diff options
Diffstat (limited to 'scripts/pallettown.asm')
-rwxr-xr-x | scripts/pallettown.asm | 288 |
1 files changed, 188 insertions, 100 deletions
diff --git a/scripts/pallettown.asm b/scripts/pallettown.asm index 50cfb970..803aa4f3 100755 --- a/scripts/pallettown.asm +++ b/scripts/pallettown.asm @@ -1,12 +1,12 @@ 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] - jp CallFunctionInTable + ld hl, PalletTownScriptPointers + ld a, [wPalletTownCurScript] + jp JumpTable PalletTownScriptPointers: dw PalletTownScript0 @@ -16,136 +16,208 @@ PalletTownScriptPointers: dw PalletTownScript4 dw PalletTownScript5 dw PalletTownScript6 + dw PalletTownScript7 + dw PalletTownScript8 + dw PalletTownScript9 PalletTownScript0: CheckEvent EVENT_FOLLOWED_OAK_INTO_LAB ret nz - ld a,[wYCoord] - cp 1 ; is player near north exit? + ld a, [wYCoord] + cp 0 ; is player at north exit? ret nz + ResetEvent EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN + ld a, [wXCoord] + cp 10 + jr z, .asm_18e40 + SetEventReuseHL EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN +.asm_18e40 xor a - ld [hJoyHeld],a - ld a,PLAYER_DIR_DOWN - ld [wPlayerMovingDirection],a - ld a,$FF - call PlaySound ; stop music + ld [hJoyHeld], a + ld a, $ff + ld [wJoyIgnore], a + ld a, PLAYER_DIR_UP + ld [wPlayerMovingDirection], a + call StopAllMusic ld a, BANK(Music_MeetProfOak) - ld c,a - ld a, MUSIC_MEET_PROF_OAK ; “oak appears” music + ld c, a + ld a, MUSIC_MEET_PROF_OAK call PlayMusic - ld a,$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: + ld a, $FF ^ (A_BUTTON | B_BUTTON) + ld [wJoyIgnore], a xor a - ld [wcf0d],a - ld a,1 - ld [hSpriteIndexOrTextID],a + ld [wcf0d], a + ld a, 1 + ld [hSpriteIndexOrTextID], a call DisplayTextID - ld a,$FF - ld [wJoyIgnore],a - ld a,HS_PALLET_TOWN_OAK - ld [wMissableObjectIndex],a + ld a, $FF + ld [wJoyIgnore], a + ld hl, wSpriteStateData2 + 1 * $10 + 4 + ld a, $8 + ld [hli], a + ld a, $e + ld [hl], 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 [wSpriteStateData1 + 1 * $10 + 1], a + ld a, SPRITE_FACING_UP + ld [wSpriteStateData1 + 1 * $10 + 9], a + ld a, 2 + ld [wPalletTownCurScript], a ret PalletTownScript2: - ld a,1 - ld [H_SPRITEINDEX],a - ld a,SPRITE_FACING_UP - ld [hSpriteFacingDirection],a - call SetSpriteFacingDirectionAndDelay call Delay3 - ld a,1 - ld [wYCoord],a - ld a,1 - ld [hNPCPlayerRelativePosPerspective],a - ld a,1 + ld a, 0 + ld [wYCoord], a + ld a, 1 + ld [hNPCPlayerRelativePosPerspective], a + ld a, 1 swap a - ld [hNPCSpriteOffset],a + ld [hNPCSpriteOffset], a predef CalcPositionOfPlayerRelativeToNPC - ld hl,hNPCPlayerYDistance + ld hl, hNPCPlayerYDistance dec [hl] predef FindPathToPlayer ; load Oak’s movement into wNPCMovementDirections2 - ld de,wNPCMovementDirections2 - ld a,1 ; oak - ld [H_SPRITEINDEX],a + ld de, wNPCMovementDirections2 + ld a, 1 ; oak + ld [H_SPRITEINDEX], a call MoveSprite - ld a,$FF - ld [wJoyIgnore],a ; 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 a, $FF ^ (A_BUTTON | B_BUTTON) + ld [wJoyIgnore], a + ld a, 1 + ld [wcf0d], a + ld a, $2 + ld [wSpriteStateData1 + 1 * $10 + 1], a + ld a, SPRITE_FACING_UP + ld [wSpriteStateData1 + 1 * $10 + 9], a + ld a, 1 + ld [hSpriteIndexOrTextID], a call DisplayTextID -; set up movement script that causes the player to follow Oak to his lab - ld a,$FF - ld [wJoyIgnore],a - ld a,1 - ld [wSpriteIndex],a - xor a - ld [wNPCMovementScriptFunctionNum],a - ld a,1 - ld [wNPCMovementScriptPointerTableNum],a - ld a,[H_LOADEDROMBANK] - ld [wNPCMovementScriptBank],a + ; oak faces the horizontally adjacent patch of grass to face pikachu + ld a, $FF + ld [wJoyIgnore], a + ld a, $2 + ld [wSpriteStateData1 + 1 * $10 + 1], a + CheckEvent EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN + ld a, SPRITE_FACING_RIGHT + jr z, .asm_18f01 + ld a, SPRITE_FACING_LEFT +.asm_18f01 + ld [wSpriteStateData1 + 1 * $10 + 9], a ; trigger the next script - ld a,4 - ld [wPalletTownCurScript],a + ld a, 4 + ld [wPalletTownCurScript], a ret PalletTownScript4: - ld a,[wNPCMovementScriptPointerTableNum] - and a ; is the movement script over? - ret nz + ; start the pikachu battle + ld a, $FF ^ (A_BUTTON | B_BUTTON) + ld [wJoyIgnore], a + xor a + ld [wListScrollOffset], a + ld a, BATTLE_TYPE_PIKACHU + ld [wBattleType], a + ld a, PIKACHU + ld [wCurOpponent], a + ld a, 5 + ld [wCurEnemyLVL], a ; trigger the next script - ld a,5 - ld [wPalletTownCurScript],a + ld a, 5 + ld [wPalletTownCurScript], a ret PalletTownScript5: + ld a, $2 + ld [wcf0d], a + ld a, $1 + ld [hSpriteIndexOrTextID], a + call DisplayTextID + ld a, $2 + ld [wSpriteStateData1 + 1 * $10 + 1], a + ld a, SPRITE_FACING_UP + ld [wSpriteStateData1 + 1 * $10 + 9], a + ld a, $8 + ld [hSpriteIndexOrTextID], a + call DisplayTextID + ld a, $ff + ld [wJoyIgnore], a + + ; trigger the next script + ld a, 6 + ld [wPalletTownCurScript], a + ret + +PalletTownScript6: + xor a + ld [wPlayerFacingDirection], 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 + + ; trigger the next script + ld a, 7 + ld [wPalletTownCurScript], a + ret + +PalletTownScript7: + ld a, [wNPCMovementScriptPointerTableNum] + and a + ret nz + + ; trigger the next script + ld a, 8 + ld [wPalletTownCurScript], a + ret + +PalletTownScript8: CheckEvent EVENT_DAISY_WALKING - jr nz,.next - CheckBothEventsSet EVENT_GOT_TOWN_MAP, EVENT_ENTERED_BLUES_HOUSE, 1 - jr nz,.next + jr nz, .asm_18f9e + and $3 ; (EVENT_GOT_TOWN_MAP | EVENT_ENTERED_BLUES_HOUSE) + cp $3 + jr nz, .asm_18f9e 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 + +.asm_18f9e CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK ret z SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS_2 -PalletTownScript6: +PalletTownScript9: ret PalletTownTextPointers: @@ -156,18 +228,25 @@ PalletTownTextPointers: dw PalletTownText5 dw PalletTownText6 dw PalletTownText7 + dw PalletTownText8 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 + dec a + jr nz, .asm_18fd3 + ld hl, OakWalksUpText + jr .done + +.asm_18fd3 + ld hl, PalletTownText_19002 .done call PrintText jp TextScriptEnd @@ -175,40 +254,49 @@ 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 a, PLAYER_DIR_DOWN + ld [wPlayerMovingDirection], a + ld a, 0 + ld [wEmotionBubbleSpriteIndex], a ; player's sprite + ld a, 0 + ld [wWhichEmotionBubble], a ; EXCLAMATION_BUBBLE predef EmotionBubble - ld a,PLAYER_DIR_DOWN - ld [wPlayerMovingDirection],a jp TextScriptEnd OakWalksUpText: TX_FAR _OakWalksUpText db "@" -PalletTownText2: ; 0x18fd3 girl +PalletTownText_19002: + TX_FAR _OakWhewText + db "@" + +PalletTownText8: ; girl + TX_FAR _OakGrassText + db "@" + +PalletTownText2: ; fat man TX_FAR _PalletTownText2 db "@" -PalletTownText3: ; 0x18fd8 fat man +PalletTownText3: ; sign by lab TX_FAR _PalletTownText3 db "@" -PalletTownText4: ; 0x18fdd sign by lab +PalletTownText4: ; sign by fence TX_FAR _PalletTownText4 db "@" -PalletTownText5: ; 0x18fe2 sign by fence +PalletTownText5: ; sign by Red’s house TX_FAR _PalletTownText5 db "@" -PalletTownText6: ; 0x18fe7 sign by Red’s house +PalletTownText6: ; sign by Blue’s house TX_FAR _PalletTownText6 db "@" -PalletTownText7: ; 0x18fec sign by Blue’s house +PalletTownText7: TX_FAR _PalletTownText7 db "@" |