Goods buffers (Stored goods' one isn't complete yet)

This commit is contained in:
Lorenzooone 2019-09-23 01:49:38 +02:00
parent 98874ae6a6
commit 626cfc8c7e
8 changed files with 478 additions and 40 deletions

View File

@ -19,4 +19,5 @@ int __attribute__((naked)) m2_setupwindow(WINDOW* window, short window_x, short
int __attribute__((naked)) m2_clearwindowtiles(WINDOW* window) {}
int __attribute__((naked)) customcodes_parse_generic(int code, char* parserAddress, WINDOW* window, int* dest) {}
void __attribute__((naked)) m2_printstr(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight) {}
void __attribute__((naked)) m2_setupbattlename(short value) {}
void __attribute__((naked)) m2_setupbattlename(short value) {}
void __attribute__((naked)) store_pixels_overworld() {}

View File

@ -110,14 +110,15 @@ int goods_outer_process(WINDOW* window, int y_offset, bool give)
}
*active_window_party_member = current_pc;
m2_hpwindow_up(current_pc);
clear_name_header(window);
copy_name_header(window, current_pc);
// Print item names
if (!window->vwf_skip)
{
goods_print_items(window, current_items, y_offset);
m2_hpwindow_up(current_pc); //Why were these done repeatedly? I made it so they're done only when printing, however if there is a reason why they shouldn't, feel free to put them back
clear_name_header(window);
copy_name_header(window, current_pc);
store_pixels_overworld();
window->vwf_skip = true;
}
@ -417,10 +418,13 @@ int goods_inner_process(WINDOW *window, unsigned short *items)
clear_name_header(window);
copy_name_header(window, *active_window_party_member);
m2_clearwindowtiles(window);
clearWindowTiles_buffer(window);
if (weird_value > 0)
{
goods_print_items(window, items, 0);
store_pixels_overworld();
}
}
if (state_shadow.up || state_shadow.down || state_shadow.left || state_shadow.right)
@ -479,6 +483,7 @@ int goods_inner_process(WINDOW *window, unsigned short *items)
// Erases the slot before printing. Prints blanks for null items.
void goods_print_items(WINDOW *window, unsigned short *items, int y_offset)
{
byte* dest = (byte*)(OVERWORLD_BUFFER - ((*tile_offset) * TILESET_OFFSET_BUFFER_MULTIPLIER));
int item_x = (window->window_x << 3) + 8;
int item_y = (window->window_y + y_offset) << 3;
@ -488,7 +493,7 @@ void goods_print_items(WINDOW *window, unsigned short *items, int y_offset)
int x = item_x + ((i & 1) * 88);
int y = item_y + ((i >> 1) * 16);
print_blankstr(x >> 3, y >> 3, 11);
print_blankstr_buffer(x >> 3, y >> 3, 11, dest);
if (item > 0)
{
@ -501,7 +506,7 @@ void goods_print_items(WINDOW *window, unsigned short *items, int y_offset)
}
byte *item_str = m2_strlookup(m2_items_offsets, m2_items_strings, item);
print_string(item_str, x + x_offset, y);
print_string_in_buffer(item_str, x + x_offset, y, dest);
}
}
}

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@ -153,6 +153,23 @@ int count_pixels_to_tiles(byte *str, int length, int startingPos)
return tiles;
}
//For strings without any control code besides the 00 FF one
int count_pixels_to_tiles_normal_string(byte *str, int startingPos)
{
int pixels = startingPos;
for(int i = 0;; i++)
{
if((str[i + 1] != 0xFF)) //The latter one is not really needed
pixels += (m2_widths_table[0][decode_character(str[i])] & 0xFF);
else
break;
}
int tiles = (pixels - startingPos)>> 3;
if(((pixels - startingPos) & 7) != 0)
tiles +=1;
return tiles;
}
byte print_character(byte chr, int x, int y)
{
return print_character_formatted(chr, x, y, 0, 0xF);
@ -408,7 +425,6 @@ byte print_character_with_callback_1bpp_buffer(byte chr, int x, int y, byte *des
int tileIndex = get_tile_number_with_offset_buffer(tileX + dTileX, tileY + dTileY);
int tileIndexRight = get_tile_number_with_offset_buffer(tileX + dTileX + 1, tileY + dTileY);
bool availableSwap = (dTileY != (tileHeight - 1));
bool usedRight = false;
int realTileIndex = tileIndex;
int realTileIndexRight = tileIndexRight;
bool useful = false; //Maybe we go over the maximum tile height, let's make sure the extra tile is properly set IF it's useful
@ -424,9 +440,6 @@ byte print_character_with_callback_1bpp_buffer(byte chr, int x, int y, byte *des
unsigned short tmpCanvasRow = canvasRow;
canvasRow |= glyphRow;
if((canvasRow >> 8) != (tmpCanvasRow >> 8))
usedRight = true;
if(!availableSwap && ((row + offsetY) >> 3) == 1 && canvasRow != tmpCanvasRow) //This changed the canvas, then it's useful... IF it's the extra vertical tile
useful = true;
@ -452,12 +465,12 @@ byte print_character_with_callback_1bpp_buffer(byte chr, int x, int y, byte *des
if (tilemapPtr != NULL)
{
tilemapPtr[tileX + dTileX + ((tileY + dTileY) * tilemapWidth)] = paletteMask | getTileCallback(tileX + dTileX, tileY + dTileY);
if(usedRight)
if(renderedWidth - 8 + offsetX > 0 && offsetX != 0)
tilemapPtr[tileX + dTileX + 1 + ((tileY + dTileY) * tilemapWidth)] = paletteMask | getTileCallback(tileX + dTileX + 1, tileY + dTileY);
if(useful)
{
tilemapPtr[tileX + dTileX + ((tileY + tmpTileY) * tilemapWidth)] = paletteMask | getTileCallback(tileX + dTileX, tileY + tmpTileY);
if(usedRight)
if(renderedWidth - 8 + offsetX > 0 && offsetX != 0)
tilemapPtr[tileX + dTileX + 1 + ((tileY + tmpTileY) * tilemapWidth)] = paletteMask | getTileCallback(tileX + dTileX + 1, tileY + tmpTileY);
}
}
@ -786,6 +799,7 @@ int print_menu_string(WINDOW* window)
break;
default:
looping = false;
window->menu_text = NULL; //Otherwise it will keep printing indefinetly
break;
}
}
@ -1482,6 +1496,38 @@ int printstr_buffer(WINDOW* window, byte* str, unsigned short x, unsigned short
return retValue;
}
//Instead of printing an highlighted version of the string, it just highlights the corresponding arrangements
int highlight_string(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight)
{
int retValue = 0;
if(highlight)
{
unsigned short palette_mask_highlight = (*palette_mask) + (highlight == true ? 0x1000 : 0);
unsigned short* arrangementBase = (*tilemap_pointer) + window->window_x + x + ((window->window_y + (y << 1)) << 5);
int totalTiles = count_pixels_to_tiles_normal_string(str, 0);
for(int i = 0; i < totalTiles; i++)
{
arrangementBase[i] = (arrangementBase[i] & 0x0FFF) | palette_mask_highlight;
arrangementBase[i + 0x20] = (arrangementBase[i + 0x20] & 0x0FFF) | palette_mask_highlight;
}
retValue = (x + totalTiles) << 3;
}
return retValue;
}
//Highlights "Talk to"
void highlight_talk_to()
{
char Talk_to[] = "Talk to";
byte str[0xA];
int i;
for(i = 0; i < (sizeof(Talk_to) - 1); i++)
str[i] = encode_ascii(Talk_to[i]);
str[i++] = 0;
str[i] = 0xFF;
highlight_string(getWindow(0), str, 1, 0, true);
}
unsigned short printstr_hlight_buffer(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight)
{
return printstr_hlight_pixels_buffer(window, str, x << 3, y << 4, highlight);
@ -1529,6 +1575,39 @@ int initWindow_buffer(WINDOW* window, byte* text_start, unsigned short delay_bet
return 0;
}
//A different initWindow called by some windows
int initWindow_cursor_buffer(WINDOW* window, byte* text_start, unsigned short cursor_x_delta, unsigned short unknown7a, unsigned short cursor_x_base)
{
window->vwf_skip = false;
window->unknown3 = 0;
window->text_x = 0;
window->text_y = 0;
window->text_offset = 0;
window->text_start = text_start;
window->text_start2 = text_start;
window->delay_between_prints = 0;
window->delay = 0;
window->counter = 0;
window->loaded_code = 1;
if(!window->enable)
{
window->cursor_y = 0;
window->unknown6 = 0;
window->unknown6a = 0;
window->unknown7 = 0;
window->unknown7a = unknown7a;
window->cursor_x = cursor_x_base;
window->cursor_x_base = cursor_x_base;
window->cursor_x_delta = cursor_x_delta;
}
window->enable = true;
window->flags_unknown1 |= 1;
window->redraw = true;
if(text_start == NULL)
buffer_drawwindow(window, (byte*)(OVERWORLD_BUFFER - ((*tile_offset) * TILESET_OFFSET_BUFFER_MULTIPLIER)));
return 0;
}
void clearWindowTiles_buffer(WINDOW* window)
{
clear_window_buffer(window, (byte*)(OVERWORLD_BUFFER - ((*tile_offset) * TILESET_OFFSET_BUFFER_MULTIPLIER)));
@ -1883,6 +1962,42 @@ void store_pixels_overworld_buffer(int totalYs)
}
}
void store_pixels_overworld_buffer_totalTiles(int totalTiles)
{
byte* buffer = (byte*)(OVERWORLD_BUFFER - ((*tile_offset) * TILESET_OFFSET_BUFFER_MULTIPLIER));
for(int i = 0; i < totalTiles; i++)
{
//Not using functions for the tile values saves about 30k cycles on average
int tile = m2_coord_table[i] + *tile_offset;
int addedValue = (i >> 5) << 6;
int tile_buffer = (i & 0x1F) + addedValue + *tile_offset;
int* bufferValues = (int*)(&buffer[(tile_buffer * 8)]);
unsigned int first_half = bufferValues[0];
unsigned int second_half = bufferValues[1];
vram[(tile * 8) + 0] = m2_bits_to_nybbles_fast[(first_half >> 0) & 0xFF];
vram[(tile * 8) + 1] = m2_bits_to_nybbles_fast[(first_half >> 8) & 0xFF];
vram[(tile * 8) + 2] = m2_bits_to_nybbles_fast[(first_half >> 0x10) & 0xFF];
vram[(tile * 8) + 3] = m2_bits_to_nybbles_fast[(first_half >> 0x18) & 0xFF];
vram[(tile * 8) + 4] = m2_bits_to_nybbles_fast[(second_half >> 0) & 0xFF];
vram[(tile * 8) + 5] = m2_bits_to_nybbles_fast[(second_half >> 8) & 0xFF];
vram[(tile * 8) + 6] = m2_bits_to_nybbles_fast[(second_half >> 0x10) & 0xFF];
vram[(tile * 8) + 7] = m2_bits_to_nybbles_fast[(second_half >> 0x18) & 0xFF];
//Do the tile right below (Saves about 50k cycles on average)
tile += 0x20;
bufferValues += 0x40;
first_half = bufferValues[0];
second_half = bufferValues[1];
vram[(tile * 8) + 0] = m2_bits_to_nybbles_fast[(first_half >> 0) & 0xFF];
vram[(tile * 8) + 1] = m2_bits_to_nybbles_fast[(first_half >> 8) & 0xFF];
vram[(tile * 8) + 2] = m2_bits_to_nybbles_fast[(first_half >> 0x10) & 0xFF];
vram[(tile * 8) + 3] = m2_bits_to_nybbles_fast[(first_half >> 0x18) & 0xFF];
vram[(tile * 8) + 4] = m2_bits_to_nybbles_fast[(second_half >> 0) & 0xFF];
vram[(tile * 8) + 5] = m2_bits_to_nybbles_fast[(second_half >> 8) & 0xFF];
vram[(tile * 8) + 6] = m2_bits_to_nybbles_fast[(second_half >> 0x10) & 0xFF];
vram[(tile * 8) + 7] = m2_bits_to_nybbles_fast[(second_half >> 0x18) & 0xFF];
}
}
// x, y, width: tile coordinates
void print_blankstr_window_buffer(int x, int y, int width, WINDOW* window)
{

View File

@ -36,6 +36,7 @@ int get_tile_number_with_offset_buffer(int x, int y);
int ascii_strlen(char *str);
int wrapper_count_pixels_to_tiles(byte *str, int length);
int count_pixels_to_tiles(byte *str, int length, int startingPos);
int count_pixels_to_tiles_normal_string(byte *str, int startingPos);
int expand_bit_depth(byte row, byte foreground);
byte reduce_bit_depth(int row, int foregroundRow);
byte print_character(byte chr, int x, int y);
@ -104,6 +105,7 @@ void copy_tile_up_buffer(int x, int y, byte *dest);
void setStuffWindow_Graphics();
void clearWindowTiles_buffer(WINDOW* window);
int initWindow_buffer(WINDOW* window, byte* text_start, unsigned short delay_between_prints);
int initWindow_cursor_buffer(WINDOW* window, byte* text_start, unsigned short cursor_x_delta, unsigned short unknown7a, unsigned short cursor_x_base);
void print_blankstr_buffer(int x, int y, int width, byte *dest);
void print_blankstr_window_buffer(int x, int y, int width, WINDOW* window);
int print_alphabet_buffer(WINDOW* window);
@ -114,10 +116,13 @@ void printCashWindow();
WINDOW* getWindow(int index);
void printTinyArrow(int x, int y);
int printstr_buffer(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight);
int highlight_string(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight);
void highlight_talk_to();
unsigned short printstr_hlight_buffer(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight);
unsigned short printstr_hlight_pixels_buffer(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight);
void load_pixels_overworld_buffer();
void store_pixels_overworld_buffer(int totalYs);
void store_pixels_overworld_buffer_totalTiles(int totalTiles);
extern unsigned short m2_coord_table[];
extern byte m2_ness_name[];
@ -155,3 +160,4 @@ extern void m2_sub_d3c50();
extern void m2_sub_d6844();
extern int m2_setupwindow(WINDOW* window, short window_x, short window_y, short window_width, short window_height);
extern void m2_setupbattlename(short value);
extern void store_pixels_overworld();

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@ -111,7 +111,7 @@ b @@end
//--------------------------------
// 5D FF: Print give text
cmp r4,0x5D
bne @@end
bne @@next4
// 5D FF should be treated as a renderable code
push {r0-r3}
@ -156,6 +156,36 @@ bl give_print
pop {r0}
mov r3,#0
sub r3,r3,#1 //r3 is now -1
b @@end
@@next4:
//--------------------------------
// 5C FF: UNUSED (Was previously used but instead preferred using 5B FF
@@next5:
//--------------------------------
// 5B FF: Print main window (if enabled) without restore of window buffer
cmp r4,#0x5B
bne @@next6
bl generic_reprinting_first_menu_talk_to_highlight
mov r3,#2
b @@end
@@next6:
//--------------------------------
// 5A FF: Restore the dialogue window
cmp r4,#0x5A
bne @@end
ldr r0,=#0x3005230
ldr r0,[r0,#8]
mov r1,#0
strh r1,[r0,#0x2A]
strh r1,[r0,#0x2C]
strb r1,[r0,#3]
bl m2_drawwindow
mov r3,#2
//--------------------------------
@@end:

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@ -63,6 +63,7 @@ mov r3,6
.org 0x80B8890 :: bl print_window_with_buffer :: bl b8894_printCashWindowAndStore //Main window + Cash Window out of Status menu
.org 0x80B8664 :: bl print_window_with_buffer :: bl b8894_printCashWindowAndStore //Main window + Cash Window out of PSI menu
.org 0x80B8740 :: bl print_window_with_buffer :: bl b8894_printCashWindowAndStore //Main window + Cash Window out of Equip menu
.org 0x80B859C :: bl print_window_with_buffer :: bl b8894_printCashWindowAndStore //Main window + Cash Window out of Goods menu
.org 0x80B831A :: bl initWindow_buffer
.org 0x80B8320 :: bl b8320_statusWindowTextStore
@ -78,6 +79,8 @@ mov r3,6
//---------------------------------------------------------
.org 0x80DC22A :: bl dc22a_load_buffer_battle
.org 0x80DC8C8 :: lsl r1,r0,#4 :: nop //Fixes wrong pointer
.org 0x80DC8DE :: nop :: nop //Removes useless print
//---------------------------------------------------------
// PSI battle window hacks
@ -276,6 +279,62 @@ mov r3,6
.org 0x80BBDF0 :: mov r2,#0x54 :: mov r3,#0x13 :: bl printNumberEquip //Change second defense number's position - Defensive Equipment
.org 0x80BBE20 :: mov r2,#0x54 :: mov r3,#3 :: bl bb1aa_printnumberequip_store //Change second offense number's position - Defensive Equipment
//---------------------------------------------------------
// Goods window hacks
//---------------------------------------------------------
.org 0x80B7F4E :: bl c5f80_printstr_hlight_buffer_store_buffer //Prints the balance window
.org 0x80B7F72 :: bl initWindow_cursor_buffer //Sets up the goods window
.org 0x80B97A8 :: bl initWindow_buffer //Prints "Who?" going into the window
.org 0x80B97AE :: bl baf9c_print_window_store_buffer_top
.org 0x80B992A :: bl initWindow_buffer //Prints "Who?" coming from the inner window
.org 0x80B9930 :: bl baf9c_print_window_store_buffer_top
.org 0x80B986E :: bl initWindow_buffer
.org 0x80B98B8 :: bl b98b8_print_window_store_buffer_needed //Prints "Which?" going into the window
.org 0x80B99A0 :: bl highlight_string //Highlight chosen item
.org 0x80B9A4C :: bl baf9c_print_window_store_buffer_needed //Prints "Use\nDrop\n,etc." going into the window
.org 0x80B9ADE :: bl initWindow_buffer
.org 0x80BA688 :: bl baf9c_print_window_store_buffer_top //Prints "Use\nDrop\n,etc." going out of the give window
.org 0x80BA340 :: bl initWindow_buffer //Prints "Who?" going into the window
.org 0x80BA346 :: bl print_window_with_buffer
.org 0x80BA37A :: bl initWindow_buffer //initiates the Give window
.org 0x80BA7FA :: bl initWindow_buffer //initiates the inventory window out of help
.org 0x80BA810 :: bl initWindow_buffer //initiates the options window out of help
//---------------------------------------------------------
// Goods window hacks - Stored Goods
//---------------------------------------------------------
//Choose inventory
.org 0x80BCDB4 :: bl initWindow_buffer
//First enter window - More than one page
.org 0x80C63BC :: bl initWindow_buffer
.org 0x80C63CC :: bl printstr_hlight_buffer //->Stored Goods(X)
.org 0x80C6412 :: bl printstr_hlight_buffer //Left part of the inventory
.org 0x80C643E :: bl printstr_hlight_buffer //Right part of the inventory
//First enter window - Only one page
.org 0x80C6492 :: bl initWindow_buffer
.org 0x80C64DA :: bl printstr_hlight_buffer //Left part of the inventory
.org 0x80C6518 :: bl printstr_hlight_buffer //Right part of the inventory
.org 0x80C694A :: bl clearWindowTiles_buffer
//When pressing arrow to switch page
.org 0x80C69D8 :: mov r0,#0x12 //Proper address to "->Stored Goods(3)" string
.org 0x80C69EE :: bl printstr_hlight_buffer //->Stored Goods(X)
.org 0x80C6A6C :: bl printstr_hlight_buffer //Left part of the inventory
.org 0x80C6AA4 :: bl printstr_hlight_buffer //Right part of the inventory
.org 0x80C6AC0 :: bl c6ac0_store_buffer_stored_goods_switch_page
//---------------------------------------------------------
// Goods window hacks - in battle
//---------------------------------------------------------
.org 0x80E05C0 :: lsl r1,r0,#4 :: nop //Fixes wrong pointer
.org 0x80E05D8 :: nop :: nop //Removes useless print
.org 0x80E0C46 :: bl initWindow_cursor_buffer //initiates the goods window in battle
.org 0x80E0CE4 :: bl e0ce4_redraw_battle_window_first_four //Reprints the background window for the target choosing items
.org 0x80E0D1E :: bl printstr_hlight_buffer //Prints the chosen item
.org 0x80E0EFA :: bl initWindow_buffer :: ldr r0,[r4,#0xC] :: bl print_window_with_buffer //Out of ally target window
.org 0x80E0FAA :: bl e0faa_redraw_battle_window_first_two
//---------------------------------------------------------
// BAEF8 hacks (equip window)
@ -1021,12 +1080,6 @@ bl ba7be_reprint_first_menu
.org 0x80B9AA2
bl b9aa2_reprint_first_menu
//---------------------------------------------------------
// C6BA2 hacks (Fixes main window after exiting the Stored Goods window)
//---------------------------------------------------------
.org 0x80C6BA2
bl c6ba2_reprint_first_menu
//---------------------------------------------------------
// BCEB0 hacks (Fixes main window after exiting the pickup menu)
//---------------------------------------------------------
@ -1772,6 +1825,7 @@ m2_coord_table_file:
.definelabel m2_setup_window ,0x80BD844
.definelabel m2_strlookup ,0x80BE260
.definelabel m2_initwindow ,0x80BE458
.definelabel m2_initwindow_cursor ,0x80BE4C8
.definelabel m2_statuswindow_numbers,0x80C0A5C
.definelabel m2_psiwindow ,0x80C1FBC
.definelabel m2_drawwindow ,0x80C87D0

View File

@ -833,6 +833,39 @@ bl 0x80C2480 //Prints the target
pop {pc}
.pool
//==============================================================================
//Redraw main battle window for "goods" targets
e0ce4_redraw_battle_window_first_four:
push {lr}
push {r0-r3}
mov r0,#3
mov r1,#3
mov r2,#4
bl printBattleMenu
pop {r0-r3}
bl initWindow_buffer
pop {pc}
//==============================================================================
//Redraw main battle window for going back to Goods from targets
e0faa_redraw_battle_window_first_two:
push {r4,lr}
push {r0-r3}
mov r0,#1
mov r1,#1
mov r2,#4
bl printBattleMenu
pop {r0-r3}
ldr r4,[sp,#8]
add sp,#-4
str r4,[sp,#0]
bl initWindow_cursor_buffer
mov r0,#4
bl store_pixels_overworld_buffer_totalTiles
mov r0,#0
add sp,#4
pop {r4,pc}
//==============================================================================
//Calls the funcion which loads the targets in and then stores the buffer
ba8ac_load_targets_print:
@ -848,7 +881,6 @@ bl store_pixels_overworld
@@end:
pop {pc}
//==============================================================================
// Print "PSI "
c239c_print_psi:
@ -1572,6 +1604,8 @@ add r2,#1
cmp r2,#9
bne @@cycle
bl store_pixels_overworld // Stores buffer after printing happened
pop {pc}
.pool
@ -1608,6 +1642,7 @@ str r2,[r3,#0] //Store it
mov r2,#0 //No y offset
bl goods_print_items //Print the inventory
bl store_pixels_overworld
pop {r2}
ldr r3,=m2_active_window_pc //Restore pc of the window
@ -1691,7 +1726,15 @@ mov r2,#5
mov r3,#2
bl 0x80BE4C8 //Let it do its things
ldr r0,[r4,#0]
bl 0x80C8BE4 //Print text in the window
bl print_window_with_buffer //Print text in the window
mov r2,#1
ldr r0,[r4,#4] //Cash window place in ram
ldrb r0,[r0,#0]
and r2,r0
cmp r2,#0
bne @@insidecash
bl store_pixels_overworld_options //Only this window must be reprinted
b @@end
@@cash:
//Cash
@ -1702,6 +1745,7 @@ and r2,r0
cmp r2,#0
beq @@end //Check if window is enabled before printing in it
@@insidecash:
ldr r2,=#0x300130C
ldr r0,[r2,#0]
mov r1,#2
@ -1720,9 +1764,104 @@ bl format_cash_window
ldr r0,[r4,#4]
ldr r1,[r5,#0]
mov r2,#0
bl m2_initwindow //Let it do its things
bl initWindow_buffer //Let it do its things
ldr r0,[r4,#4]
bl 0x80C8BE4 //Print text in the window
bl print_window_with_buffer //Print text in the window
bl store_pixels_overworld_psi_window
@@end:
ldr r4,[sp,#4]
strb r4,[r6,#0] //Restore expected amount of lines to be written
add sp,#8
pop {r0-r6}
pop {pc}
.pool
//==============================================================================
//Reprints both the Main window and the Cash window if need be, but highlights "Talk to"
generic_reprinting_first_menu_talk_to_highlight:
push {lr}
push {r0-r6}
add sp,#-8
ldr r6,=#0x3005078 //Make sure the game expects only the right amount of lines to be written (so only 1)
ldrb r4,[r6,#0]
str r4,[sp,#4]
mov r4,#0
strb r4,[r6,#0]
ldr r4,=#0x3005230 //Window generic address
//Main window
mov r2,#1
ldr r0,[r4,#0] //Main window place in ram
ldrb r0,[r0,#0]
and r2,r0
cmp r2,#0
beq @@cash //Check if window is enabled before printing in it
ldr r0,=#0x8B17EE4
ldr r1,=#0x8B17424
ldr r3,=m2_psi_exist //Flag which if not 0xFF means no one has PSI
ldrb r3,[r3,#0]
cmp r3,#0xFF
beq @@psiNotFound
mov r2,#0
b @@keep_going
@@psiNotFound:
mov r2,#1
@@keep_going:
bl m2_strlookup //Load the proper menu string based on m2_psi_exist
mov r1,#0
str r1,[sp,#0]
mov r1,r0
ldr r0,[r4,#0]
mov r2,#5
mov r3,#2
bl 0x80BE4C8 //Let it do its things
ldr r0,[r4,#0]
bl print_window_with_buffer //Print text in the window
bl highlight_talk_to
mov r2,#1
ldr r0,[r4,#4] //Cash window place in ram
ldrb r0,[r0,#0]
and r2,r0
cmp r2,#0
bne @@insidecash
bl store_pixels_overworld_options //Only this window must be reprinted
b @@end
@@cash:
//Cash
mov r2,#1
ldr r0,[r4,#4] //Cash window place in ram
ldrb r0,[r0,#0]
and r2,r0
cmp r2,#0
beq @@end //Check if window is enabled before printing in it
@@insidecash:
ldr r2,=#0x300130C
ldr r0,[r2,#0]
mov r1,#2
orr r0,r1
str r0,[r2,#0]
ldr r0,=#0x3001D40
mov r1,#0xD2
lsl r1,r1,#3
add r0,r0,r1
ldr r0,[r0,#0] //Load the money
ldr r5,=#0x3005200
ldr r1,[r5,#0]
mov r2,r1 //Load the string address
mov r1,#0x30 //Padding
bl format_cash_window
ldr r0,[r4,#4]
ldr r1,[r5,#0]
mov r2,#0
bl initWindow_buffer //Let it do its things
ldr r0,[r4,#4]
bl print_window_with_buffer //Print text in the window
bl store_pixels_overworld_psi_window
@@end:
ldr r4,[sp,#4]
@ -1742,15 +1881,6 @@ mov r0,#1
bl m2_swapwindowbuf
pop {pc}
//==============================================================================
//Specific call to generic_reprinting_first_menu which then calls a DMA transfer of the old arrangement
c6ba2_reprint_first_menu:
push {lr}
bl generic_reprinting_first_menu
mov r0,#1
bl 0x80BD7F8
pop {pc}
//==============================================================================
//Specific call to b9aa2_special_string, needed for the help function
ba7be_reprint_first_menu:
@ -1802,7 +1932,23 @@ mov r2,#5
mov r3,#2
bl 0x80BE4C8 //Let it do its things
ldr r0,[r4,#0]
bl 0x80C8BE4 //Print text in the window
ldrb r1,[r0,#0]
mov r2,#0xDF
and r2,r1
strb r2,[r0,#0] //Do not redraw the window
mov r3,r0
mov r0,#1
mov r1,#2
mov r2,#4
bl print_blankstr_window_buffer //Clears PSI
mov r0,#1
mov r1,#4
mov r2,#4
ldr r3,[r4,#0]
bl print_blankstr_window_buffer //Clears Check
ldr r0,[r4,#0]
bl print_window_with_buffer //Print text in the window
bl store_pixels_overworld_options
@@end:
ldr r4,[sp,#4]
@ -2127,6 +2273,15 @@ bx r0 //Jump to the next useful piece of code
.pool
//==============================================================================
//Stores the buffer for the Stored Goods window when switching the page
c6ac0_store_buffer_stored_goods_switch_page:
mov r0,#8
str r0,[sp,#0x2C]
push {lr}
bl store_pixels_overworld
pop {pc}
//==============================================================================
//Calls print_window_with_buffer and then stores the buffer
baf9c_print_window_store_buffer:
@ -2135,6 +2290,51 @@ bl print_window_with_buffer
bl store_pixels_overworld
pop {pc}
//==============================================================================
//Calls print_window_with_buffer and then stores the buffer if need be
baf9c_print_window_store_buffer_needed:
push {lr}
add sp,#-4
mov r1,#0x44
add r1,r1,r0
ldrb r1,[r1,#0]
str r1,[sp,#0]
bl print_window_with_buffer
ldr r1,[sp,#0]
cmp r1,#0
beq @@end
bl store_pixels_overworld_use
@@end:
add sp,#4
pop {pc}
//==============================================================================
//Calls print_window_with_buffer and then stores the buffer if need be - Special edition which does only a few tiles
b98b8_print_window_store_buffer_needed:
push {lr}
add sp,#-4
mov r1,#0x44
add r1,r1,r0
ldrb r1,[r1,#0]
str r1,[sp,#0]
bl print_window_with_buffer
ldr r1,[sp,#0]
cmp r1,#0
beq @@end
mov r0,#4
bl store_pixels_overworld_buffer_totalTiles
@@end:
add sp,#4
pop {pc}
//==============================================================================
//Calls print_window_with_buffer and then stores the buffer
baf9c_print_window_store_buffer_top:
push {lr}
bl print_window_with_buffer
bl store_pixels_overworld_top
pop {pc}
//==============================================================================
//Calls printstr_hlight_buffer and then stores the buffer
c5f80_printstr_hlight_buffer_store_buffer:
@ -3086,6 +3286,33 @@ mov r0,#0x10
bl store_pixels_overworld_buffer
pop {r0-r3,pc}
//==============================================================================
//Stores the buffer into the vram. This avoids screen tearing.
store_pixels_overworld_options:
push {r0-r3,lr}
swi #5 //The improved performances allow using a VBlank before the storage in order to prevent screen tearing effectively
mov r0,#6
bl store_pixels_overworld_buffer
pop {r0-r3,pc}
//==============================================================================
//Stores the buffer into the vram. This avoids screen tearing.
store_pixels_overworld_use:
push {r0-r3,lr}
swi #5 //The improved performances allow using a VBlank before the storage in order to prevent screen tearing effectively
mov r0,#8
bl store_pixels_overworld_buffer
pop {r0-r3,pc}
//==============================================================================
//Stores the buffer into the vram. This avoids screen tearing.
store_pixels_overworld_top:
push {r0-r3,lr}
swi #5 //The improved performances allow using a VBlank before the storage in order to prevent screen tearing effectively
mov r0,#0x2
bl store_pixels_overworld_buffer
pop {r0-r3,pc}
//==============================================================================
//Stores the buffer into the vram. This avoids screen tearing.
store_pixels_overworld_player_naming:

View File

@ -2227,7 +2227,7 @@
^L2231^@Oh, it's my line now? Ooops!^L3409^[86 FF _L2485_][04 FF _L2240_][05 FF _L5243_]^L5243^@What the hey?[01 FF] Well, see you![1D FF][00 FF]
^L2232^[D4 FF 05 00][01 FF]@You have too much stuff.[1D FF][00 FF]
^L2233^[D4 FF 74 00][1B FF 3C 00][86 FF _L5525_][00 FF]
^L2236^[86 FF _L4952_][82 FF _L5246_][F4 FF 01 00 01 00][DD FF 02 00 00 00 00 00 00 00][81 FF _L5247_]@What do you want to store?[02 FF][69 FF][86 FF _L2489_][82 FF _L5248_][88 FF][F4 FF 00 00 00 00][81 FF _L5249_][89 FF][AB FF 00 00][D4 FF 76 00]@The [90 FF 00][1A FF 02 00]?[01 FF] Don't worry, I'll keep it safe.[1B FF 0F 00][02 FF][89 FF][F3 FF 00 00 00 00]^L5250^@Do you have anything else that[01 FF] you want me to store?[03 FF 00 00][04 FF _L2236_][05 FF _L5248_][80 FF _L5248_]^L5247^@I'm sorry.[01 FF] My locker is full.[02 FF][80 FF _L5248_]
^L2236^[86 FF _L4952_][82 FF _L5246_][F4 FF 01 00 01 00][DD FF 02 00 00 00 00 00 00 00][81 FF _L5247_]@What do you want to store?[02 FF][69 FF][86 FF _L2489_][82 FF _L5865_][88 FF][F4 FF 00 00 00 00][81 FF _L5249_][89 FF][AB FF 00 00][D4 FF 76 00][5A FF]@The [90 FF 00][1A FF 02 00]?[01 FF] Don't worry, I'll keep it safe.[1B FF 0F 00][02 FF][89 FF][F3 FF 00 00 00 00]^L5250^@Do you have anything else that[01 FF] you want me to store?[03 FF 00 00][04 FF _L2236_][05 FF _L5248_][80 FF _L5248_]^L5247^@I'm sorry.[01 FF] My locker is full.[02 FF][80 FF _L5248_]
^L2237^@Ooops![1B FF 14 00] You seem to be[01 FF] carrying too much stuff[01 FF] already![1D FF][00 FF]
^L2238^[D4 FF 74 00][1B FF 3C 00][8A FF][C6 FF][D4 FF 66 00][1B FF 64 00][8B FF][86 FF _L5525_][00 FF]
^L2240^@What do you want me to do?^L5255^[03 FF 12 00][04 FF _L2236_][05 FF _L5244_][1C FF 49 00 _L5245_]@Well, take care and I'll talk to[01 FF] you later![1D FF][00 FF]^L5245^@Well, take care and talk to you[01 FF] later![02 FF]@Oh, I said <take care>![02 FF]@It just slipped out of my mouth,[02 FF]@just like I was talking to you[01 FF] when you were gone...[1D FF][00 FF]
@ -4550,8 +4550,8 @@
^L5044^[8D FF 01 00][A8 FF 00][8A FF][8B FF][8B FF][B6 FF 02 00][8A FF][8B FF][82 FF _L5046_][87 FF][00 FF]
[A8 FF 00][82 FF _L5045_][82 FF _L3640_][82 FF _L3640_]^L5045^[C7 FF][87 FF][00 FF]
^L5046^[00 FF]
^L5047^[8B FF][00 FF]
^L5048^[87 FF][62 FF][87 FF][8A FF][82 FF _L5047_][87 FF][91 FF 00][81 FF _L5047_][8B FF][87 FF][89 FF][80 FF _L5048_]
^L5047^[8B FF][00 FF]^L5864^[8B FF][5B FF][5A FF][00 FF]
^L5048^[87 FF][62 FF][87 FF][8A FF][82 FF _L5047_][87 FF][91 FF 00][81 FF _L5864_][8B FF][87 FF][89 FF][80 FF _L5048_]
^L5049^[A8 FF 01][88 FF]@I can examine one of you for[01 FF] $[B8 FF 00][1A FF 04 00].[9C FF][69 FF][03 FF 15 00][86 FF _L4957_][95 FF 02 _L5354_ _L5355_]^L5355^@You really don't need any[01 FF] treatment?[01 FF] All right.^L5367^[86 FF _L5356_][1D FF][00 FF]^L5354^[99 FF 00 00 00 00][81 FF _L5357_][96 FF 02][81 FF _L5358_]@Who is sick?[69 FF][EC FF][01 FF][82 FF _L5355_]^L5366^[88 FF][ED FF 00 00 01 00][95 FF 08 _L5359_ _L5360_ _L5361_ _L5361_ _L5362_ _L5363_ _L5364_ _L5365_]^L5358^[8D FF 01 00][80 FF _L5366_]
^L5051^[A8 FF 01][86 FF _L5371_][82 FF _L5372_]@Who do you want to see?[69 FF][EC FF][01 FF][82 FF _L5373_][88 FF][92 FF 00 01 02][82 FF _L5374_][89 FF][87 FF]@[90 FF 00][1A FF 01 00] was just brought[01 FF] in, and is still unconscious.[02 FF][87 FF]@Please pay $[B8 FF 00][1A FF 04 00] for[01 FF] the doctor's fee.[03 FF 00 00][86 FF _L4957_][95 FF 02 _L5375_ _L5376_]^L5376^@Your friend, right?... It's very[01 FF] serious.[1D FF][00 FF]^L5375^[99 FF 00 00 00 00][81 FF _L5377_][9B FF 00 00 00 00][9C FF][89 FF][EE FF 00 00 01 00 01 00][89 FF][EE FF 00 00 02 00 01 00][89 FF][EE FF 00 00 06 00 01 00][89 FF][87 FF][F7 FF 00 00 64 00][F8 FF 00 00 64 00][D4 FF 25 00][1B FF 32 00]@I'm so glad that you recovered,[01 FF] [90 FF 00][1A FF 01 00].[02 FF]@Come back any time you need.[1D FF][00 FF]
^L5053^[BF FF][BC FF 01 00]^L5447^[A8 FF 01][96 FF 00][81 FF _L5445_][8D FF 00 00][82 FF _L5446_][92 FF 00 02 02][81 FF _L5446_][C0 FF][80 FF _L5447_]
@ -4680,10 +4680,10 @@
^L5238^@I don't think you can carry[01 FF] everything.[02 FF][78 FF 01 00 01 00]@Well, I'll leave just[01 FF] the [90 FF 00][1A FF 02 00].[02 FF][86 FF _L5240_][78 FF 02 00 01 00][77 FF 00 00][78 FF 03 00 01 00][82 FF _L5241_][77 FF 00 00]^L5241^[00 FF]
^L5239^@I don't think you can carry[01 FF] everything.[02 FF][78 FF 01 00 01 00]@Well, I'll leave just[01 FF] the [90 FF 00][1A FF 02 00][01 FF] and[78 FF 02 00 01 00] the [90 FF 00][1A FF 02 00].[02 FF][86 FF _L5240_][78 FF 03 00 01 00][77 FF 00 00][00 FF]
^L5240^[83 FF 49 00][BD FF 01 _L5223_][9C FF][D4 FF 76 00]@OK, here we are.[01 FF] Thank you![1D FF][C6 FF][86 FF _L4023_][86 FF _L4910_][00 FF]
^L5244^[BC FF 01 00][F5 FF][82 FF _L5251_][91 FF FF][82 FF _L5252_]@What would you like[01 FF] returned?[02 FF][69 FF]^L5254^[F1 FF][82 FF _L5248_][87 FF][88 FF][86 FF _L5048_][82 FF _L5253_][8A FF][8B FF][D4 FF 74 00][F2 FF 00 00 00 00][AB FF 00 00]@The [90 FF 00][1A FF 02 00]?[01 FF] Take good care of it.[02 FF]@Is there anything else you want[01 FF] returned?[03 FF 00 00][04 FF _L5244_][05 FF _L5248_][80 FF _L5248_]^L5253^[87 FF][69 FF][80 FF _L5254_]
^L5244^[BC FF 01 00][F5 FF][82 FF _L5251_][91 FF FF][82 FF _L5252_]@What would you like[01 FF] returned?[02 FF][69 FF]^L5254^[F1 FF][82 FF _L5865_][87 FF][88 FF][86 FF _L5048_][82 FF _L5253_][8A FF][8B FF][D4 FF 74 00][F2 FF 00 00 00 00][AB FF 00 00]@The [90 FF 00][1A FF 02 00]?[01 FF] Take good care of it.[02 FF]@Is there anything else you want[01 FF] returned?[03 FF 00 00][04 FF _L5244_][05 FF _L5248_][80 FF _L5248_]^L5253^[87 FF][69 FF][80 FF _L5254_]
^L5246^@I don't think you have anything[01 FF] to store.[02 FF][80 FF _L5248_]
^L5248^@Do you need anything else from[01 FF] me?[80 FF _L5255_]
^L5249^@I think you should hang on to[01 FF] that.[02 FF][80 FF _L5250_]
^L5865^[5B FF][5A FF]^L5248^@Do you need anything else from[01 FF] me?[80 FF _L5255_]
^L5249^[5A FF]@I think you should hang on to[01 FF] that.[02 FF][80 FF _L5250_]
^L5251^@I'm not storing any of your[01 FF] stuff.[02 FF][80 FF _L5248_]
^L5252^@I think you are already carrying[01 FF] too many things.[02 FF][80 FF _L5248_]
^L5261^[22 FF]@Our delivery men got tired and[01 FF] quit.[02 FF]@So, we decided to close the[01 FF] shop.[02 FF]@Thank you for consistently[01 FF] using us for all of your pizza[01 FF] needs.[1B FF 14 00][01 FF][D4 FF 0B 00] (Click!)[1D FF][00 FF]