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-rwxr-xr-xscripts/billshouse.asm279
1 files changed, 0 insertions, 279 deletions
diff --git a/scripts/billshouse.asm b/scripts/billshouse.asm
deleted file mode 100755
index 3e13ba51..00000000
--- a/scripts/billshouse.asm
+++ /dev/null
@@ -1,279 +0,0 @@
-BillsHouseScript:
- call BillsHouseScript_1e09e
- call EnableAutoTextBoxDrawing
- ld a, [wBillsHouseCurScript]
- ld hl, BillsHouseScriptPointers
- call JumpTable
- ret
-
-BillsHouseScriptPointers:
- dw BillsHouseScript0
- dw BillsHouseScript1
- dw BillsHouseScript2
- dw BillsHouseScript3
- dw BillsHouseScript4
- dw BillsHouseScript5
- dw BillsHouseScript6
- dw BillsHouseScript7
- dw BillsHouseScript8
- dw BillsHouseScript9
-
-BillsHouseScript_1e09e:
- ld hl, wd492
- bit 7, [hl]
- set 7, [hl]
- ret nz
- CheckEventHL EVENT_MET_BILL_2
- jr z, .asm_1e0af
- jr .asm_1e0b3
-
-.asm_1e0af
- ld a, $0
- jr .asm_1e0b5
-
-.asm_1e0b3
- ld a, $9
-.asm_1e0b5
- ld [wBillsHouseCurScript], a
- ret
-
-BillsHouseScript0:
- ld a, [wd472]
- bit 7, a
- jr z, .asm_1e0d2
- callab CheckPikachuFaintedOrStatused
- jr c, .asm_1e0d2
- callab Func_f24d5
-.asm_1e0d2
- xor a
- ld [wJoyIgnore], a
- ld a, $1
- ld [wBillsHouseCurScript], a
- ret
-
-BillsHouseScript1:
- ret
-
-BillsHouseScript2:
- ld a, $ff
- ld [wJoyIgnore], a
- ld a, [wSpritePlayerStateData1FacingDirection]
- and a ; cp SPRITE_FACING_DOWN
- ld de, MovementData_1e79c
- jr nz, .notDown
- call CheckPikachuFollowingPlayer
- jr nz, .asm_1e0f8
- callab Func_f250b
-.asm_1e0f8
- ld de, MovementData_1e7a0
-.notDown
- ld a, $1
- ld [H_SPRITEINDEX], a
- call MoveSprite
- ld a, $3
- ld [wBillsHouseCurScript], a
- ret
-
-MovementData_1e79c:
- db NPC_MOVEMENT_UP
- db NPC_MOVEMENT_UP
- db NPC_MOVEMENT_UP
- db $FF
-
-; make Bill walk around the player
-MovementData_1e7a0:
- db NPC_MOVEMENT_RIGHT
- db NPC_MOVEMENT_UP
- db NPC_MOVEMENT_UP
- db NPC_MOVEMENT_LEFT
- db NPC_MOVEMENT_UP
- db $FF
-
-BillsHouseScript3:
- ld a, [wd730]
- bit 0, a
- ret nz
- ld a, HS_BILL_POKEMON
- ld [wMissableObjectIndex], a
- predef HideObject
- call CheckPikachuFollowingPlayer
- jr z, .asm_1e13e
- ld hl, PikachuMovementData_1e14d
- ld a, [wSpritePlayerStateData1FacingDirection]
- and a ; cp SPRITE_FACING_DOWN
- jr nz, .asm_1e133
- ld hl, PikachuMovementData_1e152
-.asm_1e133
- call ApplyPikachuMovementData
- callab InitializePikachuTextID
-.asm_1e13e
- xor a
- ld [wJoyIgnore], a
- SetEvent EVENT_BILL_SAID_USE_CELL_SEPARATOR
- ld a, $4
- ld [wBillsHouseCurScript], a
- ret
-
-PikachuMovementData_1e14d:
- db $00
- db $1e
- db $1e
- db $1e
- db $3f
-
-PikachuMovementData_1e152:
- db $00
- db $1e
- db $1f
- db $1e
- db $1e
- db $20
- db $36
- db $3f
-
-BillsHouseScript4:
- CheckEvent EVENT_USED_CELL_SEPARATOR_ON_BILL
- ret z
- ld a, $fc
- ld [wJoyIgnore], a
- ld a, $5
- ld [wBillsHouseCurScript], a
- ret
-
-BillsHouseScript5:
- ld a, $2
- ld [wSpriteIndex], a
- ld a, $c
- ld [$ffeb], a
- ld a, $40
- ld [$ffec], a
- ld a, $6
- ld [$ffed], a
- ld a, $5
- ld [$ffee], a
- call SetSpritePosition1
- ld a, HS_BILL_1
- ld [wMissableObjectIndex], a
- predef ShowObject
- ld c, 8
- call DelayFrames
- ld hl, wd472
- bit 7, [hl]
- jr z, .asm_1e1c6
- call CheckPikachuFollowingPlayer
- jr z, .asm_1e1c6
- ld a, $2
- ld [H_SPRITEINDEX], a
- ld a, SPRITE_FACING_DOWN
- ld [hSpriteFacingDirection], a
- call SetSpriteFacingDirectionAndDelay
- ld hl, PikachuMovementData_1e1a9
- call ApplyPikachuMovementData
- ld a, $f
- ld [wEmotionBubbleSpriteIndex], a
- ld a, EXCLAMATION_BUBBLE
- ld [wWhichEmotionBubble], a
- predef EmotionBubble
- callab InitializePikachuTextID
-.asm_1e1c6
- ld a, $2
- ld [H_SPRITEINDEX], a
- ld de, MovementData_1e807
- call MoveSprite
- ld a, $6
- ld [wBillsHouseCurScript], a
- ret
-
-MovementData_1e807:
- db NPC_MOVEMENT_DOWN
- db NPC_MOVEMENT_RIGHT
- db NPC_MOVEMENT_RIGHT
- db NPC_MOVEMENT_RIGHT
- db NPC_MOVEMENT_DOWN
- db $FF
-
-PikachuMovementData_1e1a9:
- db $00
- db $37
- db $3f
-
-BillsHouseScript6:
- ld a, [wd730]
- bit 0, a
- ret nz
- SetEvent EVENT_MET_BILL_2 ; this event seems redundant
- SetEvent EVENT_MET_BILL
- ld a, $7
- ld [wBillsHouseCurScript], a
- ret
-
-BillsHouseScript7:
- xor a
- ld [wPlayerMovingDirection], a
- ld a, SPRITE_FACING_UP
- ld [wSpritePlayerStateData1FacingDirection], a
- ld a, $FF ^ (A_BUTTON | B_BUTTON)
- ld [wJoyIgnore], a
- ld de, RLE_1e219
- ld hl, wSimulatedJoypadStatesEnd
- call DecodeRLEList
- dec a
- ld [wSimulatedJoypadStatesIndex], a
- call StartSimulatingJoypadStates
- ld a, $8
- ld [wBillsHouseCurScript], a
- ret
-
-RLE_1e219:
- db D_RIGHT,$3
- db $FF
-
-BillsHouseScript8:
- ld a, [wSimulatedJoypadStatesIndex]
- and a
- ret nz
- xor a
- ld [wPlayerMovingDirection], a
- ld a, SPRITE_FACING_UP
- ld [wSpritePlayerStateData1FacingDirection], a
- ld a, $2
- ld [H_SPRITEINDEX], a
- ld a, SPRITE_FACING_DOWN
- ld [hSpriteFacingDirection], a
- call SetSpriteFacingDirectionAndDelay
- xor a
- ld [wJoyIgnore], a
- ld a, $2
- ld [hSpriteIndexOrTextID], a
- call DisplayTextID
- ld a, $9
- ld [wBillsHouseCurScript], a
- ret
-
-BillsHouseScript9:
- ret
-
-BillsHouseTextPointers:
- dw BillsHouseText1
- dw BillsHouseText2
- dw BillsHouseText3
- dw BillsHouseText4
-
-BillsHouseText4:
- TX_FAR _BillsHouseDontLeaveText
- db "@"
-
-BillsHouseText1:
- TX_ASM
- callba Func_f2418
- jp TextScriptEnd
-
-BillsHouseText2:
- TX_ASM
- callba Func_f244a
- jp TextScriptEnd
-
-BillsHouseText3:
- TX_ASM
- callba Func_f24a2
- jp TextScriptEnd