Merge pull request #61 from Lorenzooone/background-windows
Improve background window consistency
This commit is contained in:
commit
67046711aa
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@ -186,6 +186,33 @@ int goods_outer_process(WINDOW* window, int y_offset, bool give)
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return ACTION_NONE;
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}
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//Returns in *String a string containing either "PSI \n Check" or "Check" based on the value of PSIValid
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void setupShortMainMenu(char *String, byte PSIValid)
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{
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String[0] = 1;
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String[1] = 0xFF;
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char PSI[] = "PSI";
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char Check[] = "Check";
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int index = 2;
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if(PSIValid != 0xFF)
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{
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String[index++] = 0x5F;
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String[index++] = 0xFF;
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String[index++] = 0x08;
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for(int i = 0; i < (sizeof(PSI) - 1); i++)
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String[index++] = encode_ascii(PSI[i]);
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}
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String[index++] = 1;
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String[index++] = 0xFF;
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String[index++] = 0x5F;
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String[index++] = 0xFF;
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String[index++] = 0x08;
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for(int i = 0; i < (sizeof(Check) - 1); i++)
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String[index++] = encode_ascii(Check[i]);
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String[index++] = 0;
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String[index++] = 0xFF;
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}
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// Process the inner Goods window (i.e. item selection)
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// Called every frame. Replaces $80BEB6C fully.
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// Returns
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@ -690,12 +690,72 @@ pop {pc}
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.org 0x80BA61C
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bl ba61c_get_print_inventory_window
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//---------------------------------------------------------
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// B9ECC hacks (Fixes inventory when out of selecting a party member to give food to via B button)
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//---------------------------------------------------------
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.org 0x80B9ECC
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bl b9ecc_get_print_inventory_window
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//---------------------------------------------------------
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// BA48E hacks (Fixes inventory when out of Give via text)
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//---------------------------------------------------------
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.org 0x80BA48E
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bl ba48e_get_print_inventory_window
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//---------------------------------------------------------
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// B9F96 hacks (Fixes main window after consuming an item)
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//---------------------------------------------------------
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.org 0x80B9F96
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bl _reprint_first_menu
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//---------------------------------------------------------
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// B9CF8 hacks (Fixes main window after an item prints a dialogue)
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//---------------------------------------------------------
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.org 0x80B9CF8
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bl _reprint_first_menu
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//---------------------------------------------------------
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// B9C88 hacks (Fixes main window after an equippable item prints a dialogue)
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//---------------------------------------------------------
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.org 0x80B9C88
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bl _reprint_first_menu
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//---------------------------------------------------------
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// BA52C hacks (Fixes main window after giving an item)
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//---------------------------------------------------------
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.org 0x80BA52C
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bl _reprint_first_menu
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//---------------------------------------------------------
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// BA44E hacks (Fixes main window after not being able to give an item)
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//---------------------------------------------------------
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.org 0x80BA44E
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bl _reprint_first_menu
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//---------------------------------------------------------
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// BA7BE hacks (Fixes main window after calling the help function)
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//---------------------------------------------------------
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.org 0x80BA7BE
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bl ba7be_reprint_first_menu
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//---------------------------------------------------------
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// B9AA2 hacks (Fixes main window after exiting the item action window)
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//---------------------------------------------------------
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.org 0x80B9AA2
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bl b9aa2_reprint_first_menu
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//---------------------------------------------------------
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// C6BA2 hacks (Fixes main window after exiting the Stored Goods window)
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//---------------------------------------------------------
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.org 0x80C6BA2
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bl c6ba2_reprint_first_menu
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//---------------------------------------------------------
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// BCEB0 hacks (Fixes main window after exiting the pickup menu)
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//---------------------------------------------------------
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.org 0x80BCEB0
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bl _reprint_first_menu
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//---------------------------------------------------------
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// C1C98 hacks (menu selection)
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//---------------------------------------------------------
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@ -1176,6 +1236,7 @@ m2_enemy_attributes:
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.definelabel m2_cstm_last_printed ,0x3001F4F
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.definelabel m2_player1 ,0x3001F50
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.definelabel m2_script_readability ,0x3004F08
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.definelabel m2_psi_exist ,0x300525C
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.definelabel m2_active_window_pc ,0x3005264
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.definelabel m2_setup_naming_mem ,0x8001D5C
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.definelabel m2_soundeffect ,0x8001720
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@ -1570,6 +1570,19 @@ pop {r4}
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bl 0x80BD7F8 //Copies old arrangements, this includes the highlight
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pop {pc}
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//==============================================================================
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//Specific Routine which calls get_print_inventory_window
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b9ecc_get_print_inventory_window:
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push {lr}
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push {r4-r5}
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mov r5,r4
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mov r4,#0x1C
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sub r5,r5,r4 //Address with the windows' pc
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ldr r4,=#0x3005230
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bl get_print_inventory_window //Prints old inventory
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pop {r4-r5}
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bl 0x80BD7F8 //Copies old arrangements, this includes the highlight
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pop {pc}
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//==============================================================================
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//Specific Routine which calls get_print_inventory_window
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@ -1580,4 +1593,167 @@ bl get_print_inventory_window //Prints old inventory
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bl 0x80BD7F8 //Copies old arrangements, this includes the highlight
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pop {r5,pc}
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.pool
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//==============================================================================
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//Reprints both the Main window and the Cash window if need be
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generic_reprinting_first_menu:
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push {lr}
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push {r0-r6}
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add sp,#-8
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ldr r6,=#0x3005078 //Make sure the game expects only the right amount of lines to be written (so only 1)
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ldrb r4,[r6,#0]
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str r4,[sp,#4]
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mov r4,#0
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strb r4,[r6,#0]
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ldr r4,=#0x3005230 //Window generic address
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//Main window
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mov r2,#1
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ldr r0,[r4,#0] //Main window place in ram
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ldrb r0,[r0,#0]
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and r2,r0
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cmp r2,#0
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beq @@cash //Check if window is enabled before printing in it
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ldr r0,=#0x8B17EE4
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ldr r1,=#0x8B17424
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ldr r3,=m2_psi_exist //Flag which if not 0xFF means no one has PSI
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ldrb r3,[r3,#0]
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cmp r3,#0xFF
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beq @@psiNotFound
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mov r2,#0
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b @@keep_going
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@@psiNotFound:
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mov r2,#1
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@@keep_going:
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bl m2_strlookup //Load the proper menu string based on m2_psi_exist
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mov r1,#0
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str r1,[sp,#0]
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mov r1,r0
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ldr r0,[r4,#0]
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mov r2,#5
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mov r3,#2
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bl 0x80BE4C8 //Let it do its things
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ldr r0,[r4,#0]
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bl 0x80C8BE4 //Print text in the window
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@@cash:
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//Cash
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mov r2,#1
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ldr r0,[r4,#4] //Cash window place in ram
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ldrb r0,[r0,#0]
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and r2,r0
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cmp r2,#0
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beq @@end //Check if window is enabled before printing in it
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ldr r2,=#0x300130C
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ldr r0,[r2,#0]
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mov r1,#2
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orr r0,r1
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str r0,[r2,#0]
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ldr r0,=#0x3001D40
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mov r1,#0xD2
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lsl r1,r1,#3
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add r0,r0,r1
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ldr r0,[r0,#0] //Load the money
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ldr r5,=#0x3005200
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ldr r1,[r5,#0]
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mov r2,r1 //Load the string address
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mov r1,#0x30 //Padding
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bl format_cash_window
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ldr r0,[r4,#4]
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ldr r1,[r5,#0]
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mov r2,#0
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bl m2_initwindow //Let it do its things
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ldr r0,[r4,#4]
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bl 0x80C8BE4 //Print text in the window
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@@end:
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ldr r4,[sp,#4]
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strb r4,[r6,#0] //Restore expected amount of lines to be written
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add sp,#8
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pop {r0-r6}
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pop {pc}
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.pool
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//==============================================================================
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//Specific (But still very generic) call to generic_reprinting_first_menu which then calls swapwindowbuf as expected from the game
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_reprint_first_menu:
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push {lr}
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bl generic_reprinting_first_menu
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mov r0,#1
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bl m2_swapwindowbuf
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pop {pc}
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//==============================================================================
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//Specific call to generic_reprinting_first_menu which then calls a DMA transfer of the old arrangement
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c6ba2_reprint_first_menu:
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push {lr}
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bl generic_reprinting_first_menu
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mov r0,#1
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bl 0x80BD7F8
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pop {pc}
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//==============================================================================
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//Specific call to b9aa2_special_string, needed for the help function
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ba7be_reprint_first_menu:
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push {lr}
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bl b9aa2_special_string
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ldr r1,=#0x40000D4
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ldr r0,=#0x3005200
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pop {pc}
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//==============================================================================
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//Specific call to b9aa2_special_string, needed for when you exit the item action function
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b9aa2_reprint_first_menu:
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push {lr}
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bl b9aa2_special_string
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mov r0,#1
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bl 0x80BD7F8
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pop {pc}
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//==============================================================================
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//Setup which only prints either "Check" or "PSI \n Check" in the main window. Needed in order to avoid the not-needed options popping in the item window for 2-3 frames
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b9aa2_special_string:
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push {lr}
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push {r0-r5}
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add sp,#-68
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ldr r5,=#0x3005078 //Make sure the game expects only the right amount of lines to be written (so only 1)
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ldrb r4,[r5,#0]
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str r4,[sp,#4]
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mov r4,#0
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strb r4,[r5,#0]
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ldr r4,=#0x3005230 //Window generic address
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//Main window
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mov r2,#1
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ldr r0,[r4,#0] //Main window place in ram
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ldrb r0,[r0,#0]
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and r2,r0
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cmp r2,#0
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beq @@end //Check if window is enabled before printing in it
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ldr r1,=m2_psi_exist
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ldrb r1,[r1,#0]
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add r0,sp,#8
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bl setupShortMainMenu //Get shortened menu string
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mov r1,#0
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str r1,[sp,#0]
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add r1,sp,#8
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ldr r0,[r4,#0]
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mov r2,#5
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mov r3,#2
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bl 0x80BE4C8 //Let it do its things
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ldr r0,[r4,#0]
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bl 0x80C8BE4 //Print text in the window
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@@end:
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ldr r4,[sp,#4]
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strb r4,[r5,#0] //Restore expected amount of lines to be written
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add sp,#68
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pop {r0-r5}
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pop {pc}
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.pool
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