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PalletTown_Script:
CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
jr z, .next
SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS
.next
call EnableAutoTextBoxDrawing
ld hl, PalletTown_ScriptPointers
ld a, [wPalletTownCurScript]
jp CallFunctionInTable
PalletTown_ScriptPointers:
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
ldh [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
call PlayMusic
SetEvent EVENT_OAK_APPEARED_IN_PALLET
; trigger the next script
ld a, 1
ld [wPalletTownCurScript], a
ret
PalletTownScript1:
ld a, ~(A_BUTTON | B_BUTTON)
ld [wJoyIgnore], a
xor a
ld [wcf0d], a
ld a, 1
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
ld a, $FF
ld [wJoyIgnore], a
ld hl, wSprite01StateData2MapY
ld a, 8
ld [hli], a ; SPRITESTATEDATA2_MAPY
ld a, 14
ld [hl], a ; SPRITESTATEDATA2_MAPX
ld a, HS_PALLET_TOWN_OAK
ld [wMissableObjectIndex], a
predef ShowObject
; trigger the next script
ld a, $2
ld [wSprite01StateData1MovementStatus], a
ld a, SPRITE_FACING_UP
ld [wSprite01StateData1FacingDirection], a
ld a, 2
ld [wPalletTownCurScript], a
ret
PalletTownScript2:
call Delay3
ld a, 0
ld [wYCoord], a
ld a, 1
ldh [hNPCPlayerRelativePosPerspective], a
ld a, 1
swap a
ldh [hNPCSpriteOffset], a
predef CalcPositionOfPlayerRelativeToNPC
ld hl, hNPCPlayerYDistance
dec [hl]
predef FindPathToPlayer ; load Oak's movement into wNPCMovementDirections2
ld de, wNPCMovementDirections2
ld a, 1 ; oak
ldh [hSpriteIndex], 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, ~(A_BUTTON | B_BUTTON)
ld [wJoyIgnore], a
ld a, 1
ld [wcf0d], a
ld a, $2
ld [wSprite01StateData1MovementStatus], a
ld a, SPRITE_FACING_UP
ld [wSprite01StateData1FacingDirection], a
ld a, 1
ldh [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 [wSprite01StateData1MovementStatus], 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 [wSprite01StateData1FacingDirection], a
; trigger the next script
ld a, 4
ld [wPalletTownCurScript], a
ret
PalletTownScript4:
; start the pikachu battle
ld a, ~(A_BUTTON | B_BUTTON)
ld [wJoyIgnore], a
xor a
ld [wListScrollOffset], a
ld a, BATTLE_TYPE_PIKACHU
ld [wBattleType], a
ld a, STARTER_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
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
ld a, $2
ld [wSprite01StateData1MovementStatus], a
ld a, SPRITE_FACING_UP
ld [wSprite01StateData1FacingDirection], a
ld a, $8
ldh [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 [wSpritePlayerStateData1FacingDirection], a
ld a, $1
ld [wSpriteIndex], a
xor a
ld [wNPCMovementScriptFunctionNum], a
ld a, 1
ld [wNPCMovementScriptPointerTableNum], a
ldh a, [hLoadedROMBank]
ld [wNPCMovementScriptBank], a
; trigger the next script
ld a, 7
ld [wPalletTownCurScript], a
ret
PalletTownScript7:
ld a, [wNPCMovementScriptPointerTableNum]
and a ; is the movement script over?
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
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
.next
CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
ret z
SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS_2
PalletTownScript9:
ret
PalletTown_TextPointers:
dw PalletTownText1
dw PalletTownText2
dw PalletTownText3
dw PalletTownText4
dw PalletTownText5
dw PalletTownText6
dw PalletTownText7
dw PalletTownText8
PalletTownText1:
text_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:
text_far _OakAppearsText
text_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, EXCLAMATION_BUBBLE
ld [wWhichEmotionBubble], a
predef EmotionBubble
jp TextScriptEnd
OakWalksUpText:
text_far _OakWalksUpText
text_end
PalletTownText_19002:
text_far _OakWhewText
text_end
PalletTownText8:
text_far _OakGrassText
text_end
PalletTownText2: ; girl
text_far _PalletTownText2
text_end
PalletTownText3: ; fat man
text_far _PalletTownText3
text_end
PalletTownText4: ; sign by lab
text_far _PalletTownText4
text_end
PalletTownText5: ; sign by fence
IF DEF(_DEBUG)
text_asm
ld a, 239
inc a
ld [wWhichPewterGuy], a
ld hl, PalletTownText_502b
call PrintText
jp TextScriptEnd
PalletTownText_502b:
text_decimal wWhichPewterGuy, 1, 3
text "bit"
done
ELSE
text_far _PalletTownText5
text_end
ENDC
PalletTownText6: ; sign by Red's house
text_far _PalletTownText6
text_end
PalletTownText7: ; sign by Blue's house
text_far _PalletTownText7
text_end
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