pokecrystal/home.asm

1406 lines
19 KiB
NASM

INCLUDE "constants.asm"
SECTION "NULL", ROM0
NULL::
INCLUDE "home/rst.asm"
INCLUDE "home/interrupts.asm"
SECTION "Header", ROM0
Start::
nop
jp _Start
SECTION "Home", ROM0
INCLUDE "home/init.asm"
INCLUDE "home/vblank.asm"
INCLUDE "home/delay.asm"
INCLUDE "home/rtc.asm"
INCLUDE "home/fade.asm"
INCLUDE "home/lcd.asm"
INCLUDE "home/time.asm"
INCLUDE "home/serial.asm"
INCLUDE "home/joypad.asm"
INCLUDE "home/decompress.asm"
INCLUDE "home/palettes.asm"
INCLUDE "home/copy.asm"
INCLUDE "home/text.asm"
INCLUDE "home/video.asm"
INCLUDE "home/map_objects.asm"
INCLUDE "home/sine.asm"
INCLUDE "home/movement.asm"
INCLUDE "home/tilemap.asm"
INCLUDE "home/menu.asm"
INCLUDE "home/handshake.asm"
INCLUDE "home/game_time.asm"
INCLUDE "home/map.asm"
InexplicablyEmptyFunction:: ; 2d43
; Inexplicably empty.
; Seen in PredefPointers.
rept 16
nop
endr
ret
; 2d54
INCLUDE "home/farcall.asm"
INCLUDE "home/predef.asm"
INCLUDE "home/window.asm"
INCLUDE "home/flag.asm"
Function2ebb:: ; 2ebb
; unreferenced
ld a, [wMonStatusFlags]
bit 1, a
ret z
ld a, [hJoyDown]
bit B_BUTTON_F, a
ret
; 2ec6
xor_a:: ; 2ec6
xor a
ret
; 2ec8
xor_a_dec_a:: ; 2ec8
xor a
dec a
ret
; 2ecb
Function2ecb:: ; 2ecb
; unreferenced
push hl
ld hl, wMonStatusFlags
bit 1, [hl]
pop hl
ret
; 2ed3
DisableSpriteUpdates:: ; 0x2ed3
; disables overworld sprite updating?
xor a
ld [hMapAnims], a
ld a, [VramState]
res 0, a
ld [VramState], a
ld a, $0
ld [wSpriteUpdatesEnabled], a
ret
; 0x2ee4
EnableSpriteUpdates:: ; 2ee4
ld a, $1
ld [wSpriteUpdatesEnabled], a
ld a, [VramState]
set 0, a
ld [VramState], a
ld a, $1
ld [hMapAnims], a
ret
; 2ef6
INCLUDE "home/string.asm"
IsInJohto:: ; 2f17
; Return 0 if the player is in Johto, and 1 in Kanto.
ld a, [MapGroup]
ld b, a
ld a, [MapNumber]
ld c, a
call GetWorldMapLocation
cp FAST_SHIP
jr z, .Johto
cp SPECIAL_MAP
jr nz, .CheckRegion
ld a, [BackupMapGroup]
ld b, a
ld a, [BackupMapNumber]
ld c, a
call GetWorldMapLocation
.CheckRegion:
cp KANTO_LANDMARK
jr nc, .Kanto
.Johto:
xor a
ret
.Kanto:
ld a, 1
ret
; 2f3e
ret_2f3e:: ; 2f3e
ret
; 2f3f
INCLUDE "home/item.asm"
INCLUDE "home/random.asm"
INCLUDE "home/sram.asm"
; Register aliases
_hl_:: ; 2fec
jp hl
; 2fed
_de_:: ; 2fed
push de
ret
; 2fef
INCLUDE "home/double_speed.asm"
ClearSprites:: ; 300b
; Erase OAM data
ld hl, Sprites
ld b, SpritesEnd - Sprites
xor a
.loop
ld [hli], a
dec b
jr nz, .loop
ret
; 3016
HideSprites:: ; 3016
; Set all OAM y-positions to 160 to hide them offscreen
ld hl, Sprites
ld de, 4 ; length of an OAM struct
ld b, (SpritesEnd - Sprites) / 4 ; number of OAM structs
ld a, 160 ; y
.loop
ld [hl], a
add hl, de
dec b
jr nz, .loop
ret
; 3026
INCLUDE "home/copy2.asm"
LoadTileMapToTempTileMap:: ; 309d
; Load TileMap into TempTileMap
ld a, [rSVBK]
push af
ld a, BANK(TempTileMap)
ld [rSVBK], a
hlcoord 0, 0
decoord 0, 0, TempTileMap
ld bc, TileMapEnd - TileMap
call CopyBytes
pop af
ld [rSVBK], a
ret
; 30b4
Call_LoadTempTileMapToTileMap:: ; 30b4
xor a
ld [hBGMapMode], a
call LoadTempTileMapToTileMap
ld a, 1
ld [hBGMapMode], a
ret
; 30bf
LoadTempTileMapToTileMap:: ; 30bf
; Load TempTileMap into TileMap
ld a, [rSVBK]
push af
ld a, BANK(TempTileMap)
ld [rSVBK], a
hlcoord 0, 0, TempTileMap
decoord 0, 0
ld bc, TileMapEnd - TileMap
call CopyBytes
pop af
ld [rSVBK], a
ret
; 30d6
CopyName1:: ; 30d6
; Copies the name from de to StringBuffer2
ld hl, StringBuffer2
CopyName2:: ; 30d9
; Copies the name from de to hl
.loop
ld a, [de]
inc de
ld [hli], a
cp "@"
jr nz, .loop
ret
; 30e1
IsInArray:: ; 30e1
; Find value a for every de bytes in array hl.
; Return index in b and carry if found.
ld b, 0
ld c, a
.loop
ld a, [hl]
cp -1
jr z, .NotInArray
cp c
jr z, .InArray
inc b
add hl, de
jr .loop
.NotInArray:
and a
ret
.InArray:
scf
ret
; 30f4
SkipNames:: ; 0x30f4
; Skip a names.
ld bc, NAME_LENGTH
and a
ret z
.loop
add hl, bc
dec a
jr nz, .loop
ret
; 0x30fe
INCLUDE "home/math.asm"
PrintLetterDelay:: ; 313d
; Wait before printing the next letter.
; The text speed setting in Options is actually a frame count:
; fast: 1 frame
; mid: 3 frames
; slow: 5 frames
; TextBoxFlags[!0] and A or B override text speed with a one-frame delay.
; Options[4] and TextBoxFlags[!1] disable the delay.
ld a, [Options]
bit NO_TEXT_SCROLL, a
ret nz
; non-scrolling text?
ld a, [TextBoxFlags]
bit NO_TEXT_DELAY_F, a
ret z
push hl
push de
push bc
ld hl, hOAMUpdate
ld a, [hl]
push af
; orginally turned oam update off...
; ld a, 1
ld [hl], a
; force fast scroll?
ld a, [TextBoxFlags]
bit FAST_TEXT_DELAY_F, a
jr z, .fast
; text speed
ld a, [Options]
and %111
jr .updatedelay
.fast
ld a, TEXT_DELAY_FAST
.updatedelay
ld [TextDelayFrames], a
.checkjoypad
call GetJoypad
; input override
ld a, [wDisableTextAcceleration]
and a
jr nz, .wait
; Wait one frame if holding A or B.
ld a, [hJoyDown]
bit A_BUTTON_F, a
jr z, .checkb
jr .delay
.checkb
bit B_BUTTON_F, a
jr z, .wait
.delay
call DelayFrame
jr .end
.wait
ld a, [TextDelayFrames]
and a
jr nz, .checkjoypad
.end
pop af
ld [hOAMUpdate], a
pop bc
pop de
pop hl
ret
; 318c
CopyDataUntil:: ; 318c
; Copy [hl .. bc) to de.
; In other words, the source data is
; from hl up to but not including bc,
; and the destination is de.
ld a, [hli]
ld [de], a
inc de
ld a, h
cp b
jr nz, CopyDataUntil
ld a, l
cp c
jr nz, CopyDataUntil
ret
; 0x3198
PrintNum:: ; 3198
homecall _PrintNum
ret
; 31a4
MobilePrintNum:: ; 31a4
homecall _MobilePrintNum
ret
; 31b0
FarPrintText:: ; 31b0
ld [hBuffer], a
ld a, [hROMBank]
push af
ld a, [hBuffer]
rst Bankswitch
call PrintText
pop af
rst Bankswitch
ret
; 31be
CallPointerAt:: ; 31be
ld a, [hROMBank]
push af
ld a, [hli]
rst Bankswitch
ld a, [hli]
ld h, [hl]
ld l, a
call _hl_
pop hl
ld a, h
rst Bankswitch
ret
; 31cd
QueueScript:: ; 31cd
; Push pointer hl in the current bank to wQueuedScriptBank.
ld a, [hROMBank]
FarQueueScript:: ; 31cf
; Push pointer a:hl to wQueuedScriptBank.
ld [wQueuedScriptBank], a
ld a, l
ld [wQueuedScriptAddr], a
ld a, h
ld [wQueuedScriptAddr + 1], a
ret
; 31db
StringCmp:: ; 31db
; Compare c bytes at de and hl.
; Return z if they all match.
.loop
ld a, [de]
cp [hl]
ret nz
inc de
inc hl
dec c
jr nz, .loop
ret
; 0x31e4
CompareLong:: ; 31e4
; Compare bc bytes at de and hl.
; Return carry if they all match.
ld a, [de]
cp [hl]
jr nz, .Diff
inc de
inc hl
dec bc
ld a, b
or c
jr nz, CompareLong
scf
ret
.Diff:
and a
ret
; 31f3
ClearBGPalettes:: ; 31f3
call ClearPalettes
WaitBGMap:: ; 31f6
; Tell VBlank to update BG Map
ld a, 1 ; BG Map 0 tiles
ld [hBGMapMode], a
; Wait for it to do its magic
ld c, 4
call DelayFrames
ret
; 3200
WaitBGMap2:: ; 0x3200
ld a, [hCGB]
and a
jr z, .bg0
ld a, 2
ld [hBGMapMode], a
ld c, 4
call DelayFrames
.bg0
ld a, 1
ld [hBGMapMode], a
ld c, 4
call DelayFrames
ret
; 0x3218
IsCGB:: ; 3218
ld a, [hCGB]
and a
ret
; 321c
ApplyTilemap:: ; 321c
ld a, [hCGB]
and a
jr z, .dmg
ld a, [wSpriteUpdatesEnabled]
cp 0
jr z, .dmg
ld a, 1
ld [hBGMapMode], a
jr CopyTilemapAtOnce
.dmg
; WaitBGMap
ld a, 1
ld [hBGMapMode], a
ld c, 4
call DelayFrames
ret
; 3238
CGBOnly_CopyTilemapAtOnce:: ; 3238
ld a, [hCGB]
and a
jr z, WaitBGMap
CopyTilemapAtOnce:: ; 323d
jr .CopyTilemapAtOnce
; 323f
; XXX
farcall HDMATransferAttrMapAndTileMapToWRAMBank3
ret
; 3246
.CopyTilemapAtOnce: ; 3246
ld a, [hBGMapMode]
push af
xor a
ld [hBGMapMode], a
ld a, [hMapAnims]
push af
xor a
ld [hMapAnims], a
.wait
ld a, [rLY]
cp $7f
jr c, .wait
di
ld a, BANK(vTiles3)
ld [rVBK], a
hlcoord 0, 0, AttrMap
call .StackPointerMagic
ld a, BANK(vTiles0)
ld [rVBK], a
hlcoord 0, 0
call .StackPointerMagic
.wait2
ld a, [rLY]
cp $7f
jr c, .wait2
ei
pop af
ld [hMapAnims], a
pop af
ld [hBGMapMode], a
ret
; 327b
.StackPointerMagic: ; 327b
; Copy all tiles to vBGMap
ld [hSPBuffer], sp
ld sp, hl
ld a, [hBGMapAddress + 1]
ld h, a
ld l, 0
ld a, SCREEN_HEIGHT
ld [hTilesPerCycle], a
ld b, 1 << 1 ; not in v/hblank
ld c, LOW(rSTAT)
.loop
rept SCREEN_WIDTH / 2
pop de
; if in v/hblank, wait until not in v/hblank
.loop\@
ld a, [$ff00+c]
and b
jr nz, .loop\@
; load BGMap0
ld [hl], e
inc l
ld [hl], d
inc l
endr
ld de, BG_MAP_WIDTH - SCREEN_WIDTH
add hl, de
ld a, [hTilesPerCycle]
dec a
ld [hTilesPerCycle], a
jr nz, .loop
ld a, [hSPBuffer]
ld l, a
ld a, [hSPBuffer + 1]
ld h, a
ld sp, hl
ret
; 32f9
SetPalettes:: ; 32f9
; Inits the Palettes
; depending on the system the monochromes palettes or color palettes
ld a, [hCGB]
and a
jr nz, .SetPalettesForGameBoyColor
ld a, %11100100
ld [rBGP], a
ld a, %11010000
ld [rOBP0], a
ld [rOBP1], a
ret
.SetPalettesForGameBoyColor:
push de
ld a, %11100100
call DmgToCgbBGPals
lb de, %11100100, %11100100
call DmgToCgbObjPals
pop de
ret
; 3317
ClearPalettes:: ; 3317
; Make all palettes white
; CGB: make all the palette colors white
ld a, [hCGB]
and a
jr nz, .cgb
; DMG: just change palettes to 0 (white)
xor a
ld [rBGP], a
ld [rOBP0], a
ld [rOBP1], a
ret
.cgb
ld a, [rSVBK]
push af
ld a, BANK(wBGPals2)
ld [rSVBK], a
; Fill wBGPals2 and wOBPals2 with $ffff (white)
ld hl, wBGPals2
ld bc, 16 palettes
ld a, $ff
call ByteFill
pop af
ld [rSVBK], a
; Request palette update
ld a, 1
ld [hCGBPalUpdate], a
ret
; 333e
GetMemSGBLayout:: ; 333e
ld b, SCGB_RAM
GetSGBLayout:: ; 3340
; load sgb packets unless dmg
ld a, [hCGB]
and a
jr nz, .sgb
ld a, [hSGB]
and a
ret z
.sgb
predef_jump Predef_LoadSGBLayout ; LoadSGBLayout
; 334e
SetHPPal:: ; 334e
; Set palette for hp bar pixel length e at hl.
call GetHPPal
ld [hl], d
ret
; 3353
GetHPPal:: ; 3353
; Get palette for hp bar pixel length e in d.
ld d, HP_GREEN
ld a, e
cp (50 * 48 / 100)
ret nc
inc d ; HP_YELLOW
cp (21 * 48 / 100)
ret nc
inc d ; HP_RED
ret
; 335f
CountSetBits:: ; 0x335f
; Count the number of set bits in b bytes starting from hl.
; Return in a, c and [wd265].
ld c, 0
.next
ld a, [hli]
ld e, a
ld d, 8
.count
srl e
ld a, 0
adc c
ld c, a
dec d
jr nz, .count
dec b
jr nz, .next
ld a, c
ld [wd265], a
ret
; 0x3376
GetWeekday:: ; 3376
ld a, [CurDay]
.mod
sub 7
jr nc, .mod
add 7
ret
; 3380
INCLUDE "home/pokedex_flags.asm"
INCLUDE "home/names.asm"
ScrollingMenu:: ; 350c
call CopyMenuData2
ld a, [hROMBank]
push af
ld a, BANK(_ScrollingMenu)
rst Bankswitch
call _InitScrollingMenu
call .UpdatePalettes
call _ScrollingMenu
pop af
rst Bankswitch
ld a, [wMenuJoypad]
ret
; 3524
.UpdatePalettes: ; 3524
ld hl, VramState
bit 0, [hl]
jp nz, UpdateTimePals
jp SetPalettes
; 352f
InitScrollingMenu:: ; 352f
ld a, [wMenuBorderTopCoord]
dec a
ld b, a
ld a, [wMenuBorderBottomCoord]
sub b
ld d, a
ld a, [wMenuBorderLeftCoord]
dec a
ld c, a
ld a, [wMenuBorderRightCoord]
sub c
ld e, a
push de
call Coord2Tile
pop bc
jp TextBox
; 354b
JoyTextDelay_ForcehJoyDown:: ; 354b joypad
call DelayFrame
ld a, [hInMenu]
push af
ld a, $1
ld [hInMenu], a
call JoyTextDelay
pop af
ld [hInMenu], a
ld a, [hJoyLast]
and D_RIGHT + D_LEFT + D_UP + D_DOWN
ld c, a
ld a, [hJoyPressed]
and A_BUTTON + B_BUTTON + SELECT + START
or c
ld c, a
ret
; 3567
HandleStoneQueue:: ; 3567
ld a, [hROMBank]
push af
call SwitchToMapScriptHeaderBank
call .WarpAction
pop bc
ld a, b
rst Bankswitch
ret
; 3574
.WarpAction: ; 3574
ld hl, OBJECT_MAP_OBJECT_INDEX
add hl, de
ld a, [hl]
cp $ff
jr z, .nope
ld l, a
push hl
call .IsObjectOnWarp
pop hl
jr nc, .nope
ld d, a
ld e, l
call .IsObjectInStoneTable
jr nc, .nope
call CallMapScript
farcall EnableScriptMode
scf
ret
.nope
and a
ret
; 3599
.IsObjectOnWarp: ; 3599
push de
ld hl, OBJECT_NEXT_MAP_X
add hl, de
ld a, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, de
ld e, [hl]
sub 4
ld d, a
ld a, e
sub 4
ld e, a
call .check_on_warp
pop de
ret
; 35b0
.check_on_warp ; 35b0
ld hl, wCurrMapWarpHeaderPointer
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [wCurrMapWarpCount]
and a
jr z, .nope2
.loop
push af
ld a, [hl]
cp e
jr nz, .not_on_warp
inc hl
ld a, [hld]
cp d
jr nz, .not_on_warp
jr .found_warp
.not_on_warp
ld a, 5
add l
ld l, a
jr nc, .no_carry
inc h
.no_carry
pop af
dec a
jr nz, .loop
.nope2
and a
ret
.found_warp
pop af
ld d, a
ld a, [wCurrMapWarpCount]
sub d
inc a
scf
ret
; 35de
.IsObjectInStoneTable: ; 35de
inc e
ld hl, CMDQUEUE_ADDR
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
.loop2
ld a, [hli]
cp $ff
jr z, .nope3
cp d
jr nz, .next_inc3
ld a, [hli]
cp e
jr nz, .next_inc2
ld a, [hli]
ld h, [hl]
ld l, a
jr .yes
.next_inc3
inc hl
.next_inc2
inc hl
inc hl
jr .loop2
.nope3
and a
ret
.yes
scf
ret
; 3600
INCLUDE "home/trainers.asm"
IsAPokemon:: ; 3741
; Return carry if species a is not a Pokemon.
and a
jr z, .NotAPokemon
cp EGG
jr z, .Pokemon
cp NUM_POKEMON + 1
jr c, .Pokemon
.NotAPokemon:
scf
ret
.Pokemon:
and a
ret
; 3750
DrawBattleHPBar:: ; 3750
; Draw an HP bar d tiles long at hl
; Fill it up to e pixels
push hl
push de
push bc
; Place 'HP:'
ld a, $60
ld [hli], a
ld a, $61
ld [hli], a
; Draw a template
push hl
ld a, $62 ; empty bar
.template
ld [hli], a
dec d
jr nz, .template
ld a, $6b ; bar end
add b
ld [hl], a
pop hl
; Safety check # pixels
ld a, e
and a
jr nz, .fill
ld a, c
and a
jr z, .done
ld e, 1
.fill
; Keep drawing tiles until pixel length is reached
ld a, e
sub TILE_WIDTH
jr c, .lastbar
ld e, a
ld a, $6a ; full bar
ld [hli], a
ld a, e
and a
jr z, .done
jr .fill
.lastbar
ld a, $62 ; empty bar
add e ; + e
ld [hl], a
.done
pop bc
pop de
pop hl
ret
; 3786
PrepMonFrontpic:: ; 3786
ld a, $1
ld [wBoxAlignment], a
_PrepMonFrontpic:: ; 378b
ld a, [CurPartySpecies]
call IsAPokemon
jr c, .not_pokemon
push hl
ld de, vTiles2
predef GetMonFrontpic
pop hl
xor a
ld [hGraphicStartTile], a
lb bc, 7, 7
predef PlaceGraphic
xor a
ld [wBoxAlignment], a
ret
.not_pokemon
xor a
ld [wBoxAlignment], a
inc a
ld [CurPartySpecies], a
ret
; 37b6
INCLUDE "home/cry.asm"
PrintLevel:: ; 382d
; Print TempMonLevel at hl
ld a, [TempMonLevel]
ld [hl], "<LV>"
inc hl
; How many digits?
ld c, 2
cp 100 ; This is distinct from MAX_LEVEL.
jr c, Print8BitNumRightAlign
; 3-digit numbers overwrite the :L.
dec hl
inc c
jr Print8BitNumRightAlign
; 383d
PrintLevel_Force3Digits:: ; 383d
; Print :L and all 3 digits
ld [hl], "<LV>"
inc hl
ld c, 3
; 3842
Print8BitNumRightAlign:: ; 3842
ld [wd265], a
ld de, wd265
ld b, PRINTNUM_RIGHTALIGN | 1
jp PrintNum
; 384d
Function384d:: ; 384d
; XXX
; GetNthMove
ld hl, wListMoves_MoveIndicesBuffer
ld c, a
ld b, 0
add hl, bc
ld a, [hl]
ret
; 3856
GetBaseData:: ; 3856
push bc
push de
push hl
ld a, [hROMBank]
push af
ld a, BANK(BaseData)
rst Bankswitch
; Egg doesn't have BaseData
ld a, [CurSpecies]
cp EGG
jr z, .egg
; Get BaseData
dec a
ld bc, BASE_DATA_SIZE
ld hl, BaseData
call AddNTimes
ld de, CurBaseData
ld bc, BASE_DATA_SIZE
call CopyBytes
jr .end
.egg
; ????
ld de, UnknownEggPic
; Sprite dimensions
ld b, $55 ; 5x5
ld hl, BasePicSize
ld [hl], b
; ????
ld hl, BasePadding
ld [hl], e
inc hl
ld [hl], d
inc hl
ld [hl], e
inc hl
ld [hl], d
jr .end
.end
; Replace Pokedex # with species
ld a, [CurSpecies]
ld [BaseDexNo], a
pop af
rst Bankswitch
pop hl
pop de
pop bc
ret
; 389c
GetCurNick:: ; 389c
ld a, [CurPartyMon]
ld hl, PartyMonNicknames
GetNick:: ; 38a2
; Get nickname a from list hl.
push hl
push bc
call SkipNames
ld de, StringBuffer1
push de
ld bc, PKMN_NAME_LENGTH
call CopyBytes
pop de
callfar CheckNickErrors
pop bc
pop hl
ret
; 38bb
PrintBCDNumber:: ; 38bb
; function to print a BCD (Binary-coded decimal) number
; de = address of BCD number
; hl = destination address
; c = flags and length
; bit 7: if set, do not print leading zeroes
; if unset, print leading zeroes
; bit 6: if set, left-align the string (do not pad empty digits with spaces)
; if unset, right-align the string
; bit 5: if set, print currency symbol at the beginning of the string
; if unset, do not print the currency symbol
; bits 0-4: length of BCD number in bytes
; Note that bits 5 and 7 are modified during execution. The above reflects
; their meaning at the beginning of the functions's execution.
ld b, c ; save flags in b
res 7, c
res 6, c
res 5, c ; c now holds the length
bit 5, b
jr z, .loop
bit 7, b
jr nz, .loop ; skip currency symbol
ld [hl], "¥"
inc hl
.loop
ld a, [de]
swap a
call PrintBCDDigit ; print upper digit
ld a, [de]
call PrintBCDDigit ; print lower digit
inc de
dec c
jr nz, .loop
bit 7, b ; were any non-zero digits printed?
jr z, .done ; if so, we are done
.numberEqualsZero ; if every digit of the BCD number is zero
bit 6, b ; left or right alignment?
jr nz, .skipRightAlignmentAdjustment
dec hl ; if the string is right-aligned, it needs to be moved back one space
.skipRightAlignmentAdjustment
bit 5, b
jr z, .skipCurrencySymbol
ld [hl], "¥" ; currency symbol
inc hl
.skipCurrencySymbol
ld [hl], "0"
call PrintLetterDelay
inc hl
.done
ret
; 0x38f2
PrintBCDDigit:: ; 38f2
and %00001111
and a
jr z, .zeroDigit
.nonzeroDigit
bit 7, b ; have any non-space characters been printed?
jr z, .outputDigit
; if bit 7 is set, then no numbers have been printed yet
bit 5, b ; print the currency symbol?
jr z, .skipCurrencySymbol
ld [hl], "¥"
inc hl
res 5, b
.skipCurrencySymbol
res 7, b ; unset 7 to indicate that a nonzero digit has been reached
.outputDigit
add "0"
ld [hli], a
jp PrintLetterDelay
.zeroDigit
bit 7, b ; either printing leading zeroes or already reached a nonzero digit?
jr z, .outputDigit ; if so, print a zero digit
bit 6, b ; left or right alignment?
ret nz
ld a, " "
ld [hli], a ; if right-aligned, "print" a space by advancing the pointer
ret
; 0x3917
GetPartyParamLocation:: ; 3917
; Get the location of parameter a from CurPartyMon in hl
push bc
ld hl, PartyMons
ld c, a
ld b, 0
add hl, bc
ld a, [CurPartyMon]
call GetPartyLocation
pop bc
ret
; 3927
GetPartyLocation:: ; 3927
; Add the length of a PartyMon struct to hl a times.
ld bc, PARTYMON_STRUCT_LENGTH
jp AddNTimes
; 392d
Function392d:: ; 392d
; XXX
; GetDexNumber
; Probably used in gen 1 to convert index number to dex number
; Not required in gen 2 because index number == dex number
push hl
ld a, b
dec a
ld b, 0
add hl, bc
ld hl, BaseData + BASE_DEX_NO
ld bc, BASE_DATA_SIZE
call AddNTimes
ld a, BANK(BaseData)
call GetFarHalfword
ld b, l
ld c, h
pop hl
ret
; 3945
INCLUDE "home/battle.asm"
PushLYOverrides:: ; 3b0c
ld a, [hLCDCPointer]
and a
ret z
ld a, LOW(LYOverridesBackup)
ld [Requested2bppSource], a
ld a, HIGH(LYOverridesBackup)
ld [Requested2bppSource + 1], a
ld a, LOW(LYOverrides)
ld [Requested2bppDest], a
ld a, HIGH(LYOverrides)
ld [Requested2bppDest + 1], a
ld a, (LYOverridesEnd - LYOverrides) / 16
ld [Requested2bpp], a
ret
; 3b2a
_InitSpriteAnimStruct:: ; 3b2a
ld [wSpriteAnimIDBuffer], a
ld a, [hROMBank]
push af
ld a, BANK(InitSpriteAnimStruct)
rst Bankswitch
ld a, [wSpriteAnimIDBuffer]
call InitSpriteAnimStruct
pop af
rst Bankswitch
ret
; 3b3c
ReinitSpriteAnimFrame:: ; 3b3c
ld [wSpriteAnimIDBuffer], a
ld a, [hROMBank]
push af
ld a, BANK(_ReinitSpriteAnimFrame)
rst Bankswitch
ld a, [wSpriteAnimIDBuffer]
call _ReinitSpriteAnimFrame
pop af
rst Bankswitch
ret
; 3b4e
INCLUDE "home/audio.asm"
INCLUDE "home/mobile.asm"