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| author | Ash Ketchum <no-reply@sl0p.foo> | 2026-07-15 00:28:26 +0200 |
|---|---|---|
| committer | Ash Ketchum <no-reply@sl0p.foo> | 2026-07-15 00:28:26 +0200 |
| commit | d52815caa2c0f385ae61e38ecc7b5bddd7ccf7b3 (patch) | |
| tree | 2a16380216840c8c97d6da88216b8358f5d896ad /scripts/UndergroundPathRoute7.asm | |
| parent | Comment all trade locations (#161) (diff) | |
| download | pokeyellow-d52815caa2c0f385ae61e38ecc7b5bddd7ccf7b3.tar.gz pokeyellow-d52815caa2c0f385ae61e38ecc7b5bddd7ccf7b3.tar.xz pokeyellow-d52815caa2c0f385ae61e38ecc7b5bddd7ccf7b3.zip | |
fastboot: skip intro/title/menu and autoload save if one exists
Three small hooks, all gated on CheckForPlayerNameInSRAM (carry = save present):
- home/init.asm: skip 'predef PlayIntro' when a save exists
- engine/movie/title.asm (PrepareTitleScreen): jp MainMenu, skipping the
title screen (only the boot path hits PrepareTitleScreen; return-to-title
paths jp DisplayTitleScreen directly, so they're unaffected)
- engine/menus/main_menu.asm (MainMenu): after TryLoadSaveFile, if
wSaveFileStatus==2 jp SpecialEnterMap, skipping the CONTINUE menu
Exported CheckForPlayerNameInSRAM (:: ) so home/init.asm can farcall it.
New game (no save) path is fully preserved. Ship pokeyellow.gbc only; the
_DEBUG build overflows home ROM0 by 8 bytes with the init hook.
Diffstat (limited to 'scripts/UndergroundPathRoute7.asm')
0 files changed, 0 insertions, 0 deletions
