PalletTownScript: ; 18e5b (6:4e5b) ld a,[wd74b] bit 4,a jr z,.next ld hl,wd747 set 6,[hl] .next call EnableAutoTextBoxDrawing ld hl,PalletTownScriptPointers ld a,[W_PALLETTOWNCURSCRIPT] jp CallFunctionInTable PalletTownScriptPointers: ; 18e73 (6:4e73) dw PalletTownScript0 dw PalletTownScript1 dw PalletTownScript2 dw PalletTownScript3 dw PalletTownScript4 dw PalletTownScript5 dw PalletTownScript6 PalletTownScript0: ; 18e81 (6:4e81) ld a,[wd747] bit 0,a ret nz ld a,[W_YCOORD] cp 1 ; is player near north exit? ret nz xor a ld [hJoyHeld],a ld a,4 ld [wd528],a ld a,$FF call PlaySound ; stop music ld a, BANK(Music_MeetProfOak) ld c,a ld a, MUSIC_MEET_PROF_OAK ; “oak appears” music call PlayMusic ld a,$FC ld [wJoyIgnore],a ld hl,wd74b set 7,[hl] ; trigger the next script ld a,1 ld [W_PALLETTOWNCURSCRIPT],a ret PalletTownScript1: ; 18eb2 (6:4eb2) xor a ld [wcf0d],a ld a,1 ld [hSpriteIndexOrTextID],a call DisplayTextID ld a,$FF ld [wJoyIgnore],a ld a,HS_PALLET_TOWN_OAK ld [wcc4d],a predef ShowObject ; trigger the next script ld a,2 ld [W_PALLETTOWNCURSCRIPT],a ret PalletTownScript2: ; 18ed2 (6:4ed2) ld a,1 ld [H_SPRITEINDEX],a ld a,SPRITE_FACING_UP ld [$FF8D],a call SetSpriteFacingDirectionAndDelay call Delay3 ld a,1 ld [W_YCOORD],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 Oak’s movement into wNPCMovementDirections2 ld de,wNPCMovementDirections2 ld a,1 ; oak ld [H_SPRITEINDEX],a call MoveSprite ld a,$FF ld [wJoyIgnore],a ; trigger the next script ld a,3 ld [W_PALLETTOWNCURSCRIPT],a ret PalletTownScript3: ; 18f12 (6:4f12) ld a,[wd730] bit 0,a ret nz xor a ; ld a, SPRITE_FACING_DOWN ld [wSpriteStateData1 + 9],a ld a,1 ld [wcf0d],a ld a,$FC ld [wJoyIgnore],a ld a,1 ld [hSpriteIndexOrTextID],a call DisplayTextID ; 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 xor a ld [wNPCMovementScriptFunctionNum],a ld a,1 ld [wNPCMovementScriptPointerTableNum],a ld a,[H_LOADEDROMBANK] ld [wNPCMovementScriptBank],a ; trigger the next script ld a,4 ld [W_PALLETTOWNCURSCRIPT],a ret PalletTownScript4: ; 18f4b (6:4f4b) ld a,[wNPCMovementScriptPointerTableNum] and a ; is the movement script over? ret nz ; trigger the next script ld a,5 ld [W_PALLETTOWNCURSCRIPT],a ret PalletTownScript5: ; 18f56 (6:4f56) ld a,[wd74a] bit 2,a jr nz,.next and 3 cp 3 jr nz,.next ld hl,wd74a set 2,[hl] ld a,HS_DAISY_SITTING ld [wcc4d],a predef HideObject ld a,HS_DAISY_WALKING ld [wcc4d],a predef_jump ShowObject .next ld a,[wd74b] bit 4,a ret z ld hl,wd74b set 6,[hl] PalletTownScript6: ; 18f87 (6:4f87) ret PalletTownTextPointers: ; 18f88 (6:4f88) dw PalletTownText1 dw PalletTownText2 dw PalletTownText3 dw PalletTownText4 dw PalletTownText5 dw PalletTownText6 dw PalletTownText7 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 ld hl,OakWalksUpText .done call PrintText jp TextScriptEnd OakAppearsText: ; 18fb0 (6:4fb0) TX_FAR _OakAppearsText TX_ASM ld c,10 call DelayFrames xor a ld [wEmotionBubbleSpriteIndex],a ; player's sprite ld [wWhichEmotionBubble],a ; EXCLAMATION_BUBBLE predef EmotionBubble ld a,4 ld [wd528],a jp TextScriptEnd OakWalksUpText: ; 18fce (6:4fce) TX_FAR _OakWalksUpText db "@" PalletTownText2: ; 0x18fd3 girl TX_FAR _PalletTownText2 db "@" PalletTownText3: ; 0x18fd8 fat man TX_FAR _PalletTownText3 db "@" PalletTownText4: ; 0x18fdd sign by lab TX_FAR _PalletTownText4 db "@" PalletTownText5: ; 0x18fe2 sign by fence TX_FAR _PalletTownText5 db "@" PalletTownText6: ; 0x18fe7 sign by Red’s house TX_FAR _PalletTownText6 db "@" PalletTownText7: ; 0x18fec sign by Blue’s house TX_FAR _PalletTownText7 db "@"