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authordannye <33dannye@gmail.com>2023-11-20 00:33:27 -0600
committerdannye <33dannye@gmail.com>2023-11-20 20:23:27 -0600
commit298e99d3776580585c3f434e5d93137ae431bdd3 (patch)
treea808c4ffd0fd0f9bd28972bae5236e0d3345c8e5 /scripts/PalletTown.asm
parentAdd sound bits documentation for wOptions (#110) (diff)
parentName 2 unnamed labels I missed in SeafoamIslandsB4F and PokemonMansion3F (#437) (diff)
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Merge branch 'master' of https://github.com/pret/pokered
Diffstat (limited to 'scripts/PalletTown.asm')
-rw-r--r--scripts/PalletTown.asm155
1 files changed, 78 insertions, 77 deletions
diff --git a/scripts/PalletTown.asm b/scripts/PalletTown.asm
index 3a80739e..07e59cc0 100644
--- a/scripts/PalletTown.asm
+++ b/scripts/PalletTown.asm
@@ -9,18 +9,19 @@ PalletTown_Script:
jp CallFunctionInTable
PalletTown_ScriptPointers:
- dw PalletTownScript0
- dw PalletTownScript1
- dw PalletTownScript2
- dw PalletTownScript3
- dw PalletTownScript4
- dw PalletTownScript5
- dw PalletTownScript6
- dw PalletTownScript7
- dw PalletTownScript8
- dw PalletTownScript9
+ def_script_pointers
+ dw_const PalletTownDefaultScript, SCRIPT_PALLETTOWN_DEFAULT
+ dw_const PalletTownOakHeyWaitScript, SCRIPT_PALLETTOWN_OAK_HEY_WAIT
+ dw_const PalletTownOakWalksToPlayerScript, SCRIPT_PALLETTOWN_OAK_WALKS_TO_PLAYER
+ dw_const PalletTownOakGreetsPlayerScript, SCRIPT_PALLETTOWN_OAK_GREETS_PLAYER
+ dw_const PalletTownPikachuBattleScript, SCRIPT_PALLETTOWN_PIKACHU_BATTLE
+ dw_const PalletTownAfterPikachuBattleScript, SCRIPT_PALLETTOWN_AFTER_PIKACHU_BATTLE
+ dw_const PalletTownOakNotSafeComeWithMeScript, SCRIPT_PALLETTOWN_OAK_NOT_SAFE_COME_WITH_ME
+ dw_const PalletTownPlayerFollowsOakScript, SCRIPT_PALLETTOWN_PLAYER_FOLLOWS_OAK
+ dw_const PalletTownDaisyScript, SCRIPT_PALLETTOWN_DAISY
+ dw_const PalletTownNoopScript, SCRIPT_PALLETTOWN_NOOP
-PalletTownScript0:
+PalletTownDefaultScript:
CheckEvent EVENT_FOLLOWED_OAK_INTO_LAB
ret nz
ld a, [wYCoord]
@@ -34,7 +35,7 @@ PalletTownScript0:
.asm_18e40
xor a
ldh [hJoyHeld], a
- ld a, $ff
+ ld a, A_BUTTON | B_BUTTON | SELECT | START | D_RIGHT | D_LEFT | D_UP | D_DOWN
ld [wJoyIgnore], a
ld a, PLAYER_DIR_UP
ld [wPlayerMovingDirection], a
@@ -46,19 +47,19 @@ PalletTownScript0:
SetEvent EVENT_OAK_APPEARED_IN_PALLET
; trigger the next script
- ld a, 1
+ ld a, SCRIPT_PALLETTOWN_OAK_HEY_WAIT
ld [wPalletTownCurScript], a
ret
-PalletTownScript1:
+PalletTownOakHeyWaitScript:
ld a, ~(A_BUTTON | B_BUTTON)
ld [wJoyIgnore], a
xor a
ld [wcf0d], a
- ld a, 1
+ ld a, TEXT_PALLETTOWN_OAK
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
- ld a, $FF
+ ld a, A_BUTTON | B_BUTTON | SELECT | START | D_RIGHT | D_LEFT | D_UP | D_DOWN
ld [wJoyIgnore], a
ld hl, wSprite01StateData2MapY
ld a, 8
@@ -68,17 +69,17 @@ PalletTownScript1:
ld a, HS_PALLET_TOWN_OAK
ld [wMissableObjectIndex], a
predef ShowObject
-
- ; trigger the next script
ld a, $2
ld [wSprite01StateData1MovementStatus], a
ld a, SPRITE_FACING_UP
ld [wSprite01StateData1FacingDirection], a
- ld a, 2
+
+ ; trigger the next script
+ ld a, SCRIPT_PALLETTOWN_OAK_WALKS_TO_PLAYER
ld [wPalletTownCurScript], a
ret
-PalletTownScript2:
+PalletTownOakWalksToPlayerScript:
call Delay3
ld a, 0
ld [wYCoord], a
@@ -92,16 +93,16 @@ PalletTownScript2:
dec [hl]
predef FindPathToPlayer ; load Oak's movement into wNPCMovementDirections2
ld de, wNPCMovementDirections2
- ld a, 1 ; oak
+ ld a, PALLETTOWN_OAK
ldh [hSpriteIndex], a
call MoveSprite
; trigger the next script
- ld a, 3
+ ld a, SCRIPT_PALLETTOWN_OAK_GREETS_PLAYER
ld [wPalletTownCurScript], a
ret
-PalletTownScript3:
+PalletTownOakGreetsPlayerScript:
ld a, [wd730]
bit 0, a
ret nz
@@ -113,11 +114,11 @@ PalletTownScript3:
ld [wSprite01StateData1MovementStatus], a
ld a, SPRITE_FACING_UP
ld [wSprite01StateData1FacingDirection], a
- ld a, 1
+ ld a, TEXT_PALLETTOWN_OAK
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
; oak faces the horizontally adjacent patch of grass to face pikachu
- ld a, $FF
+ ld a, A_BUTTON | B_BUTTON | SELECT | START | D_RIGHT | D_LEFT | D_UP | D_DOWN
ld [wJoyIgnore], a
ld a, $2
ld [wSprite01StateData1MovementStatus], a
@@ -129,11 +130,11 @@ PalletTownScript3:
ld [wSprite01StateData1FacingDirection], a
; trigger the next script
- ld a, 4
+ ld a, SCRIPT_PALLETTOWN_PIKACHU_BATTLE
ld [wPalletTownCurScript], a
ret
-PalletTownScript4:
+PalletTownPikachuBattleScript:
; start the pikachu battle
ld a, ~(A_BUTTON | B_BUTTON)
ld [wJoyIgnore], a
@@ -147,35 +148,35 @@ PalletTownScript4:
ld [wCurEnemyLVL], a
; trigger the next script
- ld a, 5
+ ld a, SCRIPT_PALLETTOWN_AFTER_PIKACHU_BATTLE
ld [wPalletTownCurScript], a
ret
-PalletTownScript5:
+PalletTownAfterPikachuBattleScript:
ld a, $2
ld [wcf0d], a
- ld a, $1
+ ld a, TEXT_PALLETTOWN_OAK
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
ld a, $2
ld [wSprite01StateData1MovementStatus], a
ld a, SPRITE_FACING_UP
ld [wSprite01StateData1FacingDirection], a
- ld a, $8
+ ld a, TEXT_PALLETTOWN_OAK_COME_WITH_ME
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
- ld a, $ff
+ ld a, A_BUTTON | B_BUTTON | SELECT | START | D_RIGHT | D_LEFT | D_UP | D_DOWN
ld [wJoyIgnore], a
; trigger the next script
- ld a, 6
+ ld a, SCRIPT_PALLETTOWN_OAK_NOT_SAFE_COME_WITH_ME
ld [wPalletTownCurScript], a
ret
-PalletTownScript6:
+PalletTownOakNotSafeComeWithMeScript:
xor a
ld [wSpritePlayerStateData1FacingDirection], a
- ld a, $1
+ ld a, PALLETTOWN_OAK
ld [wSpriteIndex], a
xor a
ld [wNPCMovementScriptFunctionNum], a
@@ -185,21 +186,21 @@ PalletTownScript6:
ld [wNPCMovementScriptBank], a
; trigger the next script
- ld a, 7
+ ld a, SCRIPT_PALLETTOWN_PLAYER_FOLLOWS_OAK
ld [wPalletTownCurScript], a
ret
-PalletTownScript7:
+PalletTownPlayerFollowsOakScript:
ld a, [wNPCMovementScriptPointerTableNum]
and a ; is the movement script over?
ret nz
; trigger the next script
- ld a, 8
+ ld a, SCRIPT_PALLETTOWN_DAISY
ld [wPalletTownCurScript], a
ret
-PalletTownScript8:
+PalletTownDaisyScript:
CheckEvent EVENT_DAISY_WALKING
jr nz, .next
CheckBothEventsSet EVENT_GOT_TOWN_MAP, EVENT_ENTERED_BLUES_HOUSE, 1
@@ -215,42 +216,42 @@ PalletTownScript8:
CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
ret z
SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS_2
-PalletTownScript9:
+PalletTownNoopScript:
ret
PalletTown_TextPointers:
- dw PalletTownText1
- dw PalletTownText2
- dw PalletTownText3
- dw PalletTownText4
- dw PalletTownText5
- dw PalletTownText6
- dw PalletTownText7
- dw PalletTownText8
+ def_text_pointers
+ dw_const PalletTownOakText, TEXT_PALLETTOWN_OAK
+ dw_const PalletTownGirlText, TEXT_PALLETTOWN_GIRL
+ dw_const PalletTownFisherText, TEXT_PALLETTOWN_FISHER
+ dw_const PalletTownOaksLabSignText, TEXT_PALLETTOWN_OAKSLAB_SIGN
+ dw_const PalletTownSignText, TEXT_PALLETTOWN_SIGN
+ dw_const PalletTownPlayersHouseSignText, TEXT_PALLETTOWN_PLAYERSHOUSE_SIGN
+ dw_const PalletTownRivalsHouseSignText, TEXT_PALLETTOWN_RIVALSHOUSE_SIGN
+ dw_const PalletTownOakComeWithMe, TEXT_PALLETTOWN_OAK_COME_WITH_ME
-PalletTownText1:
+PalletTownOakText:
text_asm
ld a, [wcf0d]
and a
jr nz, .next
ld a, 1
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
- ld hl, OakAppearsText
+ ld hl, .HeyWaitDontGoOutText
jr .done
.next
dec a
- jr nz, .asm_18fd3
- ld hl, OakWalksUpText
+ jr nz, .whew
+ ld hl, .ThatWasCloseText
jr .done
-
-.asm_18fd3
- ld hl, PalletTownText_19002
+.whew
+ ld hl, .WhewText
.done
call PrintText
jp TextScriptEnd
-OakAppearsText:
- text_far _OakAppearsText
+.HeyWaitDontGoOutText:
+ text_far _PalletTownOakHeyWaitDontGoOutText
text_asm
ld c, 10
call DelayFrames
@@ -263,53 +264,53 @@ OakAppearsText:
predef EmotionBubble
jp TextScriptEnd
-OakWalksUpText:
- text_far _OakWalksUpText
+.ThatWasCloseText:
+ text_far _PalletTownOakThatWasCloseText
text_end
-PalletTownText_19002:
- text_far _OakWhewText
+.WhewText:
+ text_far _PalletTownOakWhewText
text_end
-PalletTownText8:
- text_far _OakGrassText
+PalletTownOakComeWithMe:
+ text_far _PalletTownOakComeWithMe
text_end
-PalletTownText2: ; girl
- text_far _PalletTownText2
+PalletTownGirlText:
+ text_far _PalletTownGirlText
text_end
-PalletTownText3: ; fat man
- text_far _PalletTownText3
+PalletTownFisherText:
+ text_far _PalletTownFisherText
text_end
-PalletTownText4: ; sign by lab
- text_far _PalletTownText4
+PalletTownOaksLabSignText:
+ text_far _PalletTownOaksLabSignText
text_end
-PalletTownText5: ; sign by fence
+PalletTownSignText:
IF DEF(_DEBUG)
text_asm
ld a, 239
inc a
ld [wWhichPewterGuy], a
- ld hl, PalletTownText_502b
+ ld hl, .Text
call PrintText
jp TextScriptEnd
-PalletTownText_502b:
+.Text:
text_decimal wWhichPewterGuy, 1, 3
text "bit"
done
ELSE
- text_far _PalletTownText5
+ text_far _PalletTownSignText
text_end
ENDC
-PalletTownText6: ; sign by Red's house
- text_far _PalletTownText6
+PalletTownPlayersHouseSignText:
+ text_far _PalletTownPlayersHouseSignText
text_end
-PalletTownText7: ; sign by Blue's house
- text_far _PalletTownText7
+PalletTownRivalsHouseSignText:
+ text_far _PalletTownRivalsHouseSignText
text_end