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.MACRODEF CLOSE_DIALOGUE
LD A, $mem_display_flag
AND $60
OR $04
LD $mem_display_flag, A
LD HL, $dialogue_first_line
LD BC, $12
CALL =bzero
LD HL, $dialogue_third_line
LD BC, $12
CALL =bzero
.END
Copy_Dialogue_Buffer:
LD A, $mem_current_focused_attack_ep_cost
LD HL, $9c43
CALL =Print_8bit_Thin
LD A, $mem_display_flag
BIT 2, A
JR Z, =Copy_Dialogue_Buffer_Part2
RES 2, A
SET 4, A
LD $mem_display_flag, A
LD HL, $9cb4
LD DE, $dialogue_first_line
LD C, $12
JP =tilemap_memcpy
Copy_Dialogue_Buffer_Part2:
BIT 4, A
RET Z
RES 4, A
LD $mem_display_flag, A
LD HL, $9cf4
LD DE, $dialogue_third_line
LD C, $12
JP =tilemap_memcpy
Init_Attack_Menu:
LD HL, $mem_bunny_attacks
.MACRODEF SETUP_NEXT_ATTACK_MENU dialogue_buffer choice_routine ; Attack index pointer in (HL)
PUSH HL
; Getting Attack list pointer from index
LD E, (HL)
LD D, $00
SLA E
RL D
SLA E
RL D
SLA E
RL D
LD HL, =Attack_List
LD A, L
ADD E
LD L, A
LD A, H
ADC D
LD H, A
LD A, (HL+)
.CHANGE_BANK_TO_A
; Printing txt into dialogue buffer
LD A, (HL+)
LD B, A
LD A, (HL+)
LD C, A
LD E, L
LD D, H
LD HL, $dialogue_buffer
CALL =Print_str
LD H, D
LD L, E
; Setting up choice routine
LD A, (HL+)
LD B, A
LD A, (HL+)
LD C, A
LD D, H
LD E, L
LD HL, $choice_routine
LD A, B
LD (HL+), A
LD A, C
LD (HL), A
POP HL
INC HL
.END
.SETUP_NEXT_ATTACK_MENU $dialogue_menu_choice1, $dialogue_menu_choice1_routine
.SETUP_NEXT_ATTACK_MENU $dialogue_menu_choice2, $dialogue_menu_choice2_routine
.SETUP_NEXT_ATTACK_MENU $dialogue_menu_choice3, $dialogue_menu_choice3_routine
.SETUP_NEXT_ATTACK_MENU $dialogue_menu_choice4, $dialogue_menu_choice4_routine
LD A, $mem_number_of_attacks
LD $mem_cursor_max_position, A
RET
Nothing:
RET
Exit_Menu:
LD A, $enum_dungeon_mode
LD $mem_requested_mode, A
.CLOSE_DIALOGUE
RET
Display_dialogue_cursor:
LD A, $mem_current_mode
CP $enum_dungeon_menu_mode
RET NZ
LD A, $mem_current_focused_attack_ep_cost
LD B, A
LD A, $mem_bunny_mana
CP B
LD H, $f2
JR NC, =.Skip_Disable_cursor_setting
LD H, $f3
.Skip_Disable_cursor_setting:
LD A, $mem_menu_cursor_position
LD BC, $0000
LD DE, $0000
CP $00
JR NZ, =.choice1_false
LD B, H
.choice1_false:
CP $01
JR NZ, =.choice2_false
LD C, H
.choice2_false:
CP $02
JR NZ, =.choice3_false
LD D, H
.choice3_false:
CP $03
JR NZ, =.choice4_false
LD E, H
.choice4_false:
LD A, B
LD $dialogue_menu_choice1_cursor, A
LD A, C
LD $dialogue_menu_choice2_cursor, A
LD A, D
LD $dialogue_menu_choice3_cursor, A
LD A, E
LD $dialogue_menu_choice4_cursor, A
RET
Move_dialogue_cursor:
LD A, $mem_current_mode
CP $enum_dungeon_menu_mode
RET NZ
LD A, $mem_menu_cursor_position
LD D, A
LD A, $mem_cursor_max_position
LD C, A
LD A, $mem_last_button_direction
LD B, A
LD A, $mem_button_direction
CP $00
RET Z
CP B
RET Z
DEC A
BIT 1, A
JR Z, =.Vertical_axis
LD A, $mem_menu_cursor_position
XOR $02
CP C
JR NC, =.Sound_effect
LD $mem_menu_cursor_position, A
JR =Reload_EP_Cost
.Vertical_axis:
LD A, $mem_menu_cursor_position
XOR $01
CP C
JR NC, =.Sound_effect
LD $mem_menu_cursor_position, A
.Sound_effect:
LD A, $mem_menu_cursor_position
CP D
JR NZ, =.moved_sound_effect
.fail_move_sound_effect:
.SET_SOUND_EFFECT =_sound_effect_Move_arrow_failed
.moved_sound_effect:
Reload_EP_Cost:
LD A, $mem_menu_cursor_position
ADD low($mem_bunny_attacks)
LD L, A
LD A, high($mem_bunny_attacks)
ADC $00
LD H, A
; Getting Attack list pointer from index
LD E, (HL)
LD D, $00
SLA E
RL D
SLA E
RL D
SLA E
RL D
LD HL, =Attack_List
LD A, L
ADD E
LD L, A
LD A, H
ADC D
LD H, A
LD A, L
ADD $05
LD L, A
LD A, H
ADC $00
LD H, A
LD A, (HL)
LD $mem_current_focused_attack_ep_cost, A
RET
Check_dialogue_action:
LD A, $mem_display_flag
AND 0b00010100
CP $00
RET NZ
LD A, $mem_current_mode
CP $enum_dungeon_menu_mode
JR Z, =.Dungeon_Menu
CP $enum_dungeon_dialogue_mode
JR Z, =.Dialogue_Box
LD A, $mem_button_action
LD B, A
LD A, $mem_last_button_action
XOR B
AND B
CP $00
RET Z
; Wait for the music to stop to restart game when button pressed
LD A, $mem_sound_flags
BIT 0, A
RET NZ
JP =Start
RET
.Dialogue_Box:
LD A, $mem_button_action
LD B, A
LD A, $mem_last_button_action
XOR B
AND B
CP $00
RET Z
BIT 0, A
RET Z
.SET_SOUND_EFFECT =_sound_effect_Click
JP =Dialogue_script_step
.Dungeon_Menu:
LD A, $mem_button_action
LD B, A
LD A, $mem_last_button_action
XOR B
AND B
CP $00
RET Z
BIT 3, A
JR Z, =.test_attack_chosen
.SET_SOUND_EFFECT =_sound_effect_Menu_Close
LD A, $69
JP =Exit_Menu
.test_attack_chosen:
BIT 0, A
RET Z
LD A, $mem_current_focused_attack_ep_cost
LD B, A
LD A, $mem_bunny_mana
CP B
RET C
SUB B
DAA
LD $mem_bunny_mana, A
LD HL, $dialogue_menu_choice1_routine
LD A, $mem_menu_cursor_position
SLA A
ADD L
LD L, A
.moved_sound_effect:
LD A, (HL+)
LD D, A
LD A, (HL+)
LD E, A
.CALL_DE
RET
Check_Open_Menu_button:
LD A, $mem_dungeon_flags
BIT 4, A
RET Z
LD A, $mem_current_mode
CP $enum_dungeon_mode
RET NZ
LD A, $mem_requested_mode
CP $enum_dungeon_mode
RET NZ
LD A, $mem_bunny_status
BIT 0, A
RET NZ
LD A, $mem_last_button_action
AND $08
LD B, A
LD A, $mem_button_action
AND $08
CP B
RET Z
BIT 3, A
RET Z
CALL =Init_Attack_Menu
LD A, $enum_dungeon_menu_mode
LD $mem_requested_mode, A
RET
Open_dialogue_on_dungeon_menu_mode:
LD A, $mem_current_mode
CP $enum_dungeon_menu_mode
RET NZ
LD A, $mem_requested_mode
CP $enum_dungeon_menu_mode
RET NZ
LD A, $mem_display_flag
BIT 0, A
RET NZ
LD A, $mem_display_flag
AND $40 ; Keeping object additional tile
OR $0d
LD $mem_display_flag, A
.SET_SOUND_EFFECT =_sound_effect_Menu_Open
RET
Dialogue_Arrow_Animation:
LD A, $mem_display_flag
BIT 0, A
RET Z
LD A, $mem_current_mode
CP $enum_dungeon_dialogue_mode
JR Z, =.dialogue
CP $enum_dead_mode
JR Z, =.dead
.not_dialogue:
LD A, $18
LD ($9d05), A
LD A, $14
LD ($9d06), A
RET
.dead:
LD A, $mem_sound_flags
BIT 0, A
JR NZ, =.not_dialogue
.dialogue:
LD A, $mem_loop_frame_timer
AND $7f
CP $4e
JR C, =.normal
CP $5a
JR C, =.down
CP $66
JR C, =.normal
CP $72
JR C, =.down
.normal:
LD A, $19
LD ($9d05), A
LD A, $1a
LD ($9d06), A
RET
.down:
LD A, $1b
LD ($9d05), A
LD A, $1c
LD ($9d06), A
RET
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