pokeyellow/scripts/pallettown.asm
2016-05-27 12:32:34 -04:00

303 lines
6.0 KiB
NASM
Executable File
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

PalletTownScript: ; 18e5b (6:4e5b)
CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
jr z, .next
SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS
.next
call EnableAutoTextBoxDrawing
ld hl, PalletTownScriptPointers
ld a, [W_PALLETTOWNCURSCRIPT]
jp JumpTable
PalletTownScriptPointers: ; 18e73 (6:4e73)
dw PalletTownScript0
dw PalletTownScript1
dw PalletTownScript2
dw PalletTownScript3
dw PalletTownScript4
dw PalletTownScript5
dw PalletTownScript6
dw PalletTownScript7
dw PalletTownScript8
dw PalletTownScript9
PalletTownScript0: ; 18e81 (6:4e81)
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 ; “oak appears” music
call PlayMusic
SetEvent EVENT_OAK_APPEARED_IN_PALLET
; trigger the next script
ld a, 1
ld [W_PALLETTOWNCURSCRIPT], a
ret
PalletTownScript1: ; 18eb2 (6:4eb2)
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 [W_PALLETTOWNCURSCRIPT], a
ret
PalletTownScript2: ; 18ed2 (6:4ed2)
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 Oaks movement into wNPCMovementDirections2
ld de, wNPCMovementDirections2
ld a, 1 ; oak
ld [H_SPRITEINDEX], a
call MoveSprite
; trigger the next script
ld a, 3
ld [W_PALLETTOWNCURSCRIPT], a
ret
PalletTownScript3: ; 18f12 (6:4f12)
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 [W_PALLETTOWNCURSCRIPT], a
ret
PalletTownScript4: ; 18f4b (6:4f4b)
; start the pikachu battle
ld a, $FF ^ (A_BUTTON | B_BUTTON)
ld [wJoyIgnore], a
xor a
ld [wListScrollOffset], a
ld a, STARTER_PIKACHU_BATTLE
ld [wBattleType], a
ld a, PIKACHU
ld [wCurOpponent], a
ld a, 5
ld [wCurEnemyLVL], a
; trigger the next script
ld a, 5
ld [W_PALLETTOWNCURSCRIPT], a
ret
PalletTownScript5: ; 18f56 (6:4f56)
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 [W_PALLETTOWNCURSCRIPT], a
ret
PalletTownScript6: ; 18f87 (6:4f87)
xor a
ld [wSpriteStateData1 + 9], 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 [W_PALLETTOWNCURSCRIPT], a
ret
PalletTownScript7:
ld a, [wNPCMovementScriptPointerTableNum]
and a
ret nz
; trigger the next script
ld a, 8
ld [W_PALLETTOWNCURSCRIPT], 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: ; 18f88 (6:4f88)
dw PalletTownText1
dw PalletTownText2
dw PalletTownText3
dw PalletTownText4
dw PalletTownText5
dw PalletTownText6
dw PalletTownText7
dw PalletTownText8
PalletTownText1: ; 18f96 (6:4f96)
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: ; 18fb0 (6:4fb0)
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: ; 18fce (6:4fce)
TX_FAR _OakWalksUpText
db "@"
PalletTownText_19002:
TX_FAR _OakWhewText
db "@"
PalletTownText8: ; 0x18fd3 girl
TX_FAR _OakGrassText
db "@"
PalletTownText2: ; 0x18fd8 fat man
TX_FAR _PalletTownText2
db "@"
PalletTownText3: ; 0x18fdd sign by lab
TX_FAR _PalletTownText3
db "@"
PalletTownText4: ; 0x18fe2 sign by fence
TX_FAR _PalletTownText4
db "@"
PalletTownText5: ; 0x18fe7 sign by Reds house
TX_FAR _PalletTownText5
db "@"
PalletTownText6: ; 0x18fec sign by Blues house
TX_FAR _PalletTownText6
db "@"
PalletTownText7:
TX_FAR _PalletTownText7
db "@"