Fix https://github.com/jeffman/Mother2GbaTranslation/issues/69 and make sure the equip menu looks like the EB one
This commit is contained in:
parent
f2f99d0408
commit
ffe72262e9
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@ -9,10 +9,10 @@ void printTargetOfAttack(short a, short target)
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WINDOW *window = getWindow(3);
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m2_setupwindow(window, 0x9, 0x3, 0x14, 0x2);
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initWindow_buffer(window, NULL, 0);
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printstr_buffer(window, &m12_battle_commands_str11, 0, 0, false); //To
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printstr_buffer(window, m12_battle_commands_str11, 0, 0, false); //To
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if(target != -1)
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{
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printstr_hlight_buffer(window, &m12_battle_commands_str14, 8, 0, false);// " "
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printstr_hlight_buffer(window, m12_battle_commands_str14, 8, 0, false);// " "
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short *pointer = (short*)(0x20248E0 + 0x83E);
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byte *pointer2 = (byte*)(pointer);
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short value = *pointer;
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@ -39,9 +39,9 @@ void printTargetOfAttack(short a, short target)
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else
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{
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if(a == 0) //a is the row here
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printstr_buffer(window, &m12_battle_commands_str12, 2, 0, false); //the Front Row
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printstr_buffer(window, m12_battle_commands_str12, 2, 0, false); //the Front Row
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else
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printstr_buffer(window, &m12_battle_commands_str13, 2, 0, false); //the Back Row
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printstr_buffer(window, m12_battle_commands_str13, 2, 0, false); //the Back Row
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}
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}
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@ -59,12 +59,12 @@ void printBattleMenu(byte validXs, byte validYs, byte highlighted)
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if((*drawValue) == 2)
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{
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print_blankstr_buffer(7,1,5,(int*)(OVERWORLD_BUFFER - 0x2000));
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str = &m12_battle_commands_str10; //Do Nothing
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str = m12_battle_commands_str10; //Do Nothing
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}
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else if((*drawValue) == 1)
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str = &m12_battle_commands_str6; //Shoot
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str = m12_battle_commands_str6; //Shoot
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else
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str = &m12_battle_commands_str0; //Bash
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str = m12_battle_commands_str0; //Bash
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printstr_hlight_buffer(window, str, 1, 0, highlighted & 1);
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}
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@ -72,9 +72,9 @@ void printBattleMenu(byte validXs, byte validYs, byte highlighted)
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{
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print_blankstr_buffer(2,3,5,(int*)(OVERWORLD_BUFFER - 0x2000));
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if((*active_window_party_member) != 2)
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printstr_hlight_buffer(window, &m12_battle_commands_str3, 1, 1, highlighted & 2); //PSI
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printstr_hlight_buffer(window, m12_battle_commands_str3, 1, 1, highlighted & 2); //PSI
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else
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printstr_hlight_buffer(window, &m12_battle_commands_str7, 1, 1, highlighted & 2); //Spy
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printstr_hlight_buffer(window, m12_battle_commands_str7, 1, 1, highlighted & 2); //Spy
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}
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}
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@ -85,7 +85,7 @@ void printBattleMenu(byte validXs, byte validYs, byte highlighted)
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if((*drawValue) != 2)
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{
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print_blankstr_buffer(7,1,5,(int*)(OVERWORLD_BUFFER - 0x2000));
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printstr_hlight_buffer(window, &m12_battle_commands_str1, 6, 0, highlighted & 4); //Goods
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printstr_hlight_buffer(window, m12_battle_commands_str1, 6, 0, highlighted & 4); //Goods
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}
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}
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@ -94,7 +94,7 @@ void printBattleMenu(byte validXs, byte validYs, byte highlighted)
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print_blankstr_buffer(7,3,5,(int*)(OVERWORLD_BUFFER - 0x2000));
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if((*drawValue) != 2)
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{
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printstr_hlight_buffer(window, &m12_battle_commands_str4, 6, 1, highlighted & 8); //Defend
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printstr_hlight_buffer(window, m12_battle_commands_str4, 6, 1, highlighted & 8); //Defend
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}
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}
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}
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@ -6,16 +6,16 @@
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void printTargetOfAttack(short a, short target);
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void printBattleMenu(byte validXs, byte validYs, byte highlighted);
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extern byte m12_battle_commands_str0;
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extern byte m12_battle_commands_str1;
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extern byte m12_battle_commands_str3;
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extern byte m12_battle_commands_str4;
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extern byte m12_battle_commands_str6;
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extern byte m12_battle_commands_str7;
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extern byte m12_battle_commands_str10;
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extern byte m12_battle_commands_str11;
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extern byte m12_battle_commands_str12;
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extern byte m12_battle_commands_str13;
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extern byte m12_battle_commands_str14;
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extern byte m12_battle_commands_str0[];
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extern byte m12_battle_commands_str1[];
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extern byte m12_battle_commands_str3[];
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extern byte m12_battle_commands_str4[];
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extern byte m12_battle_commands_str6[];
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extern byte m12_battle_commands_str7[];
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extern byte m12_battle_commands_str10[];
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extern byte m12_battle_commands_str11[];
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extern byte m12_battle_commands_str12[];
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extern byte m12_battle_commands_str13[];
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extern byte m12_battle_commands_str14[];
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#endif
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131
src/c/equip.c
131
src/c/equip.c
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@ -4,7 +4,7 @@
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#include "locs.h"
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int equipReadInput(WINDOW* window) //Returns the character whose window we're going in, ACTION_NONE if nothing happens or ACTION_STEPOUT if going out og this window
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int equipReadInput(WINDOW* window) //Returns the character whose window we're going in, ACTION_NONE if nothing happens or ACTION_STEPOUT if going out of this window
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{
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unsigned short previousCharacter = *active_window_party_member;
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int currentCharacter = previousCharacter;
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@ -177,16 +177,16 @@ void equippablePrint(WINDOW* window) //Prints equippable items (The innermost eq
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switch(val)
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{
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case 3:
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str = &m12_other_str9; //->Weapons
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str = m12_other_str9; //->Weapons
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break;
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case 4:
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str = &m12_other_str10; //->Body
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str = m12_other_str10; //->Body
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break;
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case 5:
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str = &m12_other_str11; //->Arms
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str = m12_other_str11; //->Arms
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break;
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case 6:
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str = &m12_other_str12; //->Other
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str = m12_other_str12; //->Other
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break;
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default:
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break;
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@ -325,9 +325,9 @@ int equippableReadInput(WINDOW* window) //Manages input in equipment-choice inne
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if((state.a || state.l) && !printed) //Avoid sound issues when going into the window
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{
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window->counter = 0xFFFF;
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m2_soundeffect(0x12D);
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if(freeSpace[window->cursor_y] == 0xFE)
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{
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m2_soundeffect(0x12D); //Do the sound only if we're changing the page. Otherwise the original code will do the appropriate sound
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window->counter = 0;
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window->cursor_x_base++;
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if(m2_div(window->cursor_x, 5) < window->cursor_x_base)
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@ -359,6 +359,100 @@ int equippableReadInput(WINDOW* window) //Manages input in equipment-choice inne
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}
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//Simplified inner equip routine (The original routine had a pointer to a table of valid cursor positions as a parameter)
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int innerEquipInput(WINDOW* window)
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{
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bool printing = !window->vwf_skip;
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window->vwf_skip = true;
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PAD_STATE state = *pad_state;
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PAD_STATE state_shadow = *pad_state_shadow;
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short previousY = window->cursor_y;
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short currentY = window->cursor_y;
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// Clear cursor tiles
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map_tile(0x1FF, window->window_x, window->window_y + window->cursor_y * 2);
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map_tile(0x1FF, window->window_x, window->window_y + window->cursor_y * 2 + 1);
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if(state.up) //This has been simplified
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{
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currentY--;
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if(currentY < 0)
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{
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if(window->hold)
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currentY = 0;
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else
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currentY = 3;
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}
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}
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if(state.down) //This has been simplified
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{
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currentY++;
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if(currentY >= 4)
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{
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if(window->hold)
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currentY = 3;
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else
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currentY = 0;
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}
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}
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//The game does stuff when pressing left or right, however for the equipment window this is not needed
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if(state.right) //This routine in particular did both the main overworld window and the inner equip window
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{
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}
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if(state.left)
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{
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}
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if(state_shadow.up || state_shadow.down)
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{
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window->counter = 0;
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if(previousY != currentY)
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m2_soundeffect(0x12F);
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window->hold = true;
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window->cursor_y = currentY;
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}
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else
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window->hold = false;
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if((state.b || state.select) && (!printing))
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{
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window->counter = 0;
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m2_soundeffect(0x12E);
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window->vwf_skip = false;
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return ACTION_STEPOUT;
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}
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if((state.a || state.l) && (!printing))
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{
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window->counter = 0xFFFF;
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m2_soundeffect(0x12D);
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window->vwf_skip = false;
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return (window->cursor_y << 1) + ACTION_STEPIN;
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}
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if (window->counter != 0xFFFF)
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{
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window->counter++;
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// Draw cursor
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map_special_character((window->counter <= 7) ? 0x99 : 0x9A,
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window->window_x,
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window->window_y + window->cursor_y * 2);
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if (window->counter > 0x10)
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window->counter = 0;
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}
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return ACTION_NONE;
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}
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void equipPrint(WINDOW* window) //Prints equipment
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{
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m2_hpwindow_up(*active_window_party_member);
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@ -426,3 +520,28 @@ void equipPrint(WINDOW* window) //Prints equipment
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printstr_buffer(window, item, 8, 3, false);
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}
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}
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//Prints the numbers in the window in a formatted way
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void printNumberEquip(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight)
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{
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while((*str) == 0x50)
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{
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x += 6;
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str++;
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}
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printstr_hlight_pixels_buffer(window, str, x, y, highlight);
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}
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//Prints Offense: and Defense:
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void printEquipWindowNumberText(WINDOW* window)
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{
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handle_first_window_buffer(window, (int*)(OVERWORLD_BUFFER - ((*tile_offset) * 32)));
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printstr_hlight_pixels_buffer(window, window->text_start, 0, 3, false);
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}
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//Prints the arrow for the numbers in the Offense/Defense menu
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void printEquipNumbersArrow(WINDOW* window)
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{
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printTinyArrow((window->window_x + 9) << 3, (window->window_y + 0) << 3);
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printTinyArrow((window->window_x + 9) << 3, (window->window_y + 2) << 3);
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}
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@ -7,11 +7,14 @@ void equipPrint(WINDOW* window);
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int equipReadInput(WINDOW* window);
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void equippablePrint(WINDOW* window);
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int equippableReadInput(WINDOW* window);
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int innerEquipInput(WINDOW* window);
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void printEquipWindowNumberText(WINDOW* window);
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void printEquipNumbersArrow(WINDOW* window);
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extern byte m12_other_str9;
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extern byte m12_other_str10;
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extern byte m12_other_str11;
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extern byte m12_other_str12;
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extern byte m12_other_str9[];
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extern byte m12_other_str10[];
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extern byte m12_other_str11[];
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extern byte m12_other_str12[];
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#endif
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39
src/c/vwf.c
39
src/c/vwf.c
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@ -181,21 +181,18 @@ void print_special_character(int tile, int x, int y)
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cpufastset(&vram[(sourceTileIndex + 32) * 8], &vram[(destTileIndex + 32) * 8], 8);
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}
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// Prints a special tile. Pixels are copied to the VWF buffer. Prints in the buffer
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// Prints a special tile. Pixels are not copied.
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// x, y in pixels
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void print_special_character_buffer(int tile, int x, int y, int *dest)
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void print_special_character_buffer(int tile, int x, int y)
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{
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// Special graphics must be tile-aligned
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x >>= 3;
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y >>= 3;
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unsigned short sourceTileIndex = tile + *tile_offset;
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unsigned short destTileIndex = get_tile_number(x, y) + *tile_offset;
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(*tilemap_pointer)[x + (y * 32)] = destTileIndex | *palette_mask;
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(*tilemap_pointer)[x + ((y + 1) * 32)] = (destTileIndex + 32) | *palette_mask;
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(*tilemap_pointer)[x + (y * 32)] = sourceTileIndex | *palette_mask;
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(*tilemap_pointer)[x + ((y + 1) * 32)] = (sourceTileIndex + 32) | *palette_mask;
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cpufastset(&dest[sourceTileIndex * 8], &dest[destTileIndex * 8], 8);
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cpufastset(&dest[(sourceTileIndex + 32) * 8], &dest[(destTileIndex + 32) * 8], 8);
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}
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// Maps a special character to the given tile coordinates. Only the tilemap is changed.
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@ -1189,15 +1186,15 @@ byte print_character_formatted_buffer(byte chr, int x, int y, int font, int fore
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// 0x64 to 0x6C (inclusive) is YOU WON
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if ((chr >= YOUWON_START) && (chr <= YOUWON_END))
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{
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print_special_character_buffer(chr + 0xF0, x, y, dest);
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print_special_character_buffer(chr + 0xF0, x, y);
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return 8;
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}
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// 0x6D is an arrow ->
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if (chr == ARROW)
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{
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print_special_character_buffer(ARROW + 0x30, x, y, dest);
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return 8;
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print_special_character_buffer(ARROW + 0x30, x, y);
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return 9;
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}
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return print_character_with_callback(chr, x, y, font, foreground, dest, &get_tile_number_with_offset, *tilemap_pointer, 32, 0xC);
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@ -1258,10 +1255,21 @@ int print_string_in_buffer(byte *str, int x, int y, int *dest)
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int initial_x = x;
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int charCount = 0;
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while (str[1] != 0xFF)
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while (str[1] != 0xFF || str[0] != 0)
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{
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x += print_character_formatted_buffer(decode_character(*str++), x, y, 0, 0xF, dest);
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charCount++;
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if(str[1] == 0xFF && str[0] == 1)
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{
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x = initial_x;
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str += 2;
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y+= 0x10;
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}
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else if(str[1] != 0xFF)
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{
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x += print_character_formatted_buffer(decode_character(*str++), x, y, 0, 0xF, dest);
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charCount++;
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}
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else
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break;
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}
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int totalWidth = x - initial_x;
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@ -1545,6 +1553,11 @@ unsigned short ailmentTileSetup(byte *ailmentBase, unsigned short defaultVal)
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return (*(returnValues + (value * 7) + flagValue - 1));
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}
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void printTinyArrow(int x, int y)
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{
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print_special_character_buffer(0x9F, x, y);
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}
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void printCashWindow()
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{
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(*window_flags) |= 2;
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@ -103,6 +103,7 @@ int setNumber_getLength(int value, byte *str, int maxLength);
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int print_string_in_buffer(byte *str, int x, int y, int *dest);
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void printCashWindow();
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WINDOW* getWindow(int index);
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void printTinyArrow(int x, int y);
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int printstr_buffer(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight);
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unsigned short printstr_hlight_buffer(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight);
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unsigned short printstr_hlight_pixels_buffer(WINDOW* window, byte* str, unsigned short x, unsigned short y, bool highlight);
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@ -123,6 +124,7 @@ extern byte m2_cstm_last_printed[];
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extern byte *m2_script_readability;
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extern int overworld_buffer;
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extern PC m2_ness_data[];
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extern int m2_arrow_tile[];
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extern bool m2_isequipped(int item_index);
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extern void cpufastset(void *source, void *dest, int mode);
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@ -167,15 +167,16 @@ mov r3,6
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// Equip window generic hacks
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//---------------------------------------------------------
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.org 0x80BB02C :: bl innerEquipInput
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.org 0x80B8066 :: bl printstr_hlight_buffer
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.org 0x80B8074 :: mov r3,#0x12
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.org 0x80B80A6 :: mov r3,#0x0D
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.org 0x80B8092 :: bl initWindow_buffer //Initialize equipment window
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.org 0x80B8098 :: bl print_window_with_buffer
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.org 0x80B80BE :: bl initWindow_buffer
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.org 0x80B80C4 :: bl print_window_with_buffer
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.org 0x80B80EA :: mov r2,#6 :: mov r3,#0 :: bl printstr_buffer //Offense Number
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.org 0x80B8112 :: mov r2,#6 :: mov r3,#1 :: bl printstr_buffer //Defense Number
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.org 0x80B80C4 :: bl printEquipWindowNumberText
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.org 0x80B80EA :: mov r2,#0x37 :: mov r3,#3 :: bl printNumberEquip //Offense Number
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.org 0x80B8112 :: mov r2,#0x37 :: mov r3,#0x13 :: bl printNumberEquip //Defense Number
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.org 0x80B8138 :: bl initWindow_buffer
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.org 0x80B813E :: bl print_window_with_buffer
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.org 0x80B814A :: bl equipPrint
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||||
|
@ -185,14 +186,14 @@ mov r3,6
|
|||
.org 0x80B81CC :: bl store_pixels_overworld
|
||||
.org 0x80BAF96 :: bl initWindow_buffer //Go to inner window from outer window
|
||||
.org 0x80BAF9C :: bl baf9c_print_window_store_buffer
|
||||
.org 0x80BAFE6 :: mov r2,#6 :: mov r3,#0 :: bl printstr_buffer //Offense Number
|
||||
.org 0x80BB00C :: mov r2,#6
|
||||
.org 0x80BAFE6 :: mov r2,#0x37 :: mov r3,#3 :: bl printNumberEquip //Offense Number
|
||||
.org 0x80BB00C :: mov r2,#0x37
|
||||
.org 0x80BB17C :: bl equippableReadInput
|
||||
.org 0x80BB198 :: mov r2,#9 :: mov r3,#0 :: bl printstr_buffer //Offense Number
|
||||
.org 0x80BB1A6 :: mov r2,#9 :: mov r3,#1 :: bl bb1aa_printstr_store //Defense Number
|
||||
.org 0x80BB198 :: bl printEquipNumbersArrow :: bl store_pixels_overworld :: b 0x80BB1AE //Offense Number
|
||||
.org 0x80BB1A6 :: mov r2,#0x4C :: mov r3,#0x13 :: bl bb1aa_printnumberequip_store //Defense Number
|
||||
.org 0x80BB05E :: bl initWindow_buffer
|
||||
.org 0x80BB066 :: bl print_window_with_buffer
|
||||
.org 0x80BB08A :: bl printstr_buffer
|
||||
.org 0x80BB08A :: nop :: nop //Remove highlighting
|
||||
.org 0x80BB0A8 :: bl initWindow_buffer
|
||||
.org 0x80BB24C :: bl initWindow_buffer //Go back to outer window - Also does going back to inner (not innermost) window from weapons - not touched equipment
|
||||
.org 0x80BB254 :: bl print_window_with_buffer
|
||||
|
@ -201,65 +202,59 @@ mov r3,6
|
|||
.org 0x80BB2E0 :: bl initWindow_buffer
|
||||
.org 0x80BB2E8 :: bl print_window_with_buffer
|
||||
.org 0x80BB2F6 :: bl equipPrint
|
||||
.org 0x80BB33C :: mov r2,#6
|
||||
.org 0x80BB340 :: bl printstr_buffer
|
||||
.org 0x80BB36C :: mov r2,#6
|
||||
.org 0x80BB370 :: bl printstr_buffer
|
||||
.org 0x80BB300 :: bl innerEquipInput
|
||||
.org 0x80BB33C :: mov r2,#0x37 :: mov r3,#3 :: bl printNumberEquip
|
||||
.org 0x80BB36C :: mov r2,#0x37 :: mov r3,#0x13 :: bl printNumberEquip
|
||||
.org 0x80BB3FC :: bl initWindow_buffer //Go back to inner (not innermost) window from weapons - removed equipment
|
||||
.org 0x80BB404 :: bl print_window_with_buffer
|
||||
.org 0x80BB41A :: bl initWindow_buffer
|
||||
.org 0x80BB422 :: bl print_window_with_buffer
|
||||
.org 0x80BB430 :: bl equipPrint
|
||||
.org 0x80BB476 :: mov r2,#6
|
||||
.org 0x80BB47A :: bl printstr_buffer
|
||||
.org 0x80BB4A6 :: mov r2,#6
|
||||
.org 0x80BB4AA :: bl printstr_buffer
|
||||
.org 0x80BB43A :: bl innerEquipInput
|
||||
.org 0x80BB476 :: mov r2,#0x37 :: mov r3,#3 :: bl printNumberEquip
|
||||
.org 0x80BB4A6 :: mov r2,#0x37 :: mov r3,#0x13 :: bl printNumberEquip
|
||||
.org 0x80BB532 :: bl initWindow_buffer //Go back to inner (not innermost) window from weapons - equipped a weapon
|
||||
.org 0x80BB53A :: bl print_window_with_buffer
|
||||
.org 0x80BB550 :: bl initWindow_buffer
|
||||
.org 0x80BB558 :: bl print_window_with_buffer
|
||||
.org 0x80BB566 :: bl equipPrint
|
||||
.org 0x80BB5AC :: mov r2,#6
|
||||
.org 0x80BB5B0 :: bl printstr_buffer
|
||||
.org 0x80BB5DC :: mov r2,#6
|
||||
.org 0x80BB5E0 :: bl printstr_buffer
|
||||
.org 0x80BB570 :: bl innerEquipInput
|
||||
.org 0x80BB5AC :: mov r2,#0x37 :: mov r3,#3 :: bl printNumberEquip
|
||||
.org 0x80BB5DC :: mov r2,#0x37 :: mov r3,#0x13 :: bl printNumberEquip
|
||||
.org 0x80BB9E4 :: bl initWindow_buffer //Go back to inner (not innermost) window from defensive equipment - not touched equipment
|
||||
.org 0x80BB9EC :: bl print_window_with_buffer
|
||||
.org 0x80BBA02 :: bl initWindow_buffer
|
||||
.org 0x80BBA0A :: bl print_window_with_buffer
|
||||
.org 0x80BBA18 :: bl equipPrint
|
||||
.org 0x80BBA5E :: mov r2,#6
|
||||
.org 0x80BBA62 :: bl printstr_buffer
|
||||
.org 0x80BBA8E :: mov r2,#6
|
||||
.org 0x80BBA92 :: bl printstr_buffer
|
||||
.org 0x80BBA22 :: bl innerEquipInput
|
||||
.org 0x80BBA5E :: mov r2,#0x37 :: mov r3,#3 :: bl printNumberEquip
|
||||
.org 0x80BBA8E :: mov r2,#0x37 :: mov r3,#0x13 :: bl printNumberEquip
|
||||
.org 0x80BBB2C :: bl initWindow_buffer //Go back to inner (not innermost) window from defensive equipment - removed equipment
|
||||
.org 0x80BBB34 :: bl print_window_with_buffer
|
||||
.org 0x80BBB4A :: bl initWindow_buffer
|
||||
.org 0x80BBB52 :: bl print_window_with_buffer
|
||||
.org 0x80BBB60 :: bl equipPrint
|
||||
.org 0x80BBBA6 :: mov r2,#6
|
||||
.org 0x80BBBAA :: bl printstr_buffer
|
||||
.org 0x80BBBD6 :: mov r2,#6
|
||||
.org 0x80BBBDA :: bl printstr_buffer
|
||||
.org 0x80BBB6A :: bl innerEquipInput
|
||||
.org 0x80BBBA6 :: mov r2,#0x37 :: mov r3,#3 :: bl printNumberEquip
|
||||
.org 0x80BBBD6 :: mov r2,#0x37 :: mov r3,#0x13 :: bl printNumberEquip
|
||||
.org 0x80BBC8A :: bl initWindow_buffer //Go back to inner (not innermost) window from defensive equipment - equipped something
|
||||
.org 0x80BBC92 :: bl print_window_with_buffer
|
||||
.org 0x80BBCA8 :: bl initWindow_buffer
|
||||
.org 0x80BBCB0 :: bl print_window_with_buffer
|
||||
.org 0x80BBCBE :: bl equipPrint
|
||||
.org 0x80BBD04 :: mov r2,#6
|
||||
.org 0x80BBD08 :: bl printstr_buffer
|
||||
.org 0x80BBD34 :: mov r2,#6
|
||||
.org 0x80BBD38 :: bl printstr_buffer
|
||||
.org 0x80BBCC8 :: bl innerEquipInput
|
||||
.org 0x80BBD04 :: mov r2,#0x37 :: mov r3,#3 :: bl printNumberEquip
|
||||
.org 0x80BBD34 :: mov r2,#0x37 :: mov r3,#0x13 :: bl printNumberEquip
|
||||
//When first entering the innermost menu
|
||||
.org 0x80BB6E0 :: mov r2,#0xA :: mov r3,#0 :: bl printstr_buffer //Change second offense number's position - Weapon
|
||||
.org 0x80BB710 :: mov r2,#0xA :: mov r3,#1 :: bl bb1aa_printstr_store //Change second defense number's position - Weapon
|
||||
.org 0x80BB820 :: mov r2,#0xA :: mov r3,#1 :: bl printstr_buffer //Change second defense number's position - Body
|
||||
.org 0x80BB950 :: mov r2,#0xA :: mov r3,#1 :: bl printstr_buffer //Change second defense number's position - Arms
|
||||
.org 0x80BBE8E :: mov r2,#0xA :: mov r3,#1 :: bl printstr_buffer //Change second defense number's position - Other
|
||||
.org 0x80BBEBE :: mov r2,#0xA :: mov r3,#0 :: bl bb1aa_printstr_store //Change second offense number's position - Other
|
||||
.org 0x80BB6E0 :: mov r2,#0x54 :: mov r3,#3 :: bl printNumberEquip //Change second offense number's position - Weapon
|
||||
.org 0x80BB710 :: mov r2,#0x54 :: mov r3,#0x13 :: bl bb1aa_printnumberequip_store //Change second defense number's position - Weapon
|
||||
.org 0x80BB820 :: mov r2,#0x54 :: mov r3,#0x13 :: bl printNumberEquip //Change second defense number's position - Body
|
||||
.org 0x80BB950 :: mov r2,#0x54 :: mov r3,#0x13 :: bl printNumberEquip //Change second defense number's position - Arms
|
||||
.org 0x80BBE8E :: mov r2,#0x54 :: mov r3,#0x13 :: bl printNumberEquip //Change second defense number's position - Other
|
||||
.org 0x80BBEBE :: mov r2,#0x54 :: mov r3,#3 :: bl bb1aa_printnumberequip_store //Change second offense number's position - Other
|
||||
//When changing selection in the innermost menu
|
||||
.org 0x80BBDF0 :: mov r2,#0xA :: mov r3,#1 :: bl printstr_buffer //Change second defense number's position - Defensive Equipment
|
||||
.org 0x80BBE20 :: mov r2,#0xA :: mov r3,#0 :: bl bb1aa_printstr_store //Change second offense number's position - Defensive Equipment
|
||||
.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
|
||||
|
||||
|
||||
//---------------------------------------------------------
|
||||
|
|
|
@ -2538,13 +2538,13 @@ bx r0
|
|||
|
||||
//==============================================================================
|
||||
//Prints defense number and then sotres the buffer
|
||||
bb1aa_printstr_store:
|
||||
bb1aa_printnumberequip_store:
|
||||
push {r4,lr}
|
||||
mov r4,r3
|
||||
mov r3,#0
|
||||
push {r3}
|
||||
mov r3,r4
|
||||
bl printstr_buffer
|
||||
bl printNumberEquip
|
||||
bl store_pixels_overworld
|
||||
pop {r3}
|
||||
pop {r4,pc}
|
||||
|
|
Loading…
Reference in New Issue