diff options
-rw-r--r-- | Turn-to-face-enemy-trainers-when-"Seen"-by-them.md | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Turn-to-face-enemy-trainers-when-"Seen"-by-them.md b/Turn-to-face-enemy-trainers-when-"Seen"-by-them.md index 1421e15..76df7d7 100644 --- a/Turn-to-face-enemy-trainers-when-"Seen"-by-them.md +++ b/Turn-to-face-enemy-trainers-when-"Seen"-by-them.md @@ -1,6 +1,6 @@ In all the Pokémon games after Gen 1 (with the exception of FireRed/LeafGreen, who wanted to mimic Gen 1 in this way) the player turns to face an enemy trainer after they see you and walk up to you. Have you ever wanted that to happen in your hack of Red and Blue? It's fairly simple to. -First off, let's go to engine/overworld/trainer_sight.asm and add a small routine at the end of the file. +First off, let's go to [engine/overworld/trainer_sight.asm](..blob/master/engine/overworld/trainer_sight.asm) and add a small routine at the end of the file. ``` @@ -31,7 +31,7 @@ FaceEnemyTrainer:: Basically, this routine just checks which direction the enemy trainer is facing, then updates the player's facing direction accordingly, so that the player turns toward the enemy trainer. -Next, we have to actually call this routine for it to take effect. So take a look in home/trainers.asm and find the routine called CheckFightingMapTrainers:: and change this line accordingly: +Next, we have to actually call this routine for it to take effect. So take a look in [home/trainers.asm](..blob/master/home/trainers.asm) and find the routine called `CheckFightingMapTrainers::` and change this line accordingly: ```diff xor a ; EXCLAMATION_BUBBLE ld [wWhichEmotionBubble], a @@ -43,7 +43,7 @@ Next, we have to actually call this routine for it to take effect. So take a loo We want to ignore all input, not just the arrow keys, because in some situations (such as the final trainer in Viridian Forest) pressing "A" can cause interference as well, since there is a hidden item nearby. And let's face it, players are likely to be spamming "A" while this code is running. So we nip that problem in the bud with this change. -Then scroll down a little to find DisplayEnemyTrainerTextAndStartBattle:: and edit it like so: +Then scroll down a little to find `DisplayEnemyTrainerTextAndStartBattle::` and edit it like so: ```diff ret nz ; return if the enemy trainer hasn't finished walking to the player's sprite |