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Title_Screen:
.ASSERT bank(.) bank(=Title_Screen_Sprite_Data)
.ASSERT bank(.) bank(=Title_Screen_Sprite_Data.end)
.LOAD_MUSIC =_music_TitleScreen
.CALL_SAVE_BANK =Start_Music
LD A, $01
LD $mem_sound_flags, A
LD HL, $9010
LD DE, ptr(=Title_Screen_Sprite_Data)
LD BC, $07f0
CALL =memcpy
LD HL, $8C00
LD DE, =Title_Screen_Sprite_Data+$07f0
LD BC, =Title_Screen_Sprite_Data.end-=Title_Screen_Sprite_Data-$07f0
CALL =memcpy
LD HL, $8800
LD DE, ptr(=Font_Data)
LD BC, =Font_Data.end-=Font_Data
CALL =memcpy
.draw_picture:
LD HL, $9842
LD C, $01
.draw_picture.loop16times:
LD B, $10
.draw_picture.loop:
LD A, C
LD (HL+), A
DEC B
INC C
LD A, C
CP $80
JR NZ, =.skip_font_skip
LD C, $C0
.skip_font_skip:
LD A, B
CP $00
JR NZ, =.draw_picture.loop
LD A, L
ADD $10
LD L, A
LD A, H
ADC $00
LD H, A
LD A, H
CP $99
JR NZ, =.draw_picture.loop16times
LD A, L
CP $A2
JR NZ, =.draw_picture.loop16times
LD A, $00
LD $reg_viewport_x, A
LD $reg_viewport_y, A
LD A, $lcdc_mapbg_tilemap
LD $reg_lcd_controller, A
LD A, $00
.blink:
.blink.loop1:
CALL =Check_Frame_stuff
INC A
CP $48
JR NZ =.blink.loop1
CALL =.blink.draw_text
LD A, $00
.blink.loop2:
CALL =Check_Frame_stuff
INC A
CP $48
JR NZ =.blink.loop2
CALL =.blink.undraw_text
LD A, $00
JR =.blink
.blink.draw_text:
PUSH BC
LD HL, $99C4
LD BC, =Press_Txt
CALL =Print_str
INC HL
INC HL
LD BC, =Start_Txt
CALL =Print_str
POP BC
RET
.blink.undraw_text:
PUSH BC
LD HL, $99C4
LD BC, $000C
CALL =bzero
POP BC
RET
Check_Frame_stuff:
PUSH AF
PUSH BC
PUSH DE
PUSH HL
CALL =RNG_Step
CALL =Pad_Button_Check
.CALL_SAVE_BANK =Play_Music
POP HL
POP DE
POP BC
LD A, $mem_button_action
BIT 3, A
JR NZ, =Title_Screen_Start_Pressed
POP AF
CALL =Next_VBlank_Wait
RET
Title_Screen_Start_Pressed:
LD A, $00
LD $mem_sound_flags, A
CALL =Reset_Music_Channels
; Magic sound effect stuff
LD ($20), A
LD A, $f2
LD ($21), A
LD A, $01
LD ($22), A
LD A, $80
LD ($23), A
LD A, $00
.loop:
CALL =Next_VBlank_Wait
INC A
CP $05
JR NZ =.loop
LD A, $reg_bg_palette
CP $00
SLA A
SLA A
LD $reg_bg_palette, A
JR NZ, =Title_Screen_Start_Pressed
LD A, $00
.loop2:
CALL =Next_VBlank_Wait
INC A
CP $30
JR NZ =.loop2
CALL =Next_VBlank_Wait
LD A, $00
LD $reg_lcd_controller, A
CALL =Load_Tile
JP =New_Dungeon
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