mirror of https://github.com/pret/pokecrystal.git
378 lines
5.4 KiB
NASM
378 lines
5.4 KiB
NASM
_TitleScreen:
|
|
call ClearBGPalettes
|
|
call ClearSprites
|
|
call ClearTileMap
|
|
|
|
; Turn BG Map update off
|
|
xor a
|
|
ldh [hBGMapMode], a
|
|
|
|
; Reset timing variables
|
|
ld hl, wJumptableIndex
|
|
ld [hli], a ; wJumptableIndex
|
|
ld [hli], a ; wIntroSceneFrameCounter
|
|
ld [hli], a ; wTitleScreenTimer
|
|
ld [hl], a ; wTitleScreenTimer + 1
|
|
|
|
; Turn LCD off
|
|
call DisableLCD
|
|
|
|
; VRAM bank 1
|
|
ld a, 1
|
|
ldh [rVBK], a
|
|
|
|
; Decompress running Suicune gfx
|
|
ld hl, TitleSuicuneGFX
|
|
ld de, vTiles1
|
|
call Decompress
|
|
|
|
; Clear screen palettes
|
|
hlbgcoord 0, 0
|
|
ld bc, 20 * BG_MAP_WIDTH
|
|
xor a
|
|
call ByteFill
|
|
|
|
; Fill tile palettes:
|
|
|
|
; BG Map 1:
|
|
|
|
; line 0 (copyright)
|
|
hlbgcoord 0, 0, vBGMap1
|
|
ld bc, BG_MAP_WIDTH
|
|
ld a, 7 ; palette
|
|
call ByteFill
|
|
|
|
; BG Map 0:
|
|
|
|
; Apply logo gradient:
|
|
|
|
; lines 3-4
|
|
hlbgcoord 0, 3
|
|
ld bc, 2 * BG_MAP_WIDTH
|
|
ld a, 2
|
|
call ByteFill
|
|
; line 5
|
|
hlbgcoord 0, 5
|
|
ld bc, BG_MAP_WIDTH
|
|
ld a, 3
|
|
call ByteFill
|
|
; line 6
|
|
hlbgcoord 0, 6
|
|
ld bc, BG_MAP_WIDTH
|
|
ld a, 4
|
|
call ByteFill
|
|
; line 7
|
|
hlbgcoord 0, 7
|
|
ld bc, BG_MAP_WIDTH
|
|
ld a, 5
|
|
call ByteFill
|
|
; lines 8-9
|
|
hlbgcoord 0, 8
|
|
ld bc, 2 * BG_MAP_WIDTH
|
|
ld a, 6
|
|
call ByteFill
|
|
|
|
; 'CRYSTAL VERSION'
|
|
hlbgcoord 5, 9
|
|
ld bc, NAME_LENGTH ; length of version text
|
|
ld a, 1
|
|
call ByteFill
|
|
|
|
; Suicune gfx
|
|
hlbgcoord 0, 12
|
|
ld bc, 6 * BG_MAP_WIDTH ; the rest of the screen
|
|
ld a, 0 | VRAM_BANK_1
|
|
call ByteFill
|
|
|
|
; Back to VRAM bank 0
|
|
ld a, $0
|
|
ldh [rVBK], a
|
|
|
|
; Decompress logo
|
|
ld hl, TitleLogoGFX
|
|
ld de, vTiles1
|
|
call Decompress
|
|
|
|
; Decompress background crystal
|
|
ld hl, TitleCrystalGFX
|
|
ld de, vTiles0
|
|
call Decompress
|
|
|
|
; Clear screen tiles
|
|
hlbgcoord 0, 0
|
|
ld bc, 64 * BG_MAP_WIDTH
|
|
ld a, " "
|
|
call ByteFill
|
|
|
|
; Draw Pokemon logo
|
|
hlcoord 0, 3
|
|
lb bc, 7, 20
|
|
ld d, $80
|
|
ld e, $14
|
|
call DrawTitleGraphic
|
|
|
|
; Draw copyright text
|
|
hlbgcoord 3, 0, vBGMap1
|
|
lb bc, 1, 13
|
|
ld d, $c
|
|
ld e, $10
|
|
call DrawTitleGraphic
|
|
|
|
; Initialize running Suicune?
|
|
ld d, $0
|
|
call LoadSuicuneFrame
|
|
|
|
; Initialize background crystal
|
|
call InitializeBackground
|
|
|
|
; Save WRAM bank
|
|
ldh a, [rSVBK]
|
|
push af
|
|
; WRAM bank 5
|
|
ld a, BANK(wBGPals1)
|
|
ldh [rSVBK], a
|
|
|
|
; Update palette colors
|
|
ld hl, TitleScreenPalettes
|
|
ld de, wBGPals1
|
|
ld bc, 16 palettes
|
|
call CopyBytes
|
|
|
|
ld hl, TitleScreenPalettes
|
|
ld de, wBGPals2
|
|
ld bc, 16 palettes
|
|
call CopyBytes
|
|
|
|
; Restore WRAM bank
|
|
pop af
|
|
ldh [rSVBK], a
|
|
|
|
; LY/SCX trickery starts here
|
|
|
|
ldh a, [rSVBK]
|
|
push af
|
|
ld a, BANK(wLYOverrides)
|
|
ldh [rSVBK], a
|
|
|
|
; Make alternating lines come in from opposite sides
|
|
|
|
; (This part is actually totally pointless, you can't
|
|
; see anything until these values are overwritten!)
|
|
|
|
ld b, 80 / 2 ; alternate for 80 lines
|
|
ld hl, wLYOverrides
|
|
.loop
|
|
; $00 is the middle position
|
|
ld [hl], +112 ; coming from the left
|
|
inc hl
|
|
ld [hl], -112 ; coming from the right
|
|
inc hl
|
|
dec b
|
|
jr nz, .loop
|
|
|
|
; Make sure the rest of the buffer is empty
|
|
ld hl, wLYOverrides + 80
|
|
xor a
|
|
ld bc, wLYOverridesEnd - (wLYOverrides + 80)
|
|
call ByteFill
|
|
|
|
; Let LCD Stat know we're messing around with SCX
|
|
ld a, LOW(rSCX)
|
|
ldh [hLCDCPointer], a
|
|
|
|
pop af
|
|
ldh [rSVBK], a
|
|
|
|
; Reset audio
|
|
call ChannelsOff
|
|
call EnableLCD
|
|
|
|
; Set sprite size to 8x16
|
|
ldh a, [rLCDC]
|
|
set rLCDC_SPRITE_SIZE, a
|
|
ldh [rLCDC], a
|
|
|
|
ld a, +112
|
|
ldh [hSCX], a
|
|
ld a, 8
|
|
ldh [hSCY], a
|
|
ld a, 7
|
|
ldh [hWX], a
|
|
ld a, -112
|
|
ldh [hWY], a
|
|
|
|
ld a, $1
|
|
ldh [hCGBPalUpdate], a
|
|
|
|
; Update BG Map 0 (bank 0)
|
|
ldh [hBGMapMode], a
|
|
|
|
xor a
|
|
ld [wSuicuneFrame], a
|
|
|
|
; Play starting sound effect
|
|
call SFXChannelsOff
|
|
ld de, SFX_TITLE_SCREEN_ENTRANCE
|
|
call PlaySFX
|
|
|
|
ret
|
|
|
|
SuicuneFrameIterator:
|
|
ld hl, wSuicuneFrame
|
|
ld a, [hl]
|
|
ld c, a
|
|
inc [hl]
|
|
|
|
; Only do this once every eight frames
|
|
and %111
|
|
ret nz
|
|
|
|
ld a, c
|
|
and %11000
|
|
sla a
|
|
swap a
|
|
ld e, a
|
|
ld d, $0
|
|
ld hl, .Frames
|
|
add hl, de
|
|
ld d, [hl]
|
|
xor a
|
|
ldh [hBGMapMode], a
|
|
call LoadSuicuneFrame
|
|
ld a, $1
|
|
ldh [hBGMapMode], a
|
|
ld a, $3
|
|
ldh [hBGMapThird], a
|
|
ret
|
|
|
|
.Frames:
|
|
db $80 ; vTiles3 tile $80
|
|
db $88 ; vTiles3 tile $88
|
|
db $00 ; vTiles5 tile $00
|
|
db $08 ; vTiles5 tile $08
|
|
|
|
LoadSuicuneFrame:
|
|
hlcoord 6, 12
|
|
ld b, 6
|
|
.bgrows
|
|
ld c, 8
|
|
.col
|
|
ld a, d
|
|
ld [hli], a
|
|
inc d
|
|
dec c
|
|
jr nz, .col
|
|
ld a, SCREEN_WIDTH - 8
|
|
add l
|
|
ld l, a
|
|
ld a, 0
|
|
adc h
|
|
ld h, a
|
|
ld a, 8
|
|
add d
|
|
ld d, a
|
|
dec b
|
|
jr nz, .bgrows
|
|
ret
|
|
|
|
DrawTitleGraphic:
|
|
; input:
|
|
; hl: draw location
|
|
; b: height
|
|
; c: width
|
|
; d: tile to start drawing from
|
|
; e: number of tiles to advance for each bgrows
|
|
.bgrows
|
|
push de
|
|
push bc
|
|
push hl
|
|
.col
|
|
ld a, d
|
|
ld [hli], a
|
|
inc d
|
|
dec c
|
|
jr nz, .col
|
|
pop hl
|
|
ld bc, SCREEN_WIDTH
|
|
add hl, bc
|
|
pop bc
|
|
pop de
|
|
ld a, e
|
|
add d
|
|
ld d, a
|
|
dec b
|
|
jr nz, .bgrows
|
|
ret
|
|
|
|
InitializeBackground:
|
|
ld hl, wVirtualOAMSprite00
|
|
ld d, -$22
|
|
ld e, $0
|
|
ld c, 5
|
|
.loop
|
|
push bc
|
|
call .InitColumn
|
|
pop bc
|
|
ld a, $10
|
|
add d
|
|
ld d, a
|
|
dec c
|
|
jr nz, .loop
|
|
ret
|
|
|
|
.InitColumn:
|
|
ld c, $6
|
|
ld b, $40
|
|
.loop2
|
|
ld a, d
|
|
ld [hli], a ; y
|
|
ld a, b
|
|
ld [hli], a ; x
|
|
add $8
|
|
ld b, a
|
|
ld a, e
|
|
ld [hli], a ; tile id
|
|
inc e
|
|
inc e
|
|
ld a, 0 | PRIORITY
|
|
ld [hli], a ; attributes
|
|
dec c
|
|
jr nz, .loop2
|
|
ret
|
|
|
|
AnimateTitleCrystal:
|
|
; Move the title screen crystal downward until it's fully visible
|
|
|
|
; Stop at y=6
|
|
; y is really from the bottom of the sprite, which is two tiles high
|
|
ld hl, wVirtualOAMSprite00YCoord
|
|
ld a, [hl]
|
|
cp 6 + 2 * TILE_WIDTH
|
|
ret z
|
|
|
|
; Move all 30 parts of the crystal down by 2
|
|
ld c, 30
|
|
.loop
|
|
ld a, [hl]
|
|
add 2
|
|
ld [hli], a ; y
|
|
rept SPRITEOAMSTRUCT_LENGTH + -1
|
|
inc hl
|
|
endr
|
|
dec c
|
|
jr nz, .loop
|
|
|
|
ret
|
|
|
|
TitleSuicuneGFX:
|
|
INCBIN "gfx/title/suicune.2bpp.lz"
|
|
|
|
TitleLogoGFX:
|
|
INCBIN "gfx/title/logo.2bpp.lz"
|
|
|
|
TitleCrystalGFX:
|
|
INCBIN "gfx/title/crystal.2bpp.lz"
|
|
|
|
TitleScreenPalettes:
|
|
INCLUDE "gfx/title/title.pal"
|