DebugMenu: IF DEF(_DEBUG) call ClearScreen ; These debug names are used for FightDebugMenu. ; StartNewGameDebug uses the debug names from PrepareOakSpeech. ld hl, DebugBattlePlayerName ld de, wPlayerName ld bc, NAME_LENGTH call CopyData ld hl, DebugBattleRivalName ld de, wRivalName ld bc, NAME_LENGTH call CopyData call LoadFontTilePatterns call LoadHpBarAndStatusTilePatterns call ClearSprites call RunDefaultPaletteCommand hlcoord 5, 6 lb bc, 3, 9 call TextBoxBorder hlcoord 7, 7 ld de, DebugMenuOptions call PlaceString ld a, TEXT_DELAY_MEDIUM ld [wOptions], a ld a, PAD_A | PAD_B | PAD_START ld [wMenuWatchedKeys], a xor a ld [wMenuJoypadPollCount], a inc a ld [wMaxMenuItem], a ld a, 7 ld [wTopMenuItemY], a dec a ld [wTopMenuItemX], a xor a ld [wCurrentMenuItem], a ld [wLastMenuItem], a ld [wMenuWatchMovingOutOfBounds], a call HandleMenuInput bit B_PAD_B, a ld hl, DisplayTitleScreen ret nz ld a, [wCurrentMenuItem] and a ; FIGHT? jp z, FightDebugMenu ; DEBUG ld hl, wStatusFlags6 set BIT_DEBUG_MODE, [hl] ld hl, StartNewGameDebug ret DebugBattlePlayerName: db "Tom@" DebugBattleRivalName: db "Juerry@" DebugMenuOptions: db "FIGHT" next "DEBUG@" INCLUDE "engine/debug/fight_debug_menu.asm" INCLUDE "engine/debug/set_box_debug_menu.asm" ELSE ret ENDC