pokered/scripts/PalletTown.asm

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PalletTown_Script:
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CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
jr z, .next
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SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS
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.next
call EnableAutoTextBoxDrawing
ld hl, PalletTown_ScriptPointers
ld a, [wPalletTownCurScript]
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jp CallFunctionInTable
PalletTown_ScriptPointers:
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dw PalletTownScript0
dw PalletTownScript1
dw PalletTownScript2
dw PalletTownScript3
dw PalletTownScript4
dw PalletTownScript5
dw PalletTownScript6
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PalletTownScript0:
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CheckEvent EVENT_FOLLOWED_OAK_INTO_LAB
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ret nz
ld a, [wYCoord]
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cp 1 ; is player near north exit?
ret nz
xor a
ldh [hJoyHeld], a
ld a, PLAYER_DIR_DOWN
ld [wPlayerMovingDirection], a
ld a, SFX_STOP_ALL_MUSIC
call PlaySound
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ld a, BANK(Music_MeetProfOak)
ld c, a
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ld a, MUSIC_MEET_PROF_OAK ; "oak appears" music
call PlayMusic
ld a, $FC
ld [wJoyIgnore], a
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SetEvent EVENT_OAK_APPEARED_IN_PALLET
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; trigger the next script
ld a, 1
ld [wPalletTownCurScript], a
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ret
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PalletTownScript1:
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xor a
ld [wcf0d], a
ld a, 1
ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
ld a, $FF
ld [wJoyIgnore], a
ld a, HS_PALLET_TOWN_OAK
ld [wMissableObjectIndex], a
predef ShowObject
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; trigger the next script
ld a, 2
ld [wPalletTownCurScript], a
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ret
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PalletTownScript2:
ld a, 1
ldh [hSpriteIndex], a
ld a, SPRITE_FACING_UP
ldh [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
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call Delay3
ld a, 1
ld [wYCoord], a
ld a, 1
ldh [hNPCPlayerRelativePosPerspective], a
ld a, 1
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swap a
ldh [hNPCSpriteOffset], a
predef CalcPositionOfPlayerRelativeToNPC
ld hl, hNPCPlayerYDistance
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dec [hl]
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predef FindPathToPlayer ; load Oak's movement into wNPCMovementDirections2
ld de, wNPCMovementDirections2
ld a, 1 ; oak
ldh [hSpriteIndex], a
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call MoveSprite
ld a, $FF
ld [wJoyIgnore], a
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; trigger the next script
ld a, 3
ld [wPalletTownCurScript], a
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ret
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PalletTownScript3:
ld a, [wd730]
bit 0, a
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ret nz
xor a ; ld a, SPRITE_FACING_DOWN
ld [wSpritePlayerStateData1FacingDirection], a
ld a, 1
ld [wcf0d], a
ld a, $FC
ld [wJoyIgnore], a
ld a, 1
ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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; 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
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xor a
ld [wNPCMovementScriptFunctionNum], a
ld a, 1
ld [wNPCMovementScriptPointerTableNum], a
ldh a, [hLoadedROMBank]
ld [wNPCMovementScriptBank], a
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; trigger the next script
ld a, 4
ld [wPalletTownCurScript], a
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ret
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PalletTownScript4:
ld a, [wNPCMovementScriptPointerTableNum]
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and a ; is the movement script over?
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ret nz
; trigger the next script
ld a, 5
ld [wPalletTownCurScript], a
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ret
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PalletTownScript5:
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CheckEvent EVENT_DAISY_WALKING
jr nz, .next
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CheckBothEventsSet EVENT_GOT_TOWN_MAP, EVENT_ENTERED_BLUES_HOUSE, 1
jr nz, .next
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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
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.next
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CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
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ret z
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SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS_2
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PalletTownScript6:
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ret
PalletTown_TextPointers:
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dw PalletTownText1
dw PalletTownText2
dw PalletTownText3
dw PalletTownText4
dw PalletTownText5
dw PalletTownText6
dw PalletTownText7
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PalletTownText1:
text_asm
ld a, [wcf0d]
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and a
jr nz, .next
ld a, 1
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
ld hl, OakAppearsText
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jr .done
.next
ld hl, OakWalksUpText
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.done
call PrintText
jp TextScriptEnd
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OakAppearsText:
text_far _OakAppearsText
text_asm
ld c, 10
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call DelayFrames
xor a
ld [wEmotionBubbleSpriteIndex], a ; player's sprite
ld [wWhichEmotionBubble], a ; EXCLAMATION_BUBBLE
predef EmotionBubble
ld a, PLAYER_DIR_DOWN
ld [wPlayerMovingDirection], a
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jp TextScriptEnd
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OakWalksUpText:
text_far _OakWalksUpText
text_end
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PalletTownText2: ; girl
text_far _PalletTownText2
text_end
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PalletTownText3: ; fat man
text_far _PalletTownText3
text_end
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PalletTownText4: ; sign by lab
text_far _PalletTownText4
text_end
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PalletTownText5: ; sign by fence
text_far _PalletTownText5
text_end
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PalletTownText6: ; sign by Red's house
text_far _PalletTownText6
text_end
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PalletTownText7: ; sign by Blue's house
text_far _PalletTownText7
text_end