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In Generation 3 onwards, most battle texts don't require the player to click A. That's not the case in Generation 2, as most battle texts require prompts which the player must press A. Thus, players tend to spam it after making a move. This tutorial aims to remove prompts for most battle texts by making the game scroll through them automatically.
## Contents
1. [Add new charmap constants](#1-add-new-charmap-constants)
2. [Define new macros for autoprompts](#2-define-new-macros-for-autoprompts)
3. [Make functions for the new macros](#3-make-functions-for-the-new-macros)
4. [Edit battle text to not require prompts](#4-edit-battle-text-to-not-require-prompts)
## 1. Add new charmap constants
We first need to edit [charmap.asm](../blob/master/charmap.asm) to make the autoprompts possible. Each control character is assigned to a 2 hex digit. There are a lot of unassigned hex digits, thus we can use some of them.
```diff
...
charmap "<_CONT>", $4b ; implements "<CONT>"
+ ; While "<SCROLL>" this is used in sharply rose or sharply fell stat texts, this will be
+ ; adjusted to give the player time to read.
charmap "<SCROLL>", $4c
charmap "<NEXT>", $4e
charmap "<LINE>", $4f
charmap "@", $50 ; string terminator
charmap "<PARA>", $51
charmap "<PLAYER>", $52 ; wPlayerName
charmap "<RIVAL>", $53 ; wRivalName
charmap "#", $54 ; "POKé"
charmap "<CONT>", $55
charmap "<……>", $56 ; "……"
charmap "<DONE>", $57
charmap "<PROMPT>", $58
charmap "<TARGET>", $59
charmap "<USER>", $5a
charmap "<PC>", $5b ; "PC"
charmap "<TM>", $5c ; "TM"
charmap "<TRAINER>", $5d ; "TRAINER"
charmap "<ROCKET>", $5e ; "ROCKET"
charmap "<DEXEND>", $5f
+ charmap "<ATPRA>", $60
+ charmap "<ATDNE>", $61
...
```
## 2. Define new macros for autoprompts
Next, we edit [macros/scripts/text.asm](../blob/master/macros/scripts/text.asm) to add new macros that we'll be using for autoprompts.
```diff
text EQUS "db TX_START," ; Start writing text.
next EQUS "db \"<NEXT>\"," ; Move a line down.
line EQUS "db \"<LINE>\"," ; Start writing at the bottom line.
page EQUS "db \"@\"," ; Start a new Pokédex page.
para EQUS "db \"<PARA>\"," ; Start a new paragraph.
+ autopara EQUS "db \"<ATPRA>\"," ; Automatically start a new paragraph.
cont EQUS "db \"<CONT>\"," ; Scroll to the next line.
+ scroll EQUS "db \"<SCROLL>\"," ; Scroll to the next line, pausing shortly.
done EQUS "db \"<DONE>\"" ; End a text box.
+ autodone EQUS "db \"<ATDNE>\"" ; Automatically ends a text box.
prompt EQUS "db \"<PROMPT>\"" ; Prompt the player to end a text box (initiating some other event).
```
## 3. Make functions for the new macros
We then edit [home/text.asm](../blob/master/home/text.asm) and make functions for the new constants.
```diff
dict "<MOBILE>", MobileScriptChar
dict "<LINE>", LineChar
dict "<NEXT>", NextLineChar
dict "<CR>", CarriageReturnChar
dict "<NULL>", NullChar
- dict "<SCROLL>", _ContTextNoPause
+ dict "<SCROLL>", _ContTextPauseShort
dict "<_CONT>", _ContText
dict "<PARA>", Paragraph
+ dict "<ATPRA>", AutoParagraph
dict "<MOM>", PrintMomsName
...
dict "<LF>", LineFeedChar
dict "<CONT>", ContText
dict "<……>", SixDotsChar
dict "<DONE>", DoneText
+ dict "<ATDNE>", AutoDoneText
dict "<PROMPT>", PromptText
dict "<PKMN>", PlacePKMN
dict "<POKE>", PlacePOKE
...
_ContTextNoPause::
push de
call TextScroll
call TextScroll
hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2
pop de
jp NextChar
+_ContTextPauseShort::
+ push de
+ call TextScroll
+ call TextScroll
+ hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY + 2
+ ld c, 5
+ call DelayFrames
+ pop de
+ jp NextChar
...
Paragraph::
push de
ld a, [wLinkMode]
cp LINK_COLOSSEUM
jr z, .linkbattle
cp LINK_MOBILE
jr z, .linkbattle
call LoadBlinkingCursor
.linkbattle
call Text_WaitBGMap
call PromptButton
hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY
lb bc, TEXTBOX_INNERH - 1, TEXTBOX_INNERW
call ClearBox
call UnloadBlinkingCursor
ld c, 20
call DelayFrames
hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY
pop de
jp NextChar
+AutoParagraph::
+ push de
+ call Text_WaitBGMap
+ ld c, 10
+ call DelayFrames
+ hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY
+ lb bc, TEXTBOX_INNERH - 1, TEXTBOX_INNERW
+ call ClearBox
+ ld c, 20
+ call DelayFrames
+ hlcoord TEXTBOX_INNERX, TEXTBOX_INNERY
+ pop de
+ jp NextChar
...
DoneText::
pop hl
ld de, .stop
dec de
ret
.stop:
text_end
+AutoDoneText::
+ call Text_WaitBGMap
+ ld c, 20
+ call DelayFrames
+ jr DoneText
```
## 4. Edit battle text to not require prompts
Edit [data/text/common_1.asm](../blob/master/data/text/common_1.asm) for the withdraw battle text:
```diff
_EnemyWithdrewText::
text "<ENEMY>"
line "withdrew"
- cont "@"
+ scroll "@"
text_ram wEnemyMonNickname
text "!"
- prompt
+ autodone
_EnemyUsedOnText::
text "<ENEMY>"
line "used @"
text_ram wMonOrItemNameBuffer
text_start
- cont "on @"
+ scroll "on @"
text_ram wEnemyMonNick
text "!"
- prompt
+ autodone
```
Also, edit [data/text/battle.asm](../blob/master/data/text/battle.asm). Since the text is disorganized, just remember to edit the text related to type effectiveness, residual damage, item use, weather status, and more. Make sure to avoid editing fainting and EXP prompts. Feel free to edit the file by replacing the following macros:
1. `cont` to `scroll`
2. `para` to `autopara`
3. `done` to `autodone`.
That's it! You've made most battle texts have autoprompts! If you want to have an idea how it'd look like in action, you can watch [this video](https://www.youtube.com/watch?v=tfD33KcVu2M) or [this video](https://www.youtube.com/watch?v=Vl_1iRCSYUw).
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