Restoring Japanese Title Screen from Red and Green - pret/pokered GitHub Wiki

The japanese Title Screen from Red and Green is displayed a bit different to japanese Blue and international releases. With this code, we'll restore that.

Code from pokered-jp (luckytyphlosion).

engine/movie/title.asm

...
DisplayTitleScreen:
	call GBPalWhiteOut
	ld a, $1
	ldh [hAutoBGTransferEnabled], a
	xor a
	ldh [hTileAnimations], a
-	ldh [hSCX], a
-	ld a, $40
+       ld a, $90
-	ldh [hSCY], a
+       ldh [hSCX], a
	ld a, $90
	ldh [hWY], a
	call ClearScreen
	call DisableLCD
	call LoadFontTilePatterns
	ld hl, NintendoCopyrightLogoGraphics
	ld de, vTitleLogo2 tile 16
-	ld bc, 5 tiles
+       ld bc, 13 tiles
	ld a, BANK(NintendoCopyrightLogoGraphics)
	call FarCopyData2
-	ld hl, GamefreakLogoGraphics
-	ld de, vTitleLogo2 tile (16 + 5)
-	ld bc, 9 tiles
-	ld a, BANK(GamefreakLogoGraphics)
-	call FarCopyData2
	ld hl, PokemonLogoGraphics
	ld de, vTitleLogo
	ld bc, $60 tiles
	ld a, BANK(PokemonLogoGraphics)
...
...
.pokemonLogoLastTileRowLoop
	ld [hli], a
	inc a
	dec b
	jr nz, .pokemonLogoLastTileRowLoop

	call DrawPlayerCharacter

-; put a pokeball in the player's hand
-	ld hl, wShadowOAMSprite10
-	ld a, $74
-	ld [hl], a

; place tiles for title screen copyright
-	hlcoord 2, 17
-	ld de, .tileScreenCopyrightTiles
-	ld b, $10
+	hlcoord 3, 17
+	ld a, $41
+	ld b, 13 tiles
.tileScreenCopyrightTilesLoop
-	ld a, [de]
	ld [hli], a
-	inc de
+       inc a
	dec b
	jr nz, .tileScreenCopyrightTilesLoop

-	jr .next

-.tileScreenCopyrightTiles
-	db $41,$42,$43,$42,$44,$42,$45,$46,$47,$48,$49,$4A,$4B,$4C,$4D,$4E ; ©'95.'96.'98 GAME FREAK inc.

-.next
	call SaveScreenTilesToBuffer2
+	call PrintGameVersionOnTitleScreen
+	call SaveScreenTilesToBuffer1
	call LoadScreenTilesFromBuffer2
	call EnableLCD

IF DEF(_RED)
	ld a, STARTER1 ; which Pokemon to show first on the title screen
ENDC
IF DEF(_BLUE)
	ld a, STARTER2 ; which Pokemon to show first on the title screen
ENDC
	ld [wTitleMonSpecies], a
	call LoadTitleMonSprite

	ld a, HIGH(vBGMap0 + $300)
	call TitleScreenCopyTileMapToVRAM
-	call SaveScreenTilesToBuffer1
	ld a, $40
	ldh [hWY], a
-	call LoadScreenTilesFromBuffer2
	ld a, HIGH(vBGMap0)
	call TitleScreenCopyTileMapToVRAM
	ld b, SET_PAL_TITLE_SCREEN
	call RunPaletteCommand
	call GBPalNormal
	ld a, %11100100
	ldh [rOBP0], a

+	ld a, SFX_INTRO_WHOOSH
+	call PlaySound
+.scrollInLogoLoop
+	call DelayFrame
+	ld a, [hSCX]
+	add 4
+	ld [hSCX], a
+	jr nz, .scrollInLogoLoop
+	ld a, $90
+	ldh [hWY], a
+	ld c, $14
+	call DelayFrames
+	call PrintGameVersionOnTitleScreen
+	call Delay3
+	ld a, HIGH(vBGMap1)
+	call TitleScreenCopyTileMapToVRAM
+	call LoadScreenTilesFromBuffer1
+	call Delay3
+	ld a, MUSIC_TITLE_SCREEN
+	ld [wNewSoundID], a
+	call PlaySound

-; make pokemon logo bounce up and down
-	ld bc, hSCY ; background scroll Y
-	ld hl, .TitleScreenPokemonLogoYScrolls
-.bouncePokemonLogoLoop
-	ld a, [hli]
-	and a
-	jr z, .finishedBouncingPokemonLogo
-	ld d, a
-	cp -3
-	jr nz, .skipPlayingSound
-	ld a, SFX_INTRO_CRASH
-	call PlaySound
-.skipPlayingSound
-	ld a, [hli]
-	ld e, a
-	call .ScrollTitleScreenPokemonLogo
-	jr .bouncePokemonLogoLoop

-.TitleScreenPokemonLogoYScrolls:
-; Controls the bouncing effect of the Pokemon logo on the title screen
-	db -4,16  ; y scroll amount, number of times to scroll
-	db 3,4
-	db -3,4
-	db 2,2
-	db -2,2
-	db 1,2
-	db -1,2
-	db 0      ; terminate list with 0

-.ScrollTitleScreenPokemonLogo:
-; Scrolls the Pokemon logo on the title screen to create the bouncing effect
-; Scrolls d pixels e times
-	call DelayFrame
-	ld a, [bc] ; background scroll Y
-	add d
-	ld [bc], a
-	dec e
-	jr nz, .ScrollTitleScreenPokemonLogo
-	ret

-.finishedBouncingPokemonLogo
-	call LoadScreenTilesFromBuffer1
-	ld c, 36
-	call DelayFrames
-	ld a, SFX_INTRO_WHOOSH
-	call PlaySound

-; scroll game version in from the right
-	call PrintGameVersionOnTitleScreen
-	ld a, SCREEN_HEIGHT_PX
-	ldh [hWY], a
-	ld d, 144
-.scrollTitleScreenGameVersionLoop
-	ld h, d
-	ld l, 64
-	call ScrollTitleScreenGameVersion
-	ld h, 0
-	ld l, 80
-	call ScrollTitleScreenGameVersion
-	ld a, d
-	add 4
-	ld d, a
-	and a
-	jr nz, .scrollTitleScreenGameVersionLoop

-	ld a, HIGH(vBGMap1)
-	call TitleScreenCopyTileMapToVRAM
-	call LoadScreenTilesFromBuffer2
-	call PrintGameVersionOnTitleScreen
-	call Delay3
-	call WaitForSoundToFinish
-	ld a, MUSIC_TITLE_SCREEN
-	ld [wNewSoundID], a
-	call PlaySound
-	xor a
-	ld [wUnusedCC5B], a

; Keep scrolling in new mons indefinitely until the user performs input.
.awaitUserInterruptionLoop
-	ld c, 200
+       ld c, 255
	call CheckForUserInterruption
	jr c, .finishedWaiting
	call TitleScreenScrollInMon
-	ld c, 1
-	call CheckForUserInterruption
-	jr c, .finishedWaiting
-	farcall TitleScreenAnimateBallIfStarterOut
	call TitleScreenPickNewMon
	jr .awaitUserInterruptionLoop

.finishedWaiting
	ld a, [wTitleMonSpecies]
	call PlayCry
	call WaitForSoundToFinish
	call GBPalWhiteOutWithDelay3
	call ClearSprites
	xor a
	ldh [hWY], a
-	inc a
+       ld a, 1
	ldh [hAutoBGTransferEnabled], a
	call ClearScreen
	ld a, HIGH(vBGMap0)
...
...
	call LoadTitleMonSprite

	ld a, $90
	ldh [hWY], a
-	ld d, 1 ; scroll out
-	farcall TitleScroll
-	ret
+	ld d, $A0
+	ld c, $C
+	jp TitleScroll

TitleScreenScrollInMon:
	ld d, 0 ; scroll in
-	farcall TitleScroll
+	ld c, $14
+	call TitleScroll
	xor a
	ldh [hWY], a
	ret

+TitleScroll:
+	ld h, d
+	ld l, $48
+	call .Scroll
+	ld h, 0
+	ld l, $88
+	call .Scroll
+	ld a, d
+	add 8
+	ld d, a
+	dec c
+	jr nz, TitleScroll
+	ret

+.Scroll
.wait
	ldh a, [rLY]
	cp l
	jr nz, .wait

	ld a, h
	ldh [rSCX], a

.wait2
	ldh a, [rLY]
	cp h
	jr z, .wait2
	ret

DrawPlayerCharacter:
	ld hl, PlayerCharacterTitleGraphics
	ld de, vSprites
	ld bc, PlayerCharacterTitleGraphicsEnd - PlayerCharacterTitleGraphics
	ld a, BANK(PlayerCharacterTitleGraphics)
	call FarCopyData2
	call ClearSprites
	xor a
	ld [wPlayerCharacterOAMTile], a
	ld hl, wShadowOAM
-	lb de, $60, $5a
+       lb de, $60, $30
	ld b, 7
.loop
	push de
...
...

LoadTitleMonSprite:
	ld [wcf91], a
	ld [wd0b5], a
-	hlcoord 5, 10
+	hlcoord 9, 10
	call GetMonHeader
	jp LoadFrontSpriteByMonIndex

TitleScreenCopyTileMapToVRAM:
	ldh [hAutoBGTransferDest + 1], a
	jp Delay3

LoadCopyrightAndTextBoxTiles:
	xor a
	ldh [hWY], a
	call ClearScreen
	call LoadTextBoxTilePatterns

LoadCopyrightTiles:
	ld de, NintendoCopyrightLogoGraphics
	ld hl, vChars2 tile $60
-	lb bc, BANK(NintendoCopyrightLogoGraphics), (GamefreakLogoGraphicsEnd - NintendoCopyrightLogoGraphics) / $10
+ 	lb bc, BANK(NintendoCopyrightLogoGraphics), (NintendoCopyrightLogoGraphicsEnd - NintendoCopyrightLogoGraphics) / $10
	call CopyVideoData
-	hlcoord 2, 7
+       hlcoord 5, 7
	ld de, CopyrightTextString
	jp PlaceString

CopyrightTextString:
-	db   $60,$61,$62,$61,$63,$61,$64,$7F,$65,$66,$67,$68,$69,$6A             ; ©'95.'96.'98 Nintendo
-	next $60,$61,$62,$61,$63,$61,$64,$7F,$6B,$6C,$6D,$6E,$6F,$70,$71,$72     ; ©'95.'96.'98 Creatures inc.
-	next $60,$61,$62,$61,$63,$61,$64,$7F,$73,$74,$75,$76,$77,$78,$79,$7A,$7B ; ©'95.'96.'98 GAME FREAK inc.
+	db   $60,$61,$62,$63,$6D,$6E,$6F,$70,$71,$72             ; ©1995 Nintendo
+	next $60,$61,$62,$63,$73,$74,$75,$76,$77,$78,$6B,$6C     ; ©1995 Creatures inc.
+	next $60,$61,$62,$63,$64,$65,$66,$67,$68,$69,$6A,$6B,$6C ; ©1995 GAME FREAK inc.
	db   "@"
...

gfx/font.asm

...
NintendoCopyrightLogoGraphics: INCBIN "gfx/splash/copyright.2bpp"
+NintendoCopyrightLogoGraphicsEnd:

-GamefreakLogoGraphics: INCBIN "gfx/title/gamefreak_inc.2bpp"
-GamefreakLogoGraphicsEnd:

TextBoxGraphics:: INCBIN "gfx/font/font_extra.2bpp"
TextBoxGraphicsEnd::
...

Now you can delete gfx/title/gamefreak_inc.png

main.asm

...
SECTION "Slot Machines", ROMX

-INCLUDE "engine/movie/title2.asm"
INCLUDE "engine/battle/link_battle_versus_text.asm"
INCLUDE "engine/slots/slot_machine.asm"
INCLUDE "engine/events/pewter_guys.asm"
INCLUDE "engine/math/multiply_divide.asm"
INCLUDE "engine/slots/game_corner_slots.asm"


SECTION "Battle Engine 7", ROMX
...

Now you can delete engine/movie/title2.asm

Change gfx/title/player.png from this

player

For this

player

The copyright gfx/splash/copyright.png from this

copyright

For this

copyright

To restore the original SFX_SHOOTING_STAR:

audio/sfx/shooting_star.asm

SFX_Shooting_Star_Ch5:
-	duty_cycle_pattern 3, 2, 1, 0
-	pitch_sweep 2, -7
+	duty_cycle 2
+	pitch_sweep 5, -7
	square_note 4, 4, 0, 2016
	square_note 4, 6, 0, 2016
	square_note 4, 8, 0, 2016
	square_note 8, 10, 0, 2016
	square_note 8, 10, 0, 2016
	square_note 8, 8, 0, 2016
	square_note 8, 6, 0, 2016
	square_note 8, 3, 0, 2016
	square_note 15, 1, 2, 2016
	pitch_sweep 0, 8
	sound_ret