pokered/scripts/VictoryRoad2F.asm

203 lines
4.6 KiB
NASM
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VictoryRoad2F_Script:
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ld hl, wCurrentMapScriptFlags
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bit 6, [hl]
res 6, [hl]
call nz, VictoryRoad2Script_517c4
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ld hl, wCurrentMapScriptFlags
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bit 5, [hl]
res 5, [hl]
call nz, VictoryRoad2Script_517c9
call EnableAutoTextBoxDrawing
ld hl, VictoryRoad2TrainerHeaders
ld de, VictoryRoad2F_ScriptPointers
ld a, [wVictoryRoad2FCurScript]
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call ExecuteCurMapScriptInTable
ld [wVictoryRoad2FCurScript], a
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ret
VictoryRoad2Script_517c4:
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ResetEvent EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH
VictoryRoad2Script_517c9:
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CheckEvent EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1
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jr z, .asm_517da
push af
ld a, $15
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lb bc, 4, 3
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call VictoryRoad2Script_517e2
pop af
.asm_517da
bit 7, a
ret z
ld a, $1d
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lb bc, 7, 11
VictoryRoad2Script_517e2:
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ld [wNewTileBlockID], a
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predef ReplaceTileBlock
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ret
VictoryRoad2F_ScriptPointers:
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dw VictoryRoad2Script0
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
VictoryRoad2Script0:
ld hl, CoordsData_51816
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call CheckBoulderCoords
jp nc, CheckFightingMapTrainers
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EventFlagAddress hl, EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1
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ld a, [wCoordIndex]
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cp $2
jr z, .asm_5180b
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CheckEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1
SetEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1
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ret nz
jr .asm_51810
.asm_5180b
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CheckEventAfterBranchReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2, EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1
SetEventReuseHL EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2
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ret nz
.asm_51810
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ld hl, wCurrentMapScriptFlags
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set 5, [hl]
ret
CoordsData_51816:
dbmapcoord 1, 16
dbmapcoord 9, 16
db -1 ; end
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VictoryRoad2F_TextPointers:
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dw VictoryRoad2Text1
dw VictoryRoad2Text2
dw VictoryRoad2Text3
dw VictoryRoad2Text4
dw VictoryRoad2Text5
dw MoltresText
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dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
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dw BoulderText
dw BoulderText
dw BoulderText
VictoryRoad2TrainerHeaders:
def_trainers
VictoryRoad2TrainerHeader0:
trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_0, 4, VictoryRoad2BattleText1, VictoryRoad2EndBattleText1, VictoryRoad2AfterBattleText1
VictoryRoad2TrainerHeader1:
trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_1, 3, VictoryRoad2BattleText2, VictoryRoad2EndBattleText2, VictoryRoad2AfterBattleText2
VictoryRoad2TrainerHeader2:
trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_2, 3, VictoryRoad2BattleText3, VictoryRoad2EndBattleText3, VictoryRoad2AfterBattleText3
VictoryRoad2TrainerHeader3:
trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_3, 1, VictoryRoad2BattleText4, VictoryRoad2EndBattleText4, VictoryRoad2AfterBattleText4
VictoryRoad2TrainerHeader4:
trainer EVENT_BEAT_VICTORY_ROAD_2_TRAINER_4, 3, VictoryRoad2BattleText5, VictoryRoad2EndBattleText5, VictoryRoad2AfterBattleText5
MoltresTrainerHeader:
trainer EVENT_BEAT_MOLTRES, 0, MoltresBattleText, MoltresBattleText, MoltresBattleText
db -1 ; end
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VictoryRoad2Text1:
text_asm
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ld hl, VictoryRoad2TrainerHeader0
call TalkToTrainer
jp TextScriptEnd
VictoryRoad2Text2:
text_asm
ld hl, VictoryRoad2TrainerHeader1
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call TalkToTrainer
jp TextScriptEnd
VictoryRoad2Text3:
text_asm
ld hl, VictoryRoad2TrainerHeader2
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call TalkToTrainer
jp TextScriptEnd
VictoryRoad2Text4:
text_asm
ld hl, VictoryRoad2TrainerHeader3
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call TalkToTrainer
jp TextScriptEnd
VictoryRoad2Text5:
text_asm
ld hl, VictoryRoad2TrainerHeader4
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call TalkToTrainer
jp TextScriptEnd
MoltresText:
text_asm
ld hl, MoltresTrainerHeader
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call TalkToTrainer
jp TextScriptEnd
MoltresBattleText:
text_far _MoltresBattleText
text_asm
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ld a, MOLTRES
call PlayCry
call WaitForSoundToFinish
jp TextScriptEnd
VictoryRoad2BattleText1:
text_far _VictoryRoad2BattleText1
text_end
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VictoryRoad2EndBattleText1:
text_far _VictoryRoad2EndBattleText1
text_end
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VictoryRoad2AfterBattleText1:
text_far _VictoryRoad2AfterBattleText1
text_end
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VictoryRoad2BattleText2:
text_far _VictoryRoad2BattleText2
text_end
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VictoryRoad2EndBattleText2:
text_far _VictoryRoad2EndBattleText2
text_end
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VictoryRoad2AfterBattleText2:
text_far _VictoryRoad2AfterBattleText2
text_end
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VictoryRoad2BattleText3:
text_far _VictoryRoad2BattleText3
text_end
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VictoryRoad2EndBattleText3:
text_far _VictoryRoad2EndBattleText3
text_end
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VictoryRoad2AfterBattleText3:
text_far _VictoryRoad2AfterBattleText3
text_end
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VictoryRoad2BattleText4:
text_far _VictoryRoad2BattleText4
text_end
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VictoryRoad2EndBattleText4:
text_far _VictoryRoad2EndBattleText4
text_end
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VictoryRoad2AfterBattleText4:
text_far _VictoryRoad2AfterBattleText4
text_end
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VictoryRoad2BattleText5:
text_far _VictoryRoad2BattleText5
text_end
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VictoryRoad2EndBattleText5:
text_far _VictoryRoad2EndBattleText5
text_end
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VictoryRoad2AfterBattleText5:
text_far _VictoryRoad2AfterBattleText5
text_end