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PokemonMansion1F_Script:
call Mansion1Subscript1
call EnableAutoTextBoxDrawing
ld hl, Mansion1TrainerHeaders
ld de, PokemonMansion1F_ScriptPointers
ld a, [wPokemonMansion1FCurScript]
call ExecuteCurMapScriptInTable
ld [wPokemonMansion1FCurScript], a
ret
Mansion1Subscript1:
ld hl, wCurrentMapScriptFlags
bit 5, [hl]
res 5, [hl]
ret z
CheckEvent EVENT_MANSION_SWITCH_ON
jr nz, .asm_442ec
lb bc, 6, 12
call Mansion1Script_4430b
lb bc, 3, 8
call Mansion1Script_44304
lb bc, 8, 10
call Mansion1Script_44304
lb bc, 13, 13
jp Mansion1Script_44304
.asm_442ec
lb bc, 6, 12
call Mansion1Script_44304
lb bc, 3, 8
call Mansion1Script_4430b
lb bc, 8, 10
call Mansion1Script_4430b
lb bc, 13, 13
jp Mansion1Script_4430b
Mansion1Script_44304:
ld a, $2d
ld [wNewTileBlockID], a
jr Mansion1ReplaceBlock
Mansion1Script_4430b:
ld a, $e
ld [wNewTileBlockID], a
Mansion1ReplaceBlock:
predef ReplaceTileBlock
ret
Mansion1Script_Switches::
ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
xor a
ldh [hJoyHeld], a
ld a, $4
ldh [hSpriteIndexOrTextID], a
jp DisplayTextID
PokemonMansion1F_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
PokemonMansion1F_TextPointers:
dw Mansion1Text1
dw PickUpItemText
dw PickUpItemText
dw Mansion1Text4
Mansion1TrainerHeaders:
def_trainers
Mansion1TrainerHeader0:
trainer EVENT_BEAT_MANSION_1_TRAINER_0, 3, Mansion1BattleText2, Mansion1EndBattleText2, Mansion1AfterBattleText2
db -1 ; end
Mansion1Text1:
text_asm
ld hl, Mansion1TrainerHeader0
call TalkToTrainer
jp TextScriptEnd
Mansion1BattleText2:
text_far _Mansion1BattleText2
text_end
Mansion1EndBattleText2:
text_far _Mansion1EndBattleText2
text_end
Mansion1AfterBattleText2:
text_far _Mansion1AfterBattleText2
text_end
Mansion1Text4:
text_asm
ld hl, MansionSwitchText
call PrintText
call YesNoChoice
ld a, [wCurrentMenuItem]
and a
jr nz, .asm_4438c
ld a, $1
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
ld hl, wCurrentMapScriptFlags
set 5, [hl]
ld hl, MansionSwitchPressedText
call PrintText
ld a, SFX_GO_INSIDE
call PlaySound
CheckAndSetEvent EVENT_MANSION_SWITCH_ON
jr z, .asm_44392
ResetEventReuseHL EVENT_MANSION_SWITCH_ON
jr .asm_44392
.asm_4438c
ld hl, MansionSwitchNotPressedText
call PrintText
.asm_44392
jp TextScriptEnd
MansionSwitchText:
text_far _MansionSwitchText
text_end
MansionSwitchPressedText:
text_far _MansionSwitchPressedText
text_end
MansionSwitchNotPressedText:
text_far _MansionSwitchNotPressedText
text_end
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