pokered/scripts/PokemonMansionB1F.asm

116 lines
2.2 KiB
NASM
Executable file

PokemonMansionB1F_Script:
call Mansion4Script_523cf
call EnableAutoTextBoxDrawing
ld hl, Mansion4TrainerHeader0
ld de, PokemonMansionB1F_ScriptPointers
ld a, [wPokemonMansionB1FCurScript]
call ExecuteCurMapScriptInTable
ld [wPokemonMansionB1FCurScript], a
ret
Mansion4Script_523cf:
ld hl, wCurrentMapScriptFlags
bit 5, [hl]
res 5, [hl]
ret z
CheckEvent EVENT_MANSION_SWITCH_ON
jr nz, .asm_523ff
ld a, $e
ld bc, $80d
call Mansion2Script_5202f
ld a, $e
ld bc, $b06
call Mansion2Script_5202f
ld a, $5f
ld bc, $304
call Mansion2Script_5202f
ld a, $54
ld bc, $808
call Mansion2Script_5202f
ret
.asm_523ff
ld a, $2d
ld bc, $80d
call Mansion2Script_5202f
ld a, $5f
ld bc, $b06
call Mansion2Script_5202f
ld a, $e
ld bc, $304
call Mansion2Script_5202f
ld a, $e
ld bc, $808
call Mansion2Script_5202f
ret
Mansion4Script_Switches::
ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ret nz
xor a
ldh [hJoyHeld], a
ld a, $9
ldh [hSpriteIndexOrTextID], a
jp DisplayTextID
PokemonMansionB1F_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
PokemonMansionB1F_TextPointers:
dw Mansion4Text1
dw Mansion4Text2
dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
dw Mansion4Text7
dw PickUpItemText
dw Mansion3Text6
Mansion4TrainerHeader0:
trainer EVENT_BEAT_MANSION_4_TRAINER_0, 0, Mansion4BattleText1, Mansion4EndBattleText1, Mansion4AfterBattleText1
Mansion4TrainerHeader1:
trainer EVENT_BEAT_MANSION_4_TRAINER_1, 3, Mansion4BattleText2, Mansion4EndBattleText2, Mansion4AfterBattleText2
db -1 ; end
Mansion4Text1:
text_asm
ld hl, Mansion4TrainerHeader0
call TalkToTrainer
jp TextScriptEnd
Mansion4Text2:
text_asm
ld hl, Mansion4TrainerHeader1
call TalkToTrainer
jp TextScriptEnd
Mansion4BattleText1:
text_far _Mansion4BattleText1
text_end
Mansion4EndBattleText1:
text_far _Mansion4EndBattleText1
text_end
Mansion4AfterBattleText1:
text_far _Mansion4AfterBattleText1
text_end
Mansion4BattleText2:
text_far _Mansion4BattleText2
text_end
Mansion4EndBattleText2:
text_far _Mansion4EndBattleText2
text_end
Mansion4AfterBattleText2:
text_far _Mansion4AfterBattleText2
text_end
Mansion4Text7:
text_far _Mansion4Text7
text_end