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|
; SL0P MENU - a top-level cheat menu opened with SELECT in the overworld
; (hooked in home/overworld.asm). Table-driven: each entry has a name in
; SlopMenuText and a handler in SlopMenuHandlers. A handler returns:
; carry SET -> a map warp was started; exit the menu and let it proceed
; carry CLEAR -> return to the SL0P menu (redraw)
; Handlers may be submenus (WarpSubmenu, GiveItemSubmenu) or direct actions.
;
; To add an entry: add a "NAME" line to SlopMenuText, a `dw Handler` to
; SlopMenuHandlers, and bump SLOP_MENU_COUNT.
DEF SLOP_MENU_COUNT EQU 13
SECTION "Slop Menu", ROMX
SlopMenu::
; ---- open the menu display (shared by the top menu and every submenu) ----
ldh a, [hUILayoutFlags]
set BIT_SINGLE_SPACED_LINES, a
set BIT_DOUBLE_SPACED_MENU, a
ldh [hUILayoutFlags], a
ld a, $ff
ld [wUpdateSpritesEnabled], a
call ClearSprites
.redraw
call ClearScreen
hlcoord 5, 0
ld de, SlopMenuTitle
call PlaceString
hlcoord 4, 2
lb bc, SLOP_MENU_COUNT + 2, 11
call TextBoxBorder
hlcoord 6, 3
ld de, SlopMenuText
call PlaceString
; ON marker for the NOWILD toggle (item 10 -> row 13)
ld a, [wUnusedFlag]
and a
jr z, .nowildOff
hlcoord 13, 13
ld de, SlopOnText
call PlaceString
.nowildOff
call SlopMenuShow
xor a
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
ld [wMenuWatchMovingOutOfBounds], a
ld [wMenuJoypadPollCount], a
ld a, 5
ld [wTopMenuItemX], a
ld a, 3
ld [wTopMenuItemY], a
ld a, PAD_A | PAD_B
ld [wMenuWatchedKeys], a
ld a, SLOP_MENU_COUNT - 1
ld [wMaxMenuItem], a
call HandleMenuInput
bit B_PAD_B, a
jr nz, .close
; dispatch: call SlopMenuHandlers[wCurrentMenuItem]
ld a, [wCurrentMenuItem]
add a
ld e, a
ld d, 0
ld hl, SlopMenuHandlers
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld de, .afterHandler
push de
jp hl
.afterHandler
jr c, .exitProceed
jr .redraw
.exitProceed
call SlopMenuRestoreFlags
ret
.close
call SlopMenuRestoreFlags
ld a, $01
ld [wUpdateSpritesEnabled], a
; CloseTextDisplay rebuilds the overworld (LoadCurrentMapView restores the
; collision map) and ends with `pop af` + bankswitch expecting the caller's bank
; to have been pushed. We bypass DisplayTextID, so push it ourselves - otherwise
; the pop eats a stack word and corrupts the bank/collision state.
ldh a, [hLoadedROMBank]
push af
jp CloseTextDisplay
SlopMenuRestoreFlags:
ldh a, [hUILayoutFlags]
res BIT_SINGLE_SPACED_LINES, a
res BIT_DOUBLE_SPACED_MENU, a
ldh [hUILayoutFlags], a
ret
; push wTileMap into VRAM and switch on the menu window display
SlopMenuShow:
ld b, HIGH(vBGMap1)
call CopyScreenTileBufferToVRAM
xor a
ldh [hWY], a
call LoadFontTilePatterns
ld a, $01
ldh [hAutoBGTransferEnabled], a
ret
SlopMenuTitle:
db "SL0P MENU@"
SlopMenuText:
db "WARP"
next "HEAL"
next "MONEY"
next "COINS"
next "BADGES"
next "DEX"
next "MAXTEAM"
next "TEACH"
next "HMS"
next "ITEMS"
next "NOWILD"
next "REPEL"
next "EXPLORE@"
SlopOnText:
db "ON@"
SlopMenuHandlers:
dw WarpSubmenu
dw SlopHealParty
dw SlopMaxCash
dw SlopMaxCoins
dw SlopAllBadges
dw SlopDex
dw SlopMaxTeam
dw SlopTeach
dw SlopGiveHMs
dw GiveItemSubmenu
dw SlopToggleNoWild
dw SlopRepel
dw SlopExplore
; ===========================================================================
; WARP submenu
; ===========================================================================
DEF WARP_COUNT EQU 13
WarpSubmenu:
call ClearScreen
hlcoord 4, 0
ld de, WarpTitleText1
call PlaceString
hlcoord 5, 1
ld de, WarpTitleText2
call PlaceString
hlcoord 3, 2
lb bc, 13, 11
call TextBoxBorder
hlcoord 5, 3
ld de, WarpMenuText
call PlaceString
call SlopMenuShow
xor a
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
ld [wMenuWatchMovingOutOfBounds], a
ld [wMenuJoypadPollCount], a
ld a, 4
ld [wTopMenuItemX], a
ld a, 3
ld [wTopMenuItemY], a
ld a, PAD_A | PAD_B
ld [wMenuWatchedKeys], a
ld a, WARP_COUNT - 1
ld [wMaxMenuItem], a
call HandleMenuInput
bit B_PAD_B, a
jr nz, .cancel
ld a, [wCurrentMenuItem]
ld e, a
ld d, 0
ld hl, WarpMapTable
add hl, de
ld a, [hl]
ld [wDestinationMap], a
ld hl, wStatusFlags6
set BIT_FLY_WARP, [hl]
scf
ret
.cancel
and a
ret
WarpTitleText1:
db "SECRET SL0P@"
WarpTitleText2:
db "WARP MENU@"
WarpMenuText:
db "PALLET"
next "VIRIDIAN"
next "PEWTER"
next "CERULEAN"
next "LAVENDER"
next "VERMILION"
next "CELADON"
next "FUCHSIA"
next "CINNABAR"
next "INDIGO"
next "SAFFRON"
next "ROUTE 4"
next "ROUTE 10@"
WarpMapTable:
db PALLET_TOWN, VIRIDIAN_CITY, PEWTER_CITY, CERULEAN_CITY, LAVENDER_TOWN
db VERMILION_CITY, CELADON_CITY, FUCHSIA_CITY, CINNABAR_ISLAND, INDIGO_PLATEAU
db SAFFRON_CITY, ROUTE_4, ROUTE_10
; ===========================================================================
; EXPLORE (P1): overworld map-connection browser. Renders the current map (no
; NPCs), and U/D/L/R jump to the connected map in that direction if one exists
; (via wCurMapConnections + the connection headers). B restores the original
; map and returns to the SL0P menu. No warping yet - read-only browse.
; ===========================================================================
; ===========================================================================
; EXPLORE: toggle noclip free-roam. With noclip on, CollisionCheckOnLand is
; bypassed, so you glide through walls / NPCs / ledges and cross map connection
; seams exactly as the world data defines them. Closes the menu so you drop
; straight back into the overworld to roam. Pick it again to turn it off.
; ===========================================================================
SlopExplore:
ld a, [wSlopNoclip]
xor $01
ld [wSlopNoclip], a
; close the menu the same way the B button does (rebuild the overworld) instead
; of .exitProceed, which only bare-returns and assumes a warp will redraw.
pop hl ; drop the pushed .afterHandler return address
call SlopMenuRestoreFlags
ld a, $01
ld [wUpdateSpritesEnabled], a
ldh a, [hLoadedROMBank]
push af
jp CloseTextDisplay
; ===========================================================================
; ITEMS submenu: give 99 of the chosen item (stacks via GiveItem)
; ===========================================================================
DEF GIVE_COUNT EQU 12
GiveItemSubmenu:
call ClearScreen
hlcoord 6, 0
ld de, GiveTitleText
call PlaceString
hlcoord 1, 1
lb bc, GIVE_COUNT + 2, 16
call TextBoxBorder
hlcoord 3, 2
ld de, GiveItemText
call PlaceString
call SlopMenuShow
xor a
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
ld [wMenuWatchMovingOutOfBounds], a
ld [wMenuJoypadPollCount], a
ld a, 2
ld [wTopMenuItemX], a
ld [wTopMenuItemY], a
ld a, PAD_A | PAD_B
ld [wMenuWatchedKeys], a
ld a, GIVE_COUNT - 1
ld [wMaxMenuItem], a
call HandleMenuInput
bit B_PAD_B, a
jr nz, .back
ld a, [wCurrentMenuItem]
ld e, a
ld d, 0
ld hl, GiveItemTable
add hl, de
ld b, [hl]
ld c, 99
call GiveItem
.back
and a
ret
GiveTitleText:
db "GIVE x99@"
GiveItemText:
db "MASTER BALL"
next "ULTRA BALL"
next "RARE CANDY"
next "FULL RESTORE"
next "MAX REVIVE"
next "MAX ELIXER"
next "PP UP"
next "MOON STONE"
next "FIRE STONE"
next "THUNDERSTONE"
next "WATER STONE"
next "LEAF STONE@"
GiveItemTable:
db MASTER_BALL, ULTRA_BALL, RARE_CANDY, FULL_RESTORE
db MAX_REVIVE, MAX_ELIXER, PP_UP, MOON_STONE
db FIRE_STONE, THUNDER_STONE, WATER_STONE, LEAF_STONE
; ===========================================================================
; Direct-action cheats (return carry clear -> back to the SL0P menu)
; ===========================================================================
; HEAL: full HP + clear status for the whole party.
SlopHealParty:
ld a, [wPartyCount]
and a
jr z, .done
ld c, a
ld hl, wPartyMon1
.loop
push hl
ld de, $04
add hl, de
xor a
ld [hl], a ; status = 0
pop hl
push hl
ld de, $22
add hl, de ; -> maxHP
ld a, [hli]
ld b, a
ld e, [hl]
ld d, b
pop hl
push hl
inc hl ; -> curHP
ld a, d
ld [hli], a
ld a, e
ld [hl], a
pop hl
ld de, $2C
add hl, de
dec c
jr nz, .loop
.done
and a
ret
; TEACH: give every party member an OP coverage moveset + PP
; (Hyper Beam / Earthquake / Ice Beam / Thunderbolt)
SlopTeach:
ld a, [wPartyCount]
and a
jr z, .done
ld c, a
ld hl, wPartyMon1
.loop
push bc
push hl
ld de, $08 ; -> moves
add hl, de
ld a, $3F ; Hyper Beam
ld [hli], a
ld a, $59 ; Earthquake
ld [hli], a
ld a, $3A ; Ice Beam
ld [hli], a
ld a, $55 ; Thunderbolt
ld [hli], a
pop hl
push hl
ld de, $1D ; -> PP
add hl, de
ld b, 4
.pp
ld a, $1F ; 31 PP each
ld [hli], a
dec b
jr nz, .pp
pop hl
ld de, $2C
add hl, de
pop bc
dec c
jr nz, .loop
.done
and a
ret
; HMS: give all five HMs (Cut/Fly/Surf/Strength/Flash)
SlopGiveHMs:
ld b, HM_CUT
.loop
push bc
ld c, 1
call GiveItem
pop bc
inc b
ld a, b
cp HM_FLASH + 1
jr nz, .loop
and a
ret
; MONEY: 999999 (BCD)
SlopMaxCash:
ld a, $99
ld [wPlayerMoney], a
ld [wPlayerMoney + 1], a
ld [wPlayerMoney + 2], a
and a
ret
; COINS: 9999 game-corner coins (BCD)
SlopMaxCoins:
ld a, $99
ld [wPlayerCoins], a
ld [wPlayerCoins + 1], a
and a
ret
; NOWILD toggle: no wild encounters (hooked in TryDoWildEncounter)
SlopToggleNoWild:
ld a, [wUnusedFlag]
xor $01
ld [wUnusedFlag], a
and a
ret
; REPEL: refill repel steps
SlopRepel:
ld a, 255
ld [wRepelRemainingSteps], a
and a
ret
; BADGES: all 8
SlopAllBadges:
ld a, $ff
ld [wObtainedBadges], a
and a
ret
; DEX: mark every Pokemon owned + seen (19-byte flag arrays; last byte = 7 bits)
SlopDex:
ld hl, wPokedexOwned
call .fill
ld hl, wPokedexSeen
call .fill
and a
ret
.fill
ld c, 18
.floop
ld a, $ff
ld [hli], a
dec c
jr nz, .floop
ld [hl], $7f
ret
; MAXTEAM: level 100, perfect DVs, maxed EVs, 999 stats + HP, exp = lvl 100
SlopMaxTeam:
ld a, [wPartyCount]
and a
jr z, .done
ld c, a
ld hl, wPartyMon1
.loop
push bc
push hl
; current HP (+$01) = 999
inc hl
ld a, $03
ld [hli], a
ld a, $E7
ld [hl], a
pop hl
push hl
; exp (+$0E) = 1,000,000
ld de, $0E
add hl, de
ld a, $0F
ld [hli], a
ld a, $42
ld [hli], a
ld a, $40
ld [hli], a
; EVs (+$11..$1A) = FFFF x5, then DVs (+$1B..$1C) = FFFF -> 12 bytes of $FF
ld b, 12
.ffloop
ld a, $ff
ld [hli], a
dec b
jr nz, .ffloop
pop hl
push hl
; level (+$21) = 100
ld de, $21
add hl, de
ld a, 100
ld [hli], a
; maxHP + 4 stats (+$22..$2B) = 999 x5
ld b, 5
.statloop
ld a, $03
ld [hli], a
ld a, $E7
ld [hli], a
dec b
jr nz, .statloop
pop hl
ld de, $2C
add hl, de
pop bc
dec c
jr nz, .loop
.done
and a
ret
|