl
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
push hl
ld h, b
ld l, c
ld c, a
call PrintBCDNumber
ld b, h
ld c, l
pop hl
jr NextTextCommand
TextCommand_MOVE::
; move to a new tile
pop hl
ld a, [hli]
ld [wTextDest], a
ld c, a
ld a, [hli]
ld [wTextDest + 1], a
ld b, a
jp NextTextCommand
TextCommand_LOW::
; write text at (1,16)
pop hl
bccoord 1, 16 ; second line of dialogue text box
jp NextTextCommand
TextCommand_PROMPT_BUTTON::
; wait for button press; show arrow
ld a, [wLinkState]
cp LINK_STATE_BATTLING
jp z, TextCommand_WAIT_BUTTON
ld a, "▼"
ldcoord_a 18, 16 ; place down arrow in lower right corner of dialogue text box
push bc
call ManualTextScroll ; blink arrow and wait for A or B to be pressed
pop bc
ld a, " "
ldcoord_a 18, 16 ; overwrite down arrow with blank space
pop hl
jp NextTextCommand
TextCommand_SCROLL::
; pushes text up two lines and sets the BC cursor to the border tile
; below the first character column of the text box.
ld a, " "
ldcoord_a 18, 16 ; place blank space in lower right corner of dialogue text box
call ScrollTextUpOneLine
call ScrollTextUpOneLine
pop hl
bccoord 1, 16 ; second line of dialogue text box
jp NextTextCommand
TextCommand_START_ASM::
; run assembly code
pop hl
ld de, NextTextCommand
push de
jp hl
TextCommand_NUM::
; print a number
pop hl
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
push hl
ld h, b
ld l, c
ld b, a
and $0f
ld c, a
ld a, b
and $f0
swap a
set BIT_LEFT_ALIGN, a
ld b, a
call PrintNumber
ld b, h
ld c, l
pop hl
jp NextTextCommand
TextCommand_PAUSE::
; wait for button press or 30 frames
push bc
call Joypad
ldh a, [hJoyHeld]
and A_BUTTON | B_BUTTON
jr nz, .done
ld c, 30 ; half a second
call DelayFrames
.done
pop bc
pop hl
jp NextTextCommand
TextCommand_SOUND::
; play a sound effect from TextCommandSounds
pop hl
push bc
dec hl
ld a, [hli]
ld b, a ; b = text command number that got us here
push hl
ld hl, TextCommandSounds
.loop
ld a, [hli]
cp b
jr z, .play
inc hl
jr .loop
.play
cp TX_SOUND_CRY_NIDORINA
jr z, .pokemonCry
cp TX_SOUND_CRY_PIDGEOT
jr z, .pokemonCry
cp TX_SOUND_CRY_DEWGONG
jr z, .pokemonCry
ld a, [hl]
call PlaySound
call WaitForSoundToFinish
pop hl
pop bc
jp NextTextCommand
.pokemonCry
push de
ld a, [hl]
call PlayCry
pop de
pop hl
pop bc
jp NextTextCommand
TextCommandSounds::
db TX_SOUND_GET_ITEM_1, SFX_GET_ITEM_1 ; actually plays SFX_LEVEL_UP when the battle music engine is loaded
db TX_SOUND_CAUGHT_MON, SFX_CAUGHT_MON
db TX_SOUND_POKEDEX_RATING, SFX_POKEDEX_RATING ; unused
db TX_SOUND_GET_ITEM_1_DUPLICATE, SFX_GET_ITEM_1 ; unused
db TX_SOUND_GET_ITEM_2, SFX_GET_ITEM_2
db TX_SOUND_GET_KEY_ITEM, SFX_GET_KEY_ITEM
db TX_SOUND_DEX_PAGE_ADDED, SFX_DEX_PAGE_ADDED
db TX_SOUND_CRY_NIDORINA, NIDORINA ; used in OakSpeech
db TX_SOUND_CRY_PIDGEOT, PIDGEOT ; used in SaffronCityPidgeotText
db TX_SOUND_CRY_DEWGONG, DEWGONG ; unused
TextCommand_DOTS::
; wait for button press or 30 frames while printing "…"s
pop hl
ld a, [hli]
ld d, a
push hl
ld h, b
ld l, c
.loop
ld a, "…"
ld [hli], a
push de
call Joypad
pop de
ldh a, [hJoyHeld] ; joypad state
and A_BUTTON | B_BUTTON
jr nz, .next ; if so, skip the delay
ld c, 10
call DelayFrames
.next
dec d
jr nz, .loop
ld b, h
ld c, l
pop hl
jp NextTextCommand
TextCommand_WAIT_BUTTON::
; wait for button press; don't show arrow
push bc
call ManualTextScroll
pop bc
pop hl
jp NextTextCommand
TextCommand_FAR::
; write text from a different bank (little endian)
pop hl
ldh a, [hLoadedROMBank]
push af
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
push hl
ld l, e
ld h, d
call TextCommandProcessor
pop hl
pop af
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
jp NextTextCommand
TextCommandJumpTable::
; entries correspond to TX_* constants (see macros/scripts/text.asm)
dw TextCommand_START ; TX_START
dw TextCommand_RAM ; TX_RAM
dw TextCommand_BCD ; TX_BCD
dw TextCommand_MOVE ; TX_MOVE
dw TextCommand_BOX ; TX_BOX
dw TextCommand_LOW ; TX_LOW
dw TextCommand_PROMPT_BUTTON ; TX_PROMPT_BUTTON
IF DEF(_DEBUG)
dw _ContTextNoPause ; TX_SCROLL
ELSE
dw TextCommand_SCROLL ; TX_SCROLL
ENDC
dw TextCommand_START_ASM ; TX_START_ASM
dw TextCommand_NUM ; TX_NUM
dw TextCommand_PAUSE ; TX_PAUSE
dw TextCommand_SOUND ; TX_SOUND_GET_ITEM_1 (also handles other TX_SOUND_* commands)
dw TextCommand_DOTS ; TX_DOTS
dw TextCommand_WAIT_BUTTON ; TX_WAIT_BUTTON
; greater TX_* constants are handled directly by NextTextCommand