CinnabarIsland_Script: call EnableAutoTextBoxDrawing ld hl, wCurrentMapScriptFlags set 5, [hl] ResetEvent EVENT_MANSION_SWITCH_ON ResetEvent EVENT_LAB_STILL_REVIVING_FOSSIL ld hl, CinnabarIsland_ScriptPointers ld a, [wCinnabarIslandCurScript] jp CallFunctionInTable CinnabarIsland_ScriptPointers: dw CinnabarIslandScript0 dw CinnabarIslandScript1 CinnabarIslandScript0: ld b, SECRET_KEY call IsItemInBag ret nz ld a, [wYCoord] cp 4 ret nz ld a, [wXCoord] cp 18 ret nz ld a, PLAYER_DIR_UP ld [wPlayerMovingDirection], a ld a, $8 ldh [hSpriteIndexOrTextID], a call DisplayTextID xor a ldh [hJoyHeld], a ld a, $1 ld [wSimulatedJoypadStatesIndex], a ld a, D_DOWN ld [wSimulatedJoypadStatesEnd], a call StartSimulatingJoypadStates xor a ld [wSpritePlayerStateData1FacingDirection], a ld [wJoyIgnore], a ld a, $1 ld [wCinnabarIslandCurScript], a ret CinnabarIslandScript1: ld a, [wSimulatedJoypadStatesIndex] and a ret nz call Delay3 ld a, $0 ld [wCinnabarIslandCurScript], a ret CinnabarIsland_TextPointers: dw CinnabarIslandText1 dw CinnabarIslandText2 dw CinnabarIslandText3 dw MartSignText dw PokeCenterSignText dw CinnabarIslandText6 dw CinnabarIslandText7 dw CinnabarIslandText8 CinnabarIslandText8: text_far _CinnabarIslandText8 text_end CinnabarIslandText1: text_far _CinnabarIslandText1 text_end CinnabarIslandText2: text_far _CinnabarIslandText2 text_end CinnabarIslandText3: text_far _CinnabarIslandText3 text_end CinnabarIslandText6: text_far _CinnabarIslandText6 text_end CinnabarIslandText7: text_far _CinnabarIslandText7 text_end