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trade.asm
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InternalClockTradeAnim:
; Do the trading animation with the player's gameboy on the left.
; In-game trades and internally clocked link cable trades use this.
ld a, [wTradedPlayerMonSpecies]
ld [wLeftGBMonSpecies], a
ld a, [wTradedEnemyMonSpecies]
ld [wRightGBMonSpecies], a
ld de, InternalClockTradeFuncSequence
jr TradeAnimCommon
ExternalClockTradeAnim:
; Do the trading animation with the player's gameboy on the right.
; Externally clocked link cable trades use this.
ld a, [wTradedEnemyMonSpecies]
ld [wLeftGBMonSpecies], a
ld a, [wTradedPlayerMonSpecies]
ld [wRightGBMonSpecies], a
ld de, ExternalClockTradeFuncSequence
TradeAnimCommon:
ld a, [wOptions]
push af
ld a, [hSCY]
push af
ld a, [hSCX]
push af
xor a
ld [wOptions], a
ld [hSCY], a
ld [hSCX], a
push de
.loop
pop de
ld a, [de]
cp $ff
jr z, .done
inc de
push de
ld hl, TradeFuncPointerTable
add a
ld c, a
ld b, $0
add hl, bc
inline "hl = [hl]"
ld de, .loop
push de
jp hl ; call trade func, which will return to the top of the loop
.done
pop af
ld [hSCX], a
pop af
ld [hSCY], a
pop af
ld [wOptions], a
ret
addtradefunc: MACRO
\1TradeFunc::
dw \1
ENDM
tradefunc: MACRO
db (\1TradeFunc - TradeFuncPointerTable) / 2
ENDM
; The functions in the sequences below are executed in order by TradeFuncCommon.
; They are from opposite perspectives. The external clock one makes use of
; Trade_SwapNames to swap the player and enemy names for some functions.
InternalClockTradeFuncSequence:
tradefunc LoadTradingGFXAndMonNames
tradefunc Trade_ShowPlayerMon
tradefunc Trade_DrawOpenEndOfLinkCable
tradefunc Trade_AnimateBallEnteringLinkCable
tradefunc Trade_AnimLeftToRight
tradefunc Trade_Delay100
tradefunc Trade_ShowClearedWindow
tradefunc PrintTradeWentToText
tradefunc PrintTradeForSendsText
tradefunc PrintTradeFarewellText
tradefunc Trade_AnimRightToLeft
tradefunc Trade_ShowClearedWindow
tradefunc Trade_DrawOpenEndOfLinkCable
tradefunc Trade_ShowEnemyMon
tradefunc Trade_Delay100
tradefunc Trade_Cleanup
db $FF
ExternalClockTradeFuncSequence:
tradefunc LoadTradingGFXAndMonNames
tradefunc Trade_ShowClearedWindow
tradefunc PrintTradeWillTradeText
tradefunc PrintTradeFarewellText
tradefunc Trade_SwapNames
tradefunc Trade_AnimLeftToRight
tradefunc Trade_SwapNames
tradefunc Trade_ShowClearedWindow
tradefunc Trade_DrawOpenEndOfLinkCable
tradefunc Trade_ShowEnemyMon
tradefunc Trade_SlideTextBoxOffScreen
tradefunc Trade_ShowPlayerMon
tradefunc Trade_DrawOpenEndOfLinkCable
tradefunc Trade_AnimateBallEnteringLinkCable
tradefunc Trade_SwapNames
tradefunc Trade_AnimRightToLeft
tradefunc Trade_SwapNames
tradefunc Trade_Delay100
tradefunc Trade_ShowClearedWindow
tradefunc PrintTradeWentToText
tradefunc Trade_Cleanup
db $FF
TradeFuncPointerTable:
addtradefunc LoadTradingGFXAndMonNames
addtradefunc Trade_ShowPlayerMon
addtradefunc Trade_DrawOpenEndOfLinkCable
addtradefunc Trade_AnimateBallEnteringLinkCable
addtradefunc Trade_ShowEnemyMon
addtradefunc Trade_AnimLeftToRight
addtradefunc Trade_AnimRightToLeft
addtradefunc Trade_Delay100
addtradefunc Trade_ShowClearedWindow
addtradefunc PrintTradeWentToText
addtradefunc PrintTradeForSendsText
addtradefunc PrintTradeFarewellText
addtradefunc PrintTradeTakeCareText
addtradefunc PrintTradeWillTradeText
addtradefunc Trade_Cleanup
addtradefunc Trade_SlideTextBoxOffScreen
addtradefunc Trade_SwapNames
Trade_Delay100:
ld c, 100
jp DelayFrames
Trade_CopyTileMapToVRAM:
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ret
Trade_Delay80:
ld c, 80
jp DelayFrames
Trade_ClearTileMap:
coord hl, 0, 0
ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
ld a, " "
jp FillMemory
LoadTradingGFXAndMonNames:
call Trade_ClearTileMap
call DisableLCD
ld hl, TradingAnimationGraphics
ld de, vChars2 + $310
ld bc, TradingAnimationGraphicsEnd - TradingAnimationGraphics
ld a, BANK(TradingAnimationGraphics)
call FarCopyData2
ld hl, TradingAnimationGraphics2
ld de, vSprites + $7c0
ld bc, TradingAnimationGraphics2End - TradingAnimationGraphics2
ld a, BANK(TradingAnimationGraphics2)
call FarCopyData2
ld hl, vBGMap0
ld bc, $800
ld a, " "
call FillMemory
call ClearSprites
ld a, $ff
ld [wUpdateSpritesEnabled], a
ld hl, wd730
set 6, [hl] ; turn on instant text printing
ld a, [wOnSGB]
and a
ld a, $e4 ; non-SGB OBP0
jr z, .next
ld a, $f0 ; SGB OBP0
.next
ld [rOBP0], a
call EnableLCD
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld a, [wTradedPlayerMonSpecies]
ld [wd11e], a
call GetMonName
ld hl, wcd6d
ld de, wcf4b
ld bc, NAME_LENGTH
call CopyData
ld a, [wTradedEnemyMonSpecies]
ld [wd11e], a
jp GetMonName
Trade_LoadMonPartySpriteGfx:
ld a, %11010000
ld [rOBP1], a
jpba LoadMonPartySpriteGfx
Trade_SwapNames:
ld hl, wPlayerName
ld de, wBuffer
ld bc, NAME_LENGTH
call CopyData
ld hl, wLinkEnemyTrainerName
ld de, wPlayerName
ld bc, NAME_LENGTH
call CopyData
ld hl, wBuffer
ld de, wLinkEnemyTrainerName
ld bc, NAME_LENGTH
jp CopyData
Trade_Cleanup:
xor a
call LoadGBPal
ld hl, wd730
res 6, [hl] ; turn off instant text printing
ret
Trade_ShowPlayerMon:
ld a, %10101011
ld [rLCDC], a
ld a, $50
ld [hWY], a
ld a, $86
ld [rWX], a
ld [hSCX], a
xor a
ld [H_AUTOBGTRANSFERENABLED], a
coord hl, 4, 0
ld b, 6
ld c, 10
call TextBoxBorder
call Trade_PrintPlayerMonInfoText
ld b, vBGMap0 / $100
call CopyScreenTileBufferToVRAM
call ClearScreen
ld a, [wTradedPlayerMonSpecies]
call Trade_LoadMonSprite
ld a, $7e
.slideScreenLoop
push af
call DelayFrame
pop af
ld [rWX], a
ld [hSCX], a
dec a
dec a
and a
jr nz, .slideScreenLoop
call Trade_Delay80
ld a, TRADE_BALL_POOF_ANIM
call Trade_ShowAnimation
ld a, TRADE_BALL_DROP_ANIM
call Trade_ShowAnimation ; clears mon pic
ld a, [wTradedPlayerMonSpecies]
call PlayCry
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ret
Trade_DrawOpenEndOfLinkCable:
call Trade_ClearTileMap
ld b, vBGMap0 / $100
call CopyScreenTileBufferToVRAM
ld b, SET_PAL_GENERIC
call RunPaletteCommand
; This function call is pointless. It just copies blank tiles to VRAM that was
; already filled with blank tiles.
ld hl, vBGMap1 + $8c
call Trade_CopyCableTilesOffScreen
ld a, $a0
ld [hSCX], a
call DelayFrame
ld a, %10001011
ld [rLCDC], a
coord hl, 6, 2
ld b, $7 ; open end of link cable tile ID list index
call CopyTileIDsFromList_ZeroBaseTileID
call Trade_CopyTileMapToVRAM
ld a, SFX_HEAL_HP
call PlaySound
ld c, 20
.loop
ld a, [hSCX]
add 4
ld [hSCX], a
dec c
jr nz, .loop
ret
Trade_AnimateBallEnteringLinkCable:
ld a, TRADE_BALL_SHAKE_ANIM
call Trade_ShowAnimation
ld c, 10
call DelayFrames
ld a, %11100100
ld [rOBP0], a
xor a
ld [wLinkCableAnimBulgeToggle], a
lb bc, $20, $60
.moveBallInsideLinkCableLoop
push bc
xor a
ld de, Trade_BallInsideLinkCableOAM
call WriteOAMBlock
ld a, [wLinkCableAnimBulgeToggle]
xor $1
ld [wLinkCableAnimBulgeToggle], a
add $7e
ld hl, wOAMBuffer + $02
ld de, 4
ld c, e
.cycleLinkCableBulgeTile
ld [hl], a
add hl, de
dec c
jr nz, .cycleLinkCableBulgeTile
call Delay3
pop bc
ld a, c
add $4
ld c, a
cp $a0
jr nc, .ballSpriteReachedEdgeOfScreen
ld a, SFX_TINK
call PlaySound
jr .moveBallInsideLinkCableLoop
.ballSpriteReachedEdgeOfScreen
call ClearSprites
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
call ClearScreen
ld b, $98
call CopyScreenTileBufferToVRAM
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ret
Trade_BallInsideLinkCableOAM:
db $7E,$00,$7E,$20
db $7E,$40,$7E,$60
Trade_ShowEnemyMon:
ld a, TRADE_BALL_TILT_ANIM
call Trade_ShowAnimation
call Trade_ShowClearedWindow
coord hl, 4, 10
ld b, 6
ld c, 10
call TextBoxBorder
call Trade_PrintEnemyMonInfoText
call Trade_CopyTileMapToVRAM
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld a, [wTradedEnemyMonSpecies]
call Trade_LoadMonSprite
ld a, TRADE_BALL_POOF_ANIM
call Trade_ShowAnimation
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld a, [wTradedEnemyMonSpecies]
call PlayCry
call Trade_Delay100
coord hl, 4, 10
lb bc, 8, 12
call ClearScreenArea
jp PrintTradeTakeCareText
Trade_AnimLeftToRight:
; Animates the mon moving from the left GB to the right one.
call Trade_InitGameboyTransferGfx
ld a, $1
ld [wTradedMonMovingRight], a
ld a, %11100100
ld [rOBP0], a
ld a, $54
ld [wBaseCoordX], a
ld a, $1c
ld [wBaseCoordY], a
ld a, [wLeftGBMonSpecies]
ld [wMonPartySpriteSpecies], a
call Trade_WriteCircledMonOAM
call Trade_DrawLeftGameboy
call Trade_CopyTileMapToVRAM
call Trade_DrawCableAcrossScreen
ld hl, vBGMap1 + $8c
call Trade_CopyCableTilesOffScreen
ld b, $6
call Trade_AnimMonMoveHorizontal
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
call Trade_DrawCableAcrossScreen
ld b, $4
call Trade_AnimMonMoveHorizontal
call Trade_DrawRightGameboy
ld b, $6
call Trade_AnimMonMoveHorizontal
xor a
ld [H_AUTOBGTRANSFERENABLED], a
call Trade_AnimMonMoveVertical
jp ClearSprites
Trade_AnimRightToLeft:
; Animates the mon moving from the right GB to the left one.
call Trade_InitGameboyTransferGfx
xor a
ld [wTradedMonMovingRight], a
ld a, $64
ld [wBaseCoordX], a
ld a, $44
ld [wBaseCoordY], a
ld a, [wRightGBMonSpecies]
ld [wMonPartySpriteSpecies], a
call Trade_WriteCircledMonOAM
call Trade_DrawRightGameboy
call Trade_CopyTileMapToVRAM
call Trade_DrawCableAcrossScreen
ld hl, vBGMap1 + $94
call Trade_CopyCableTilesOffScreen
call Trade_AnimMonMoveVertical
ld b, $6
call Trade_AnimMonMoveHorizontal
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
call Trade_DrawCableAcrossScreen
ld b, $4
call Trade_AnimMonMoveHorizontal
call Trade_DrawLeftGameboy
ld b, $6
call Trade_AnimMonMoveHorizontal
xor a
ld [H_AUTOBGTRANSFERENABLED], a
jp ClearSprites
Trade_InitGameboyTransferGfx:
; Initialises the graphics for showing a mon moving between gameboys.
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
call ClearScreen
xor a
ld [H_AUTOBGTRANSFERENABLED], a
call Trade_LoadMonPartySpriteGfx
call DelayFrame
ld a, %10101011
ld [rLCDC], a
xor a
ld [hSCX], a
ld a, $90
ld [hWY], a
ret
Trade_DrawLeftGameboy:
call Trade_ClearTileMap
; draw link cable
coord hl, 11, 4
ld a, $5d
ld [hli], a
ld a, $5e
ld c, 8
.loop
ld [hli], a
dec c
jr nz, .loop
; draw gameboy pic
coord hl, 5, 3
ld b, $6
call CopyTileIDsFromList_ZeroBaseTileID
; draw text box with player name below gameboy pic
coord hl, 4, 12
ld b, 2
ld c, 7
call TextBoxBorder
coord hl, 5, 14
ld de, wPlayerName
call PlaceString
jp DelayFrame
Trade_DrawRightGameboy:
call Trade_ClearTileMap
; draw horizontal segment of link cable
coord hl, 0, 4
ld a, $5e
ld c, $e
.loop
ld [hli], a
dec c
jr nz, .loop
; draw vertical segment of link cable
ld a, $5f
ld [hl], a
ld de, SCREEN_WIDTH
add hl, de
ld a, $61
ld [hl], a
add hl, de
ld [hl], a
add hl, de
ld [hl], a
add hl, de
ld [hl], a
add hl, de
ld a, $60
ld [hld], a
ld a, $5d
ld [hl], a
; draw gameboy pic
coord hl, 7, 8
ld b, $6
call CopyTileIDsFromList_ZeroBaseTileID
; draw text box with enemy name above link cable
coord hl, 6, 0
ld b, 2
ld c, 7
call TextBoxBorder
coord hl, 7, 2
ld de, wLinkEnemyTrainerName
call PlaceString
jp DelayFrame
Trade_DrawCableAcrossScreen:
; Draws the link cable across the screen.
call Trade_ClearTileMap
coord hl, 0, 4
ld a, $5e
ld c, SCREEN_WIDTH
.loop
ld [hli], a
dec c
jr nz, .loop
ret
Trade_CopyCableTilesOffScreen:
; This is used to copy the link cable tiles off screen so that the cable
; continues when the screen is scrolled.
push hl
coord hl, 0, 4
call CopyToRedrawRowOrColumnSrcTiles
pop hl
ld a, h
ld [hRedrawRowOrColumnDest + 1], a
ld a, l
ld [hRedrawRowOrColumnDest], a
ld a, REDRAW_ROW
ld [hRedrawRowOrColumnMode], a
ld c, 10
jp DelayFrames
Trade_AnimMonMoveHorizontal:
; Animates the mon going through the link cable horizontally over a distance of
; b 16-pixel units.
ld a, [wTradedMonMovingRight]
ld e, a
ld d, $8
.scrollLoop
ld a, e
dec a
jr z, .movingRight
; moving left
ld a, [hSCX]
sub $2
jr .next
.movingRight
ld a, [hSCX]
add $2
.next
ld [hSCX], a
call DelayFrame
dec d
jr nz, .scrollLoop
call Trade_AnimCircledMon
dec b
jr nz, Trade_AnimMonMoveHorizontal
ret
Trade_AnimCircledMon:
; Cycles between the two animation frames of the mon party sprite, cycles
; between a circle and an oval around the mon sprite, and makes the cable flash.
push de
push bc
push hl
ld a, [rBGP]
xor $3c ; make link cable flash
ld [rBGP], a
ld hl, wOAMBuffer + $02
ld de, $4
ld c, $14
.loop
ld a, [hl]
xor $40
ld [hl], a
add hl, de
dec c
jr nz, .loop
pop hl
pop bc
pop de
ret
Trade_WriteCircledMonOAM:
callba WriteMonPartySpriteOAMBySpecies
call Trade_WriteCircleOAM
Trade_AddOffsetsToOAMCoords:
ld hl, wOAMBuffer
ld c, $14
.loop
ld a, [wBaseCoordY]
add [hl]
ld [hli], a
ld a, [wBaseCoordX]
add [hl]
ld [hli], a
inc hl
inc hl
dec c
jr nz, .loop
ret
Trade_AnimMonMoveVertical:
; Animates the mon going through the link cable vertically as well as
; horizontally for a bit. The last bit of horizontal movement (when moving
; right) or the first bit of horizontal movement (when moving left) are done
; here instead of Trade_AnimMonMoveHorizontal because this function moves the
; sprite itself rather than scrolling the screen around the sprite. Moving the
; sprite itself is necessary because the vertical segment of the link cable is
; to the right of the screen position that the mon sprite has when
; Trade_AnimMonMoveHorizontal is executing.
ld a, [wTradedMonMovingRight]
and a
jr z, .movingLeft
; moving right
lb bc, 4, 0 ; move right
call .doAnim
lb bc, 0, 10 ; move down
jr .doAnim
.movingLeft
lb bc, 0, -10 ; move up
call .doAnim
lb bc, -4, 0 ; move left
.doAnim
ld a, b
ld [wBaseCoordX], a
ld a, c
ld [wBaseCoordY], a
ld d, $4
.loop
call Trade_AddOffsetsToOAMCoords
call Trade_AnimCircledMon
ld c, 8
call DelayFrames
dec d
jr nz, .loop
ret
Trade_WriteCircleOAM:
; Writes the OAM blocks for the circle around the traded mon as it passes
; the link cable.
ld hl, Trade_CircleOAMPointers
ld c, $4
xor a
.loop
push bc
ld e, [hl]
inc hl
ld d, [hl]
inc hl
ld c, [hl]
inc hl
ld b, [hl]
inc hl
push hl
inc a
push af
call WriteOAMBlock
pop af
pop hl
pop bc
dec c
jr nz, .loop
ret
Trade_CircleOAMPointers:
dw Trade_CircleOAM0
db $08,$08
dw Trade_CircleOAM1
db $18,$08
dw Trade_CircleOAM2
db $08,$18
dw Trade_CircleOAM3
db $18,$18
Trade_CircleOAM0:
db $38,$10,$39,$10
db $3A,$10,$3B,$10
Trade_CircleOAM1:
db $39,$30,$38,$30
db $3B,$30,$3A,$30
Trade_CircleOAM2:
db $3A,$50,$3B,$50
db $38,$50,$39,$50
Trade_CircleOAM3:
db $3B,$70,$3A,$70
db $39,$70,$38,$70
; a = species
Trade_LoadMonSprite:
ld [wcf91], a
ld [wd0b5], a
ld [wWholeScreenPaletteMonSpecies], a
ld b, SET_PAL_POKEMON_WHOLE_SCREEN
ld c, 0
call RunPaletteCommand
ld a, [H_AUTOBGTRANSFERENABLED]
xor $1
ld [H_AUTOBGTRANSFERENABLED], a
call GetMonHeader
coord hl, 7, 2
call LoadFlippedFrontSpriteByMonIndex
ld c, 10
jp DelayFrames
Trade_ShowClearedWindow:
; clears the window and covers the BG entirely with the window
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
call ClearScreen
ld a, %11100011
ld [rLCDC], a
ld a, $7
ld [rWX], a
xor a
ld [hWY], a
ld a, $90
ld [hSCX], a
ret
Trade_SlideTextBoxOffScreen:
; Slides the window right until it's off screen. The window usually just has
; a text box at the bottom when this is called. However, when this is called
; after Trade_ShowEnemyMon in the external clock sequence, there is a mon pic
; above the text box and it is also scrolled off the screen.
ld c, 50
call DelayFrames
.loop
call DelayFrame
ld a, [rWX]
inc a
inc a
ld [rWX], a
cp $a1
jr nz, .loop
call Trade_ClearTileMap
ld c, 10
call DelayFrames
ld a, $7
ld [rWX], a
ret
PrintTradeWentToText:
ld hl, TradeWentToText
call PrintText
ld c, 200
call DelayFrames
jp Trade_SlideTextBoxOffScreen
TradeWentToText:
TX_FAR _TradeWentToText
db "@"
PrintTradeForSendsText:
ld hl, TradeForText
call PrintText
call Trade_Delay80
ld hl, TradeSendsText
call PrintText
jp Trade_Delay80
TradeForText:
TX_FAR _TradeForText
db "@"
TradeSendsText:
TX_FAR _TradeSendsText
db "@"
PrintTradeFarewellText:
ld hl, TradeWavesFarewellText
call PrintText
call Trade_Delay80
ld hl, TradeTransferredText
call PrintText
call Trade_Delay80
jp Trade_SlideTextBoxOffScreen
TradeWavesFarewellText:
TX_FAR _TradeWavesFarewellText
db "@"
TradeTransferredText:
TX_FAR _TradeTransferredText
db "@"
PrintTradeTakeCareText:
ld hl, TradeTakeCareText
call PrintText
jp Trade_Delay80
TradeTakeCareText:
TX_FAR _TradeTakeCareText
db "@"
PrintTradeWillTradeText:
ld hl, TradeWillTradeText
call PrintText
call Trade_Delay80
ld hl, TradeforText
call PrintText
jp Trade_Delay80
TradeWillTradeText:
TX_FAR _TradeWillTradeText
db "@"
TradeforText:
TX_FAR _TradeforText
db "@"
Trade_ShowAnimation:
ld [wAnimationID], a
xor a
ld [wAnimationType], a
predef_jump MoveAnimation