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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: a screen-paging overworld camera. Each d-pad press INSTANTLY redraws
; the next screenful of the world -- no character walking. At a map edge it hops
; to the connected map using that connection's alignment offset (or clamps if
; there's none). B restores the origin view and returns to the SL0P menu. It is
; self-contained: it renders straight from the map block buffer (wOverworldMap)
; and never touches the walk engine.
; ===========================================================================
DEF SLOP_PAGE_X EQU 10 ; coords moved per horizontal page (~one screen)
DEF SLOP_PAGE_Y EQU 8 ; coords moved per vertical page
SlopExplore:
; save origin (map, coords, block coords, view pointer) to restore on exit
ld a, [wYCoord]
ld b, a
ld a, [wXCoord]
ld c, a
push bc
ld a, [wYBlockCoord]
ld b, a
ld a, [wXBlockCoord]
ld c, a
push bc
ld a, [wCurrentTileBlockMapViewPointer]
ld b, a
ld a, [wCurrentTileBlockMapViewPointer + 1]
ld c, a
push bc
ld a, [wCurMap]
push af
call LoadMapData ; reload current map + tileset (menu clobbered VRAM)
.renderView
; block-aligned camera; view pointer = wOverworldMap + (by+1)*stride + bx,
; where by = wYCoord/2, bx = wXCoord/2, stride = wCurMapWidth + 2*MAP_BORDER.
xor a
ld [wYBlockCoord], a
ld [wXBlockCoord], a
ld a, [wCurMapWidth]
add MAP_BORDER * 2
ld c, a
ld b, 0
ld a, [wYCoord]
srl a
inc a
ld hl, 0
.mulRow
add hl, bc
dec a
jr nz, .mulRow
ld a, [wXCoord]
srl a
add l
ld l, a
jr nc, .noCarry
inc h
.noCarry
ld bc, wOverworldMap
add hl, bc
ld a, l
ld [wCurrentTileBlockMapViewPointer], a
ld a, h
ld [wCurrentTileBlockMapViewPointer + 1], a
call LoadCurrentMapView
ld b, HIGH(vBGMap0)
call CopyScreenTileBufferToVRAM
call LoadFontTilePatterns ; arrow glyphs ($ed/$ee) into VRAM for the OBJ layer
; draw a direction-arrow sprite for each direction the camera can currently move:
; either there's more map that way, or the map has a connection that way.
call ClearSprites
ld hl, wShadowOAM
; up: movable unless at the top edge (wYCoord == 0) with no north connection
ld a, [wYCoord]
and a
jr nz, .putUp
ld a, [wNorthConnectedMap]
inc a
jr z, .skipUp
.putUp
ld de, .arrUp
call .putArrow
.skipUp
; down: movable unless at the bottom edge with no south connection
ld a, [wCurrentMapHeight2]
dec a
ld b, a
ld a, [wYCoord]
cp b
jr nz, .putDown
ld a, [wSouthConnectedMap]
inc a
jr z, .skipDown
.putDown
ld de, .arrDown
call .putArrow
.skipDown
; left: movable unless at the left edge with no west connection
ld a, [wXCoord]
and a
jr nz, .putLeft
ld a, [wWestConnectedMap]
inc a
jr z, .skipLeft
.putLeft
ld de, .arrLeft
call .putArrow
.skipLeft
; right: movable unless at the right edge with no east connection
ld a, [wCurrentMapWidth2]
dec a
ld b, a
ld a, [wXCoord]
cp b
jr nz, .putRight
ld a, [wEastConnectedMap]
inc a
jr z, .skipRight
.putRight
ld de, .arrRight
call .putArrow
.skipRight
jr .arrowsDone
.putArrow ; de -> Y, X, tile, attr; write to [hl], advance hl
ld a, [de]
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
ld a, [de]
ld [hli], a
ret
.arrUp db 18, 80, $ee, $40 ; down-arrow glyph, Y-flipped -> up
.arrDown db 144, 80, $ee, $00
.arrLeft db 80, 12, $ed, $20 ; right-arrow glyph, X-flipped -> left
.arrRight db 80, 156, $ed, $00
.arrowsDone
ld a, $ff
ld [wUpdateSpritesEnabled], a ; freeze shadow OAM so PrepareOAMData keeps our arrows
ldh a, [rLCDC]
res B_LCDC_OBJ_SIZE, a ; 8x8 sprites -> single-tile arrows
set B_LCDC_OBJS, a ; show the arrow sprites
ldh [rLCDC], a
ld a, $90
ldh [hWY], a
.input
call DelayFrame
call JoypadLowSensitivity
ldh a, [hJoyPressed]
ld d, a
bit B_PAD_B, d
jp nz, .exit
bit B_PAD_UP, d
jr z, .ckDown
ld a, [wYCoord]
sub SLOP_PAGE_Y
jp nc, .setY
ld hl, wNorthConnectedMap
ld de, wNorthConnectedMapYAlignment
ld a, 0 ; clamp target = top
jp .crossV
.ckDown
bit B_PAD_DOWN, d
jr z, .ckLeft
ld a, [wCurrentMapHeight2]
dec a
ld b, a ; b = max Y
ld a, [wYCoord]
add SLOP_PAGE_Y
cp b
jp c, .setY
jp z, .setY
ld hl, wSouthConnectedMap
ld de, wSouthConnectedMapYAlignment
ld a, b ; clamp target = max Y
jp .crossV
.ckLeft
bit B_PAD_LEFT, d
jr z, .ckRight
ld a, [wXCoord]
sub SLOP_PAGE_X
jp nc, .setX
ld hl, wWestConnectedMap
ld de, wWestConnectedMapYAlignment
ld a, 0
jp .crossH
.ckRight
bit B_PAD_RIGHT, d
jp z, .input
ld a, [wCurrentMapWidth2]
dec a
ld b, a ; b = max X
ld a, [wXCoord]
add SLOP_PAGE_X
cp b
jp c, .setX
jp z, .setX
ld hl, wEastConnectedMap
ld de, wEastConnectedMapYAlignment
ld a, b
jp .crossH
.setY
ld [wYCoord], a
jp .renderView
.setX
ld [wXCoord], a
jp .renderView
; vertical cross (up/down): hl -> connected-map byte, de -> its YAlignment,
; a = Y to clamp to when there is no connection.
.crossV
ld b, a
ld a, [hl]
inc a
jr z, .clampY ; $ff -> no connection
ld a, [de] ; YAlignment -> new Y (absolute)
ld c, a
inc de
ld a, [de] ; XAlignment -> added to X
ld b, a
ld a, [wXCoord]
add b
ld [wXCoord], a
ld a, c
ld [wYCoord], a
ld a, [hl]
ld [wCurMap], a
call LoadMapData
jp .renderView
.clampY
ld a, b
ld [wYCoord], a
jp .renderView
; horizontal cross (left/right): hl -> connected-map byte, de -> its YAlignment,
; a = X to clamp to when there is no connection.
.crossH
ld b, a
ld a, [hl]
inc a
jr z, .clampX
ld a, [de] ; YAlignment -> added to Y
ld c, a
inc de
ld a, [de] ; XAlignment -> new X (absolute)
ld [wXCoord], a
ld a, [wYCoord]
add c
ld [wYCoord], a
ld a, [hl]
ld [wCurMap], a
call LoadMapData
jp .renderView
.clampX
ld a, b
ld [wXCoord], a
jp .renderView
.exit
pop af
ld [wCurMap], a
pop bc
ld a, b
ld [wCurrentTileBlockMapViewPointer], a
ld a, c
ld [wCurrentTileBlockMapViewPointer + 1], a
pop bc
ld a, b
ld [wYBlockCoord], a
ld a, c
ld [wXBlockCoord], a
pop bc
ld a, b
ld [wYCoord], a
ld a, c
ld [wXCoord], a
call LoadMapData ; restore origin view (renders from restored pointer)
and a ; carry clear -> back to SL0P menu
ret
; ===========================================================================
; 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
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