Merge pull request #61 from Lorenzooone/background-windows

Improve background window consistency
This commit is contained in:
jeffman 2019-08-14 19:51:09 -04:00 committed by GitHub
commit 67046711aa
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 264 additions and 0 deletions

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@ -186,6 +186,33 @@ int goods_outer_process(WINDOW* window, int y_offset, bool give)
return ACTION_NONE;
}
//Returns in *String a string containing either "PSI \n Check" or "Check" based on the value of PSIValid
void setupShortMainMenu(char *String, byte PSIValid)
{
String[0] = 1;
String[1] = 0xFF;
char PSI[] = "PSI";
char Check[] = "Check";
int index = 2;
if(PSIValid != 0xFF)
{
String[index++] = 0x5F;
String[index++] = 0xFF;
String[index++] = 0x08;
for(int i = 0; i < (sizeof(PSI) - 1); i++)
String[index++] = encode_ascii(PSI[i]);
}
String[index++] = 1;
String[index++] = 0xFF;
String[index++] = 0x5F;
String[index++] = 0xFF;
String[index++] = 0x08;
for(int i = 0; i < (sizeof(Check) - 1); i++)
String[index++] = encode_ascii(Check[i]);
String[index++] = 0;
String[index++] = 0xFF;
}
// Process the inner Goods window (i.e. item selection)
// Called every frame. Replaces $80BEB6C fully.
// Returns

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@ -690,12 +690,72 @@ pop {pc}
.org 0x80BA61C
bl ba61c_get_print_inventory_window
//---------------------------------------------------------
// B9ECC hacks (Fixes inventory when out of selecting a party member to give food to via B button)
//---------------------------------------------------------
.org 0x80B9ECC
bl b9ecc_get_print_inventory_window
//---------------------------------------------------------
// BA48E hacks (Fixes inventory when out of Give via text)
//---------------------------------------------------------
.org 0x80BA48E
bl ba48e_get_print_inventory_window
//---------------------------------------------------------
// B9F96 hacks (Fixes main window after consuming an item)
//---------------------------------------------------------
.org 0x80B9F96
bl _reprint_first_menu
//---------------------------------------------------------
// B9CF8 hacks (Fixes main window after an item prints a dialogue)
//---------------------------------------------------------
.org 0x80B9CF8
bl _reprint_first_menu
//---------------------------------------------------------
// B9C88 hacks (Fixes main window after an equippable item prints a dialogue)
//---------------------------------------------------------
.org 0x80B9C88
bl _reprint_first_menu
//---------------------------------------------------------
// BA52C hacks (Fixes main window after giving an item)
//---------------------------------------------------------
.org 0x80BA52C
bl _reprint_first_menu
//---------------------------------------------------------
// BA44E hacks (Fixes main window after not being able to give an item)
//---------------------------------------------------------
.org 0x80BA44E
bl _reprint_first_menu
//---------------------------------------------------------
// BA7BE hacks (Fixes main window after calling the help function)
//---------------------------------------------------------
.org 0x80BA7BE
bl ba7be_reprint_first_menu
//---------------------------------------------------------
// B9AA2 hacks (Fixes main window after exiting the item action window)
//---------------------------------------------------------
.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)
//---------------------------------------------------------
.org 0x80BCEB0
bl _reprint_first_menu
//---------------------------------------------------------
// C1C98 hacks (menu selection)
//---------------------------------------------------------
@ -1176,6 +1236,7 @@ m2_enemy_attributes:
.definelabel m2_cstm_last_printed ,0x3001F4F
.definelabel m2_player1 ,0x3001F50
.definelabel m2_script_readability ,0x3004F08
.definelabel m2_psi_exist ,0x300525C
.definelabel m2_active_window_pc ,0x3005264
.definelabel m2_setup_naming_mem ,0x8001D5C
.definelabel m2_soundeffect ,0x8001720

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@ -1570,6 +1570,19 @@ pop {r4}
bl 0x80BD7F8 //Copies old arrangements, this includes the highlight
pop {pc}
//==============================================================================
//Specific Routine which calls get_print_inventory_window
b9ecc_get_print_inventory_window:
push {lr}
push {r4-r5}
mov r5,r4
mov r4,#0x1C
sub r5,r5,r4 //Address with the windows' pc
ldr r4,=#0x3005230
bl get_print_inventory_window //Prints old inventory
pop {r4-r5}
bl 0x80BD7F8 //Copies old arrangements, this includes the highlight
pop {pc}
//==============================================================================
//Specific Routine which calls get_print_inventory_window
@ -1580,4 +1593,167 @@ bl get_print_inventory_window //Prints old inventory
bl 0x80BD7F8 //Copies old arrangements, this includes the highlight
pop {r5,pc}
.pool
//==============================================================================
//Reprints both the Main window and the Cash window if need be
generic_reprinting_first_menu:
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 0x80C8BE4 //Print text in the window
@@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
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 m2_initwindow //Let it do its things
ldr r0,[r4,#4]
bl 0x80C8BE4 //Print text in the 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
//==============================================================================
//Specific (But still very generic) call to generic_reprinting_first_menu which then calls swapwindowbuf as expected from the game
_reprint_first_menu:
push {lr}
bl generic_reprinting_first_menu
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:
push {lr}
bl b9aa2_special_string
ldr r1,=#0x40000D4
ldr r0,=#0x3005200
pop {pc}
//==============================================================================
//Specific call to b9aa2_special_string, needed for when you exit the item action function
b9aa2_reprint_first_menu:
push {lr}
bl b9aa2_special_string
mov r0,#1
bl 0x80BD7F8
pop {pc}
//==============================================================================
//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
b9aa2_special_string:
push {lr}
push {r0-r5}
add sp,#-68
ldr r5,=#0x3005078 //Make sure the game expects only the right amount of lines to be written (so only 1)
ldrb r4,[r5,#0]
str r4,[sp,#4]
mov r4,#0
strb r4,[r5,#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 @@end //Check if window is enabled before printing in it
ldr r1,=m2_psi_exist
ldrb r1,[r1,#0]
add r0,sp,#8
bl setupShortMainMenu //Get shortened menu string
mov r1,#0
str r1,[sp,#0]
add r1,sp,#8
ldr r0,[r4,#0]
mov r2,#5
mov r3,#2
bl 0x80BE4C8 //Let it do its things
ldr r0,[r4,#0]
bl 0x80C8BE4 //Print text in the window
@@end:
ldr r4,[sp,#4]
strb r4,[r5,#0] //Restore expected amount of lines to be written
add sp,#68
pop {r0-r5}
pop {pc}
.pool