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d001ced41b
This introduces `def_script_pointers`, `def_text_pointers`, and `object_const_def` macros, and applies them to all maps. Most other map labels have also been identified.
141 lines
3.5 KiB
NASM
141 lines
3.5 KiB
NASM
PokemonMansion3F_Script:
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call Mansion3Script_52204
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call EnableAutoTextBoxDrawing
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ld hl, Mansion3TrainerHeaders
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ld de, PokemonMansion3F_ScriptPointers
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ld a, [wPokemonMansion3FCurScript]
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call ExecuteCurMapScriptInTable
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ld [wPokemonMansion3FCurScript], a
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ret
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Mansion3Script_52204:
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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_52224
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ld a, $e
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lb bc, 2, 7
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call Mansion2Script_5202f
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ld a, $5f
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lb bc, 5, 7
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call Mansion2Script_5202f
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ret
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.asm_52224
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ld a, $5f
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lb bc, 2, 7
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call Mansion2Script_5202f
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ld a, $e
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lb bc, 5, 7
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call Mansion2Script_5202f
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ret
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PokemonMansion3F_ScriptPointers:
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def_script_pointers
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dw_const PokemonMansion3FDefaultScript, SCRIPT_POKEMONMANSION3F_DEFAULT
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dw_const DisplayEnemyTrainerTextAndStartBattle, SCRIPT_POKEMONMANSION3F_START_BATTLE
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dw_const EndTrainerBattle, SCRIPT_POKEMONMANSION3F_END_BATTLE
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PokemonMansion3FDefaultScript:
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ld hl, CoordsData_52254
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call Mansion3Script_5225b
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ld a, [wWhichDungeonWarp]
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and a
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jp z, CheckFightingMapTrainers
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cp $3
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ld a, POKEMON_MANSION_1F
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jr nz, .asm_52250
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ld a, POKEMON_MANSION_2F
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.asm_52250
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ld [wDungeonWarpDestinationMap], a
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ret
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CoordsData_52254:
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dbmapcoord 16, 14
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dbmapcoord 17, 14
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dbmapcoord 19, 14
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db -1 ; end
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Mansion3Script_5225b:
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xor a
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ld [wWhichDungeonWarp], a
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ld a, [wd72d]
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bit 4, a
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ret nz
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call ArePlayerCoordsInArray
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ret nc
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ld a, [wCoordIndex]
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ld [wWhichDungeonWarp], a
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ld hl, wd72d
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set 4, [hl]
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ld hl, wd732
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set 4, [hl]
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ret
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Mansion3Script_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, TEXT_POKEMONMANSION3F_SWITCH
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ldh [hSpriteIndexOrTextID], a
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jp DisplayTextID
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PokemonMansion3F_TextPointers:
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def_text_pointers
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dw_const PokemonMansion3FSuperNerdText, TEXT_POKEMONMANSION3F_SUPER_NERD
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dw_const PokemonMansion3FScientistText, TEXT_POKEMONMANSION3F_SCIENTIST
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dw_const PickUpItemText, TEXT_POKEMONMANSION3F_MAX_POTION
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dw_const PickUpItemText, TEXT_POKEMONMANSION3F_IRON
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dw_const PokemonMansion3FDiaryText, TEXT_POKEMONMANSION3F_DIARY
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dw_const PokemonMansion2FSwitchText, TEXT_POKEMONMANSION3F_SWITCH ; This switch uses the text script from the 2F.
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Mansion3TrainerHeaders:
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def_trainers
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Mansion3TrainerHeader0:
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trainer EVENT_BEAT_MANSION_3_TRAINER_0, 0, PokemonMansion3FSuperNerdBattleText, PokemonMansion3FSuperNerdEndBattleText, PokemonMansion3FSuperNerdAfterBattleText
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Mansion3TrainerHeader1:
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trainer EVENT_BEAT_MANSION_3_TRAINER_1, 2, PokemonMansion3FScientistBattleText, PokemonMansion3FScientistEndBattleText, PokemonMansion3FScientistAfterBattleText
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db -1 ; end
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PokemonMansion3FSuperNerdText:
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text_asm
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ld hl, Mansion3TrainerHeader0
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call TalkToTrainer
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jp TextScriptEnd
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PokemonMansion3FScientistText:
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text_asm
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ld hl, Mansion3TrainerHeader1
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call TalkToTrainer
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jp TextScriptEnd
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PokemonMansion3FSuperNerdBattleText:
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text_far _PokemonMansion3FSuperNerdBattleText
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text_end
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PokemonMansion3FSuperNerdEndBattleText:
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text_far _PokemonMansion3FSuperNerdEndBattleText
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text_end
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PokemonMansion3FSuperNerdAfterBattleText:
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text_far _PokemonMansion3FSuperNerdAfterBattleText
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text_end
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PokemonMansion3FScientistBattleText:
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text_far _PokemonMansion3FScientistBattleText
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text_end
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PokemonMansion3FScientistEndBattleText:
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text_far _PokemonMansion3FScientistEndBattleText
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text_end
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PokemonMansion3FScientistAfterBattleText:
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text_far _PokemonMansion3FScientistAfterBattleText
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text_end
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PokemonMansion3FDiaryText:
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text_far _PokemonMansion3FDiaryText
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text_end
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