PalletTownScript: CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK jr z, .next SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS .next call EnableAutoTextBoxDrawing ld hl, PalletTownScriptPointers ld a, [wPalletTownCurScript] jp JumpTable PalletTownScriptPointers: dw PalletTownScript0 dw PalletTownScript1 dw PalletTownScript2 dw PalletTownScript3 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 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, $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 call PlayMusic SetEvent EVENT_OAK_APPEARED_IN_PALLET ; trigger the next script 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 call DisplayTextID 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 [wSpriteStateData1 + 1 * $10 + 1], a ld a, SPRITE_FACING_UP ld [wSpriteStateData1 + 1 * $10 + 9], a ld a, 2 ld [wPalletTownCurScript], a ret PalletTownScript2: call Delay3 ld a, 0 ld [wYCoord], a ld a, 1 ld [hNPCPlayerRelativePosPerspective], a ld a, 1 swap a ld [hNPCSpriteOffset], a predef CalcPositionOfPlayerRelativeToNPC ld hl, hNPCPlayerYDistance dec [hl] predef FindPathToPlayer ; load Oak’s movement into wNPCMovementDirections2 ld de, wNPCMovementDirections2 ld a, 1 ; oak ld [H_SPRITEINDEX], a call MoveSprite ; trigger the next script ld a, 3 ld [wPalletTownCurScript], a ret PalletTownScript3: ld a, [wd730] bit 0, a ret nz 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 ; 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 ret PalletTownScript4: ; 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 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, .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 predef HideObject ld a, HS_DAISY_WALKING ld [wMissableObjectIndex], a predef_jump ShowObject .asm_18f9e CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK ret z SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS_2 PalletTownScript9: ret PalletTownTextPointers: dw PalletTownText1 dw PalletTownText2 dw PalletTownText3 dw PalletTownText4 dw PalletTownText5 dw PalletTownText6 dw PalletTownText7 dw PalletTownText8 PalletTownText1: TX_ASM ld a, [wcf0d] and a jr nz, .next ld a, 1 ld [wDoNotWaitForButtonPressAfterDisplayingText], a ld hl, OakAppearsText jr .done .next dec a jr nz, .asm_18fd3 ld hl, OakWalksUpText jr .done .asm_18fd3 ld hl, PalletTownText_19002 .done call PrintText jp TextScriptEnd OakAppearsText: TX_FAR _OakAppearsText TX_ASM ld c, 10 call DelayFrames 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 jp TextScriptEnd OakWalksUpText: TX_FAR _OakWalksUpText db "@" PalletTownText_19002: TX_FAR _OakWhewText db "@" PalletTownText8: ; girl TX_FAR _OakGrassText db "@" PalletTownText2: ; fat man TX_FAR _PalletTownText2 db "@" PalletTownText3: ; sign by lab TX_FAR _PalletTownText3 db "@" PalletTownText4: ; sign by fence TX_FAR _PalletTownText4 db "@" PalletTownText5: ; sign by Red’s house TX_FAR _PalletTownText5 db "@" PalletTownText6: ; sign by Blue’s house TX_FAR _PalletTownText6 db "@" PalletTownText7: TX_FAR _PalletTownText7 db "@"