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PokemonMansion2F_Script:
call Mansion2Script_51fee
call EnableAutoTextBoxDrawing
ld hl, Mansion2TrainerHeaders
ld de, PokemonMansion2F_ScriptPointers
ld a, [wPokemonMansion2FCurScript]
call ExecuteCurMapScriptInTable
ld [wPokemonMansion2FCurScript], a
ret
Mansion2Script_51fee:
ld hl, wCurrentMapScriptFlags
bit 5, [hl]
res 5, [hl]
ret z
CheckEvent EVENT_MANSION_SWITCH_ON
jr nz, .asm_52016
ld a, $e
lb bc, 2, 4
call Mansion2Script_5202f
ld a, $54
lb bc, 4, 9
call Mansion2Script_5202f
ld a, $5f
lb bc, 11, 3
call Mansion2Script_5202f
ret
.asm_52016
ld a, $5f
lb bc, 2, 4
call Mansion2Script_5202f
ld a, $e
lb bc, 4, 9
call Mansion2Script_5202f
ld a, $e
lb bc, 11, 3
call Mansion2Script_5202f
ret
Mansion2Script_5202f:
ld [wNewTileBlockID], a
predef_jump ReplaceTileBlock
Mansion2Script_Switches::
ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
xor a
ldh [hJoyHeld], a
ld a, $5
ldh [hSpriteIndexOrTextID], a
jp DisplayTextID
PokemonMansion2F_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
PokemonMansion2F_TextPointers:
dw Mansion2Text1
dw PickUpItemText
dw Mansion2Text3
dw Mansion2Text4
dw Mansion2Text5
Mansion2TrainerHeaders:
def_trainers
Mansion2TrainerHeader0:
trainer EVENT_BEAT_MANSION_2_TRAINER_0, 0, Mansion2BattleText1, Mansion2EndBattleText1, Mansion2AfterBattleText1
db -1 ; end
Mansion2Text1:
text_asm
ld hl, Mansion2TrainerHeader0
call TalkToTrainer
jp TextScriptEnd
Mansion2BattleText1:
text_far _Mansion2BattleText1
text_end
Mansion2EndBattleText1:
text_far _Mansion2EndBattleText1
text_end
Mansion2AfterBattleText1:
text_far _Mansion2AfterBattleText1
text_end
Mansion2Text3:
text_far _Mansion2Text3
text_end
Mansion2Text4:
text_far _Mansion2Text4
text_end
Mansion3Text6:
Mansion2Text5:
text_asm
ld hl, Mansion2Text_520c2
call PrintText
call YesNoChoice
ld a, [wCurrentMenuItem]
and a
jr nz, .asm_520b9
ld a, $1
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
ld hl, wCurrentMapScriptFlags
set 5, [hl]
ld hl, Mansion2Text_520c7
call PrintText
ld a, SFX_GO_INSIDE
call PlaySound
CheckAndSetEvent EVENT_MANSION_SWITCH_ON
jr z, .asm_520bf
ResetEventReuseHL EVENT_MANSION_SWITCH_ON
jr .asm_520bf
.asm_520b9
ld hl, Mansion2Text_520cc
call PrintText
.asm_520bf
jp TextScriptEnd
Mansion2Text_520c2:
text_far _Mansion2Text_520c2
text_end
Mansion2Text_520c7:
text_far _Mansion2Text_520c7
text_end
Mansion2Text_520cc:
text_far _Mansion2Text_520cc
text_end
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