pokered/scripts/pallettown.asm
YamaArashi 1d86932cc9 naming
2015-07-19 17:52:26 -07:00

223 lines
4.1 KiB
NASM
Executable file
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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,PLAYER_DIR_DOWN
ld [wPlayerMovingDirection],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,$FF
ld [wJoyIgnore],a
ld a,HS_PALLET_TOWN_OAK
ld [wcc4d],a
predef ShowObject
; trigger the next script
ld a,2
ld [W_PALLETTOWNCURSCRIPT],a
ret
PalletTownScript2: ; 18ed2 (6:4ed2)
ld a,1
ld [H_SPRITEINDEX],a
ld a,SPRITE_FACING_UP
ld [hSpriteFacingDirection],a
call SetSpriteFacingDirectionAndDelay
call Delay3
ld a,1
ld [W_YCOORD],a
ld a,1
ld [hNPCPlayerRelativePosPerspective],a
ld a,1
swap a
ld [hNPCSpriteOffset],a
predef CalcPositionOfPlayerRelativeToNPC
ld hl,hNPCPlayerYDistance
dec [hl]
predef FindPathToPlayer ; load Oaks movement into wNPCMovementDirections2
ld de,wNPCMovementDirections2
ld a,1 ; oak
ld [H_SPRITEINDEX],a
call MoveSprite
ld a,$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,PLAYER_DIR_DOWN
ld [wPlayerMovingDirection],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 Reds house
TX_FAR _PalletTownText6
db "@"
PalletTownText7: ; 0x18fec sign by Blues house
TX_FAR _PalletTownText7
db "@"