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-rw-r--r--Add-a-new-Mart.md14
-rw-r--r--Automatically-reuse-Repel.md6
-rw-r--r--Infinitely-reusable-TMs.md2
-rw-r--r--Remove-the-artificial-save-delay.md4
-rw-r--r--Remove-the-redundant-move-grammar-table.md65
-rw-r--r--Rock-Climb.md6
6 files changed, 38 insertions, 59 deletions
diff --git a/Add-a-new-Mart.md b/Add-a-new-Mart.md
index 49cde71..4df0b12 100644
--- a/Add-a-new-Mart.md
+++ b/Add-a-new-Mart.md
@@ -225,31 +225,31 @@ Edit [engine/items/mart.asm](../blob/master/engine/items/mart.asm):
+
+Text_ShadyShop_Intro:
+ text_far ShadyShop_IntroText
-+ db "@"
++ text_end
+
+Text_ShadyShop_ComeAgain:
+ text_far ShadyShop_ComeAgainText
-+ db "@"
++ text_end
+
+Text_ShadyShop_HowMany:
+ text_far ShadyShop_HowManyText
-+ db "@"
++ text_end
+
+Text_ShadyShop_CostsThisMuch:
+ text_far ShadyShop_CostsThisMuchText
-+ db "@"
++ text_end
+
+Text_ShadyShop_InsufficientFunds:
+ text_far ShadyShop_InsufficientFundsText
-+ db "@"
++ text_end
+
+Text_ShadyShop_BagFull:
+ text_far ShadyShop_BagFullText
-+ db "@"
++ text_end
+
+Text_ShadyShop_HereYouGo:
+ text_far ShadyShop_HereYouGoText
-+ db "@"
++ text_end
```
And edit [data/text/common_3.asm](../blob/master/data/text/common_3.asm):
diff --git a/Automatically-reuse-Repel.md b/Automatically-reuse-Repel.md
index b309ae8..64f27aa 100644
--- a/Automatically-reuse-Repel.md
+++ b/Automatically-reuse-Repel.md
@@ -66,7 +66,7 @@ The file that defines item effects is, predictably, [engine/items/item_effects.a
TextJump_RepelUsedEarlierIsStillInEffect:
; The REPEL used earlier is still in effect.
text_far Text_RepelUsedEarlierIsStillInEffect
- db "@"
+ text_end
```
@@ -117,7 +117,7 @@ Edit [engine/events/misc_scripts_2.asm](../blob/master/engine/events/misc_script
.text
; REPEL's effect wore off.
text_far UnknownText_0x1bd308
- db "@"
+ text_end
+UseAnotherRepelScript::
+ opentext
@@ -131,7 +131,7 @@ Edit [engine/events/misc_scripts_2.asm](../blob/master/engine/events/misc_script
+
+.text:
+ text_far UseAnotherRepelText
-+ db "@"
++ text_end
```
Again, we have not yet defined `UseAnotherRepelText`, so let's finish up with that.
diff --git a/Infinitely-reusable-TMs.md b/Infinitely-reusable-TMs.md
index 22da3fb..de81acc 100644
--- a/Infinitely-reusable-TMs.md
+++ b/Infinitely-reusable-TMs.md
@@ -179,7 +179,7 @@ Edit [engine/items/mart.asm](../blob/master/engine/items/mart.asm):
+
+.AlreadyHaveTMText:
+ text_far AlreadyHaveTMText
-+ db "@"
++ text_end
```
And edit [data/text/common_3.asm](../blob/master/data/text/common_3.asm):
diff --git a/Remove-the-artificial-save-delay.md b/Remove-the-artificial-save-delay.md
index 993a08c..045ca37 100644
--- a/Remove-the-artificial-save-delay.md
+++ b/Remove-the-artificial-save-delay.md
@@ -72,7 +72,7 @@ The deleted function also references a text element, which in turn makes a far j
-Text_SavingDontTurnOffThePower:
- ; SAVING… DON'T TURN OFF THE POWER.
- text_far UnknownText_0x1c456d
-- db "@"
+- text_end
```
And in [data/text/common_3.asm](../blob/master/data/text/common_3.asm):
@@ -229,7 +229,7 @@ Fortunately, since the game already contains separate texts for each situation,
-Text_AlreadyASaveFile:
- ; There is already a save file. Is it OK to overwrite?
- text_far UnknownText_0x1c45a3
-- db "@"
+- text_end
```
The corresponding text from [data/text/common_3.asm](../blob/master/data/text/common_3.asm) can be removed as well:
diff --git a/Remove-the-redundant-move-grammar-table.md b/Remove-the-redundant-move-grammar-table.md
index 14aa09e..8fe0956 100644
--- a/Remove-the-redundant-move-grammar-table.md
+++ b/Remove-the-redundant-move-grammar-table.md
@@ -27,24 +27,30 @@ Edit [data/text/common_2.asm](../blob/master/data/text/common_2.asm):
```diff
_ActorNameText::
- text "<USER>@@"
+ text "<USER>@"
+ text_end
-_UsedMove1Text::
+_UsedMoveText::
text_start
- line "used @@"
+ line "used @"
+ text_end
-
-_UsedMove2Text::
- text_start
-- line "used @@"
+- line "used @"
+- text_end
_UsedInsteadText::
text "instead,"
- cont "@@"
+ cont "@"
+ text_end
_MoveNameText::
text_from_ram wStringBuffer2
-- db "@@"
+- text_end
+-
+- text_end ; unused
-
-_EndUsedMove1Text::
- text "!"
@@ -193,59 +199,32 @@ Edit [engine/battle/used_move_text.asm](../blob/master/engine/battle/used_move_t
-
-EndUsedMove1Text:
- text_far _EndUsedMove1Text
-- db "@"
+- text_end
+-
-EndUsedMove2Text:
- text_far _EndUsedMove2Text
-- db "@"
+- text_end
+-
-EndUsedMove3Text:
- text_far _EndUsedMove3Text
-- db "@"
+- text_end
+-
-EndUsedMove4Text:
- text_far _EndUsedMove4Text
-- db "@"
+- text_end
+-
-EndUsedMove5Text:
- text_far _EndUsedMove5Text
- db "@"
+ text_end
-
-GetMoveGrammar:
--; store move grammar type in wMoveGrammar
--
-- push bc
--; wMoveGrammar contains move id
-- ld a, [wMoveGrammar]
-- ld c, a ; move id
-- ld b, 0 ; grammar index
--
--; read grammar table
-- ld hl, MoveGrammar
--.loop
-- ld a, [hli]
--; end of table?
-- cp -1
-- jr z, .end
--; match?
-- cp c
-- jr z, .end
--; advance grammar type at 0
-- and a
-- jr nz, .loop
--; next grammar type
-- inc b
-- jr .loop
--
--.end
--; wMoveGrammar now contains move grammar
-- ld a, b
-- ld [wMoveGrammar], a
--
--; we're done
-- pop bc
+- ...
- ret
-
-INCLUDE "data/moves/grammar.asm"
```
-(If you're using an older version of pokecrystal that has `wd265` instead of `wMoveGrammar`, you don't need to replace `wd265` with `wTempByteValue`, but do need to make the other changes.)
+(If you're using an older version of pokecrystal that has `wd265` instead of `wMoveGrammar`, you don't need to replace `wd265` with `wTempByteValue`, but do need to make the other changes. Older versions also use `db "@"` instead of `text_end`.)
Now moves will still print correctly, but without wasting time and space on using certain grammar.
diff --git a/Rock-Climb.md b/Rock-Climb.md
index 2d3dd09..079eac9 100644
--- a/Rock-Climb.md
+++ b/Rock-Climb.md
@@ -294,15 +294,15 @@ Edit [engine/events/overworld.asm](../blob/master/engine/events/overworld.asm):
+
+AskRockClimbText:
+ text_far _AskRockClimbText
-+ db "@"
++ text_end
+
+UsedRockClimbText:
+ text_far _UsedRockClimbText
-+ db "@"
++ text_end
+
+CantRockClimbText:
+ text_far _CantRockClimbText
-+ db "@"
++ text_end
```
You can study how this routine works; it's similar to other field moves. Just like in HG/SS, you need the Earth Badge to use it. (If you don't want that, remove the two checks for `ENGINE_EARTHBADGE`.) When you're facing up or down toward a rocky wall, you can climb it. Just like waterfalls, you'll continue moving until you reach a different type of tile.