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129 lines
2.5 KiB
NASM
129 lines
2.5 KiB
NASM
PokemonMansion1F_Script:
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call Mansion1Subscript1
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call EnableAutoTextBoxDrawing
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ld hl, Mansion1TrainerHeaders
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ld de, PokemonMansion1F_ScriptPointers
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ld a, [wPokemonMansion1FCurScript]
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call ExecuteCurMapScriptInTable
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ld [wPokemonMansion1FCurScript], a
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ret
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Mansion1Subscript1:
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ld hl, wCurrentMapScriptFlags
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bit 5, [hl]
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res 5, [hl]
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ret z
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CheckEvent EVENT_MANSION_SWITCH_ON
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jr nz, .asm_442ec
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lb bc, 6, 12
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call Mansion1Script_4430b
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lb bc, 3, 8
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call Mansion1Script_44304
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lb bc, 8, 10
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call Mansion1Script_44304
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lb bc, 13, 13
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jp Mansion1Script_44304
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.asm_442ec
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lb bc, 6, 12
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call Mansion1Script_44304
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lb bc, 3, 8
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call Mansion1Script_4430b
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lb bc, 8, 10
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call Mansion1Script_4430b
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lb bc, 13, 13
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jp Mansion1Script_4430b
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Mansion1Script_44304:
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ld a, $2d
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ld [wNewTileBlockID], a
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jr Mansion1ReplaceBlock
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Mansion1Script_4430b:
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ld a, $e
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ld [wNewTileBlockID], a
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Mansion1ReplaceBlock:
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predef ReplaceTileBlock
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ret
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Mansion1Script_Switches::
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ld a, [wSpritePlayerStateData1FacingDirection]
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cp SPRITE_FACING_UP
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ret nz
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xor a
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ldh [hJoyHeld], a
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ld a, $4
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ldh [hSpriteIndexOrTextID], a
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jp DisplayTextID
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PokemonMansion1F_ScriptPointers:
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dw CheckFightingMapTrainers
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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PokemonMansion1F_TextPointers:
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dw Mansion1Text1
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dw PickUpItemText
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dw PickUpItemText
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dw Mansion1Text4
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Mansion1TrainerHeaders:
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def_trainers
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Mansion1TrainerHeader0:
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trainer EVENT_BEAT_MANSION_1_TRAINER_0, 3, Mansion1BattleText2, Mansion1EndBattleText2, Mansion1AfterBattleText2
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db -1 ; end
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Mansion1Text1:
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text_asm
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ld hl, Mansion1TrainerHeader0
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call TalkToTrainer
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jp TextScriptEnd
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Mansion1BattleText2:
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text_far _Mansion1BattleText2
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text_end
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Mansion1EndBattleText2:
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text_far _Mansion1EndBattleText2
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text_end
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Mansion1AfterBattleText2:
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text_far _Mansion1AfterBattleText2
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text_end
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Mansion1Text4:
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text_asm
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ld hl, MansionSwitchText
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call PrintText
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call YesNoChoice
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ld a, [wCurrentMenuItem]
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and a
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jr nz, .asm_4438c
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ld a, $1
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ld [wDoNotWaitForButtonPressAfterDisplayingText], a
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ld hl, wCurrentMapScriptFlags
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set 5, [hl]
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ld hl, MansionSwitchPressedText
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call PrintText
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ld a, SFX_GO_INSIDE
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call PlaySound
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CheckAndSetEvent EVENT_MANSION_SWITCH_ON
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jr z, .asm_44392
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ResetEventReuseHL EVENT_MANSION_SWITCH_ON
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jr .asm_44392
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.asm_4438c
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ld hl, MansionSwitchNotPressedText
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call PrintText
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.asm_44392
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jp TextScriptEnd
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MansionSwitchText:
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text_far _MansionSwitchText
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text_end
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MansionSwitchPressedText:
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text_far _MansionSwitchPressedText
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text_end
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MansionSwitchNotPressedText:
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text_far _MansionSwitchNotPressedText
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text_end
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