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-rwxr-xr-xscripts/pallettown.asm160
1 files changed, 80 insertions, 80 deletions
diff --git a/scripts/pallettown.asm b/scripts/pallettown.asm
index a06dfd54..5b2d2a35 100755
--- a/scripts/pallettown.asm
+++ b/scripts/pallettown.asm
@@ -1,11 +1,11 @@
PalletTownScript:
CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
- jr z,.next
+ jr z, .next
SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS
.next
call EnableAutoTextBoxDrawing
- ld hl,PalletTownScriptPointers
- ld a,[wPalletTownCurScript]
+ ld hl, PalletTownScriptPointers
+ ld a, [wPalletTownCurScript]
jp CallFunctionInTable
PalletTownScriptPointers:
@@ -20,126 +20,126 @@ PalletTownScriptPointers:
PalletTownScript0:
CheckEvent EVENT_FOLLOWED_OAK_INTO_LAB
ret nz
- ld a,[wYCoord]
+ ld a, [wYCoord]
cp 1 ; is player near north exit?
ret nz
xor a
- ld [hJoyHeld],a
- ld a,PLAYER_DIR_DOWN
- ld [wPlayerMovingDirection],a
- ld a,$FF
+ ld [hJoyHeld], a
+ ld a, PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection], a
+ ld a, $FF
call PlaySound ; stop music
ld a, BANK(Music_MeetProfOak)
- ld c,a
+ ld c, a
ld a, MUSIC_MEET_PROF_OAK ; “oak appears” music
call PlayMusic
- ld a,$FC
- ld [wJoyIgnore],a
+ ld a, $FC
+ ld [wJoyIgnore], a
SetEvent EVENT_OAK_APPEARED_IN_PALLET
; trigger the next script
- ld a,1
- ld [wPalletTownCurScript],a
+ ld a, 1
+ ld [wPalletTownCurScript], a
ret
PalletTownScript1:
xor a
- ld [wcf0d],a
- ld a,1
- ld [hSpriteIndexOrTextID],a
+ ld [wcf0d], a
+ ld a, 1
+ ld [hSpriteIndexOrTextID], a
call DisplayTextID
- ld a,$FF
- ld [wJoyIgnore],a
- ld a,HS_PALLET_TOWN_OAK
- ld [wMissableObjectIndex],a
+ ld a, $FF
+ ld [wJoyIgnore], a
+ ld a, HS_PALLET_TOWN_OAK
+ ld [wMissableObjectIndex], a
predef ShowObject
; trigger the next script
- ld a,2
- ld [wPalletTownCurScript],a
+ ld a, 2
+ ld [wPalletTownCurScript], a
ret
PalletTownScript2:
- ld a,1
- ld [H_SPRITEINDEX],a
- ld a,SPRITE_FACING_UP
- ld [hSpriteFacingDirection],a
+ ld a, 1
+ ld [H_SPRITEINDEX], a
+ ld a, SPRITE_FACING_UP
+ ld [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
call Delay3
- ld a,1
- ld [wYCoord],a
- ld a,1
- ld [hNPCPlayerRelativePosPerspective],a
- ld a,1
+ ld a, 1
+ ld [wYCoord], a
+ ld a, 1
+ ld [hNPCPlayerRelativePosPerspective], a
+ ld a, 1
swap a
- ld [hNPCSpriteOffset],a
+ ld [hNPCSpriteOffset], a
predef CalcPositionOfPlayerRelativeToNPC
- ld hl,hNPCPlayerYDistance
+ ld hl, hNPCPlayerYDistance
dec [hl]
predef FindPathToPlayer ; load Oak’s movement into wNPCMovementDirections2
- ld de,wNPCMovementDirections2
- ld a,1 ; oak
- ld [H_SPRITEINDEX],a
+ ld de, wNPCMovementDirections2
+ ld a, 1 ; oak
+ ld [H_SPRITEINDEX], a
call MoveSprite
- ld a,$FF
- ld [wJoyIgnore],a
+ ld a, $FF
+ ld [wJoyIgnore], a
; trigger the next script
- ld a,3
- ld [wPalletTownCurScript],a
+ ld a, 3
+ ld [wPalletTownCurScript], a
ret
PalletTownScript3:
- ld a,[wd730]
- bit 0,a
+ ld a, [wd730]
+ bit 0, a
ret nz
xor a ; ld a, SPRITE_FACING_DOWN
- ld [wSpriteStateData1 + 9],a
- ld a,1
- ld [wcf0d],a
- ld a,$FC
- ld [wJoyIgnore],a
- ld a,1
- ld [hSpriteIndexOrTextID],a
+ ld [wSpriteStateData1 + 9], a
+ ld a, 1
+ ld [wcf0d], a
+ ld a, $FC
+ ld [wJoyIgnore], a
+ ld a, 1
+ ld [hSpriteIndexOrTextID], a
call DisplayTextID
; set up movement script that causes the player to follow Oak to his lab
- ld a,$FF
- ld [wJoyIgnore],a
- ld a,1
- ld [wSpriteIndex],a
+ ld a, $FF
+ ld [wJoyIgnore], a
+ ld a, 1
+ ld [wSpriteIndex], a
xor a
- ld [wNPCMovementScriptFunctionNum],a
- ld a,1
- ld [wNPCMovementScriptPointerTableNum],a
- ld a,[H_LOADEDROMBANK]
- ld [wNPCMovementScriptBank],a
+ ld [wNPCMovementScriptFunctionNum], a
+ ld a, 1
+ ld [wNPCMovementScriptPointerTableNum], a
+ ld a, [H_LOADEDROMBANK]
+ ld [wNPCMovementScriptBank], a
; trigger the next script
- ld a,4
- ld [wPalletTownCurScript],a
+ ld a, 4
+ ld [wPalletTownCurScript], a
ret
PalletTownScript4:
- ld a,[wNPCMovementScriptPointerTableNum]
+ ld a, [wNPCMovementScriptPointerTableNum]
and a ; is the movement script over?
ret nz
; trigger the next script
- ld a,5
- ld [wPalletTownCurScript],a
+ ld a, 5
+ ld [wPalletTownCurScript], a
ret
PalletTownScript5:
CheckEvent EVENT_DAISY_WALKING
- jr nz,.next
+ jr nz, .next
CheckBothEventsSet EVENT_GOT_TOWN_MAP, EVENT_ENTERED_BLUES_HOUSE, 1
- jr nz,.next
+ jr nz, .next
SetEvent EVENT_DAISY_WALKING
- ld a,HS_DAISY_SITTING
- ld [wMissableObjectIndex],a
+ ld a, HS_DAISY_SITTING
+ ld [wMissableObjectIndex], a
predef HideObject
- ld a,HS_DAISY_WALKING
- ld [wMissableObjectIndex],a
+ ld a, HS_DAISY_WALKING
+ ld [wMissableObjectIndex], a
predef_jump ShowObject
.next
CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
@@ -159,15 +159,15 @@ PalletTownTextPointers:
PalletTownText1:
TX_ASM
- ld a,[wcf0d]
+ ld a, [wcf0d]
and a
- jr nz,.next
- ld a,1
- ld [wDoNotWaitForButtonPressAfterDisplayingText],a
- ld hl,OakAppearsText
+ jr nz, .next
+ ld a, 1
+ ld [wDoNotWaitForButtonPressAfterDisplayingText], a
+ ld hl, OakAppearsText
jr .done
.next
- ld hl,OakWalksUpText
+ ld hl, OakWalksUpText
.done
call PrintText
jp TextScriptEnd
@@ -175,14 +175,14 @@ PalletTownText1:
OakAppearsText:
TX_FAR _OakAppearsText
TX_ASM
- ld c,10
+ ld c, 10
call DelayFrames
xor a
- ld [wEmotionBubbleSpriteIndex],a ; player's sprite
- ld [wWhichEmotionBubble],a ; EXCLAMATION_BUBBLE
+ ld [wEmotionBubbleSpriteIndex], a ; player's sprite
+ ld [wWhichEmotionBubble], a ; EXCLAMATION_BUBBLE
predef EmotionBubble
- ld a,PLAYER_DIR_DOWN
- ld [wPlayerMovingDirection],a
+ ld a, PLAYER_DIR_DOWN
+ ld [wPlayerMovingDirection], a
jp TextScriptEnd
OakWalksUpText: