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authorAsh Ketchum <no-reply@sl0p.foo>2026-07-15 00:28:26 +0200
committerAsh Ketchum <no-reply@sl0p.foo>2026-07-15 00:28:26 +0200
commitd52815caa2c0f385ae61e38ecc7b5bddd7ccf7b3 (patch)
tree2a16380216840c8c97d6da88216b8358f5d896ad
parentComment all trade locations (#161) (diff)
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fastboot: skip intro/title/menu and autoload save if one exists
Three small hooks, all gated on CheckForPlayerNameInSRAM (carry = save present): - home/init.asm: skip 'predef PlayIntro' when a save exists - engine/movie/title.asm (PrepareTitleScreen): jp MainMenu, skipping the title screen (only the boot path hits PrepareTitleScreen; return-to-title paths jp DisplayTitleScreen directly, so they're unaffected) - engine/menus/main_menu.asm (MainMenu): after TryLoadSaveFile, if wSaveFileStatus==2 jp SpecialEnterMap, skipping the CONTINUE menu Exported CheckForPlayerNameInSRAM (:: ) so home/init.asm can farcall it. New game (no save) path is fully preserved. Ship pokeyellow.gbc only; the _DEBUG build overflows home ROM0 by 8 bytes with the init hook.
-rw-r--r--engine/menus/main_menu.asm7
-rw-r--r--engine/movie/title.asm12
-rw-r--r--home/init.asm4
3 files changed, 22 insertions, 1 deletions
diff --git a/engine/menus/main_menu.asm b/engine/menus/main_menu.asm
index d0e1cc1b..c41a7d10 100644
--- a/engine/menus/main_menu.asm
+++ b/engine/menus/main_menu.asm
@@ -10,6 +10,11 @@ MainMenu:
predef TryLoadSaveFile
+; FASTBOOT: if the save loaded cleanly (status 2), skip the menu and continue
+ ld a, [wSaveFileStatus]
+ cp 2
+ jp z, SpecialEnterMap
+
.mainMenuLoop
ld c, 20
call DelayFrames
@@ -273,7 +278,7 @@ DisplayOptionMenu:
callfar DisplayOptionMenu_
ret
-CheckForPlayerNameInSRAM:
+CheckForPlayerNameInSRAM::
ld a, RAMG_SRAM_ENABLE
ld [rRAMG], a
ld a, BMODE_ADVANCED
diff --git a/engine/movie/title.asm b/engine/movie/title.asm
index 4ff22800..3cd2cea2 100644
--- a/engine/movie/title.asm
+++ b/engine/movie/title.asm
@@ -1,4 +1,16 @@
PrepareTitleScreen::
+; FASTBOOT: if a save file exists, skip the title screen straight to the menu
+; (which auto-continues). Only the boot path reaches PrepareTitleScreen; the
+; "return to title" paths jp DisplayTitleScreen directly, so they're unaffected.
+ call CheckForPlayerNameInSRAM
+ jr nc, .fastbootNormalTitle
+ xor a
+ ld hl, wStatusFlags6
+ ld [hli], a
+ ld [hli], a
+ ld [hl], a
+ jp MainMenu
+.fastbootNormalTitle
; These debug names are already copied later in PrepareOakSpeech.
; Removing the unused copies below has no apparent impact.
; CopyDebugName can also be safely deleted afterwards.
diff --git a/home/init.asm b/home/init.asm
index bef73b7e..fc426e29 100644
--- a/home/init.asm
+++ b/home/init.asm
@@ -98,7 +98,11 @@ Init::
dec a
ld [wUpdateSpritesEnabled], a
+; FASTBOOT: skip the GameFreak/Pikachu intro if a save file exists
+ farcall CheckForPlayerNameInSRAM
+ jr c, .fastbootSkipIntro
predef PlayIntro
+.fastbootSkipIntro
call DisableLCD
call ClearVram