mirror of
https://github.com/pret/pokered.git
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116 lines
2.2 KiB
NASM
116 lines
2.2 KiB
NASM
PokemonMansionB1F_Script:
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call Mansion4Script_523cf
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call EnableAutoTextBoxDrawing
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ld hl, Mansion4TrainerHeader0
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ld de, PokemonMansionB1F_ScriptPointers
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ld a, [wPokemonMansionB1FCurScript]
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call ExecuteCurMapScriptInTable
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ld [wPokemonMansionB1FCurScript], a
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ret
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Mansion4Script_523cf:
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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_523ff
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ld a, $e
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ld bc, $80d
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call Mansion2Script_5202f
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ld a, $e
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ld bc, $b06
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call Mansion2Script_5202f
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ld a, $5f
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ld bc, $304
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call Mansion2Script_5202f
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ld a, $54
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ld bc, $808
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call Mansion2Script_5202f
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ret
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.asm_523ff
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ld a, $2d
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ld bc, $80d
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call Mansion2Script_5202f
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ld a, $5f
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ld bc, $b06
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call Mansion2Script_5202f
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ld a, $e
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ld bc, $304
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call Mansion2Script_5202f
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ld a, $e
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ld bc, $808
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call Mansion2Script_5202f
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ret
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Mansion4Script_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, $9
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ldh [hSpriteIndexOrTextID], a
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jp DisplayTextID
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PokemonMansionB1F_ScriptPointers:
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dw CheckFightingMapTrainers
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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PokemonMansionB1F_TextPointers:
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dw Mansion4Text1
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dw Mansion4Text2
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dw PickUpItemText
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dw PickUpItemText
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dw PickUpItemText
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dw PickUpItemText
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dw Mansion4Text7
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dw PickUpItemText
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dw Mansion3Text6
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Mansion4TrainerHeader0:
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trainer EVENT_BEAT_MANSION_4_TRAINER_0, 0, Mansion4BattleText1, Mansion4EndBattleText1, Mansion4AfterBattleText1
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Mansion4TrainerHeader1:
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trainer EVENT_BEAT_MANSION_4_TRAINER_1, 3, Mansion4BattleText2, Mansion4EndBattleText2, Mansion4AfterBattleText2
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db -1 ; end
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Mansion4Text1:
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text_asm
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ld hl, Mansion4TrainerHeader0
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call TalkToTrainer
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jp TextScriptEnd
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Mansion4Text2:
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text_asm
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ld hl, Mansion4TrainerHeader1
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call TalkToTrainer
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jp TextScriptEnd
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Mansion4BattleText1:
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text_far _Mansion4BattleText1
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text_end
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Mansion4EndBattleText1:
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text_far _Mansion4EndBattleText1
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text_end
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Mansion4AfterBattleText1:
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text_far _Mansion4AfterBattleText1
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text_end
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Mansion4BattleText2:
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text_far _Mansion4BattleText2
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text_end
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Mansion4EndBattleText2:
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text_far _Mansion4EndBattleText2
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text_end
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Mansion4AfterBattleText2:
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text_far _Mansion4AfterBattleText2
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text_end
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Mansion4Text7:
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text_far _Mansion4Text7
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text_end
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