BeachHouse_Script: call EnableAutoTextBoxDrawing ret BeachHouse_TextPointers: dw SurfinDudeText dw BeachHousePikachuText dw BeachHouseSign1Text dw BeachHouseSign2Text dw BeachHouseSign3Text dw BeachHouseSign4Text SurfinDudeText: text_asm ld a, [wd472] bit 6, a jr nz, .next ld hl, .SurfinDudeText4 call PrintText jr .done .next ld hl, wd492 bit 0, [hl] set 0, [hl] jr nz, .next2 ld hl, .SurfinDudeText1 jr .next3 .next2 ld hl, .SurfinDudeText3 .next3 call PrintText call YesNoChoice ld a, [wCurrentMenuItem] and a jr nz, .asm_f226b ld a, 1 ld [wDoNotWaitForButtonPressAfterDisplayingText], a farcall SurfingPikachuMinigame ld hl, wd492 set 1, [hl] jr .done .asm_f226b ld hl, .SurfinDudeText2 call PrintText .done jp TextScriptEnd .SurfinDudeText1 text_far _SurfinDudeText1 text_end .SurfinDudeText2 text_far _SurfinDudeText2 text_end .SurfinDudeText3 text_far _SurfinDudeText3 text_end .SurfinDudeText4 text_far _SurfinDudeText4 text_end BeachHousePikachuText: text_asm ld hl, .BeachHousePikachuText call PrintText ld a, PIKACHU call PlayCry call WaitForSoundToFinish jp TextScriptEnd .BeachHousePikachuText text_far _BeachHousePikachuText text_end BeachHouseSign1Text: text_asm ld hl, .BeachHouseSign1Text2 ld a, [wd472] bit 6, a jr z, .next ld hl, .BeachHouseSign1Text1 .next call PrintText jp TextScriptEnd .BeachHouseSign1Text1 text_far _BeachHouseSign1Text1 text_end .BeachHouseSign1Text2 text_far _BeachHouseSign1Text2 text_end BeachHouseSign2Text: text_asm ld hl, .BeachHouseSign2Text2 ld a, [wd472] bit 6, a jr z, .next ld hl, .BeachHouseSign2Text1 .next call PrintText jp TextScriptEnd .BeachHouseSign2Text1 text_far _BeachHouseSign2Text1 text_end .BeachHouseSign2Text2 text_far _BeachHouseSign2Text2 text_end BeachHouseSign3Text: text_asm ld hl, .BeachHouseSign3Text2 ld a, [wd472] bit 6, a jr z, .next ld hl, .BeachHouseSign3Text1 .next call PrintText jp TextScriptEnd .BeachHouseSign3Text1 text_far _BeachHouseSign3Text1 text_end .BeachHouseSign3Text2 text_far _BeachHouseSign3Text2 text_end BeachHouseSign4Text: text_asm ld a, 1 ld [wDoNotWaitForButtonPressAfterDisplayingText], a ld a, [wd472] bit 6, a jr z, .asm_f2369 ld hl, wd492 bit 1, [hl] jr z, .next2 ld a, 0 ld [wDoNotWaitForButtonPressAfterDisplayingText], a .next2 ld hl, .BeachHousePrinterText2 call PrintText ld a, [wd492] bit 1, a jr z, .asm_f236f ld a, 1 ld [wDoNotWaitForButtonPressAfterDisplayingText], a ld hl, .BeachHousePrinterText3 call PrintText call YesNoChoice ld a, [wCurrentMenuItem] and a jp z, Func_f23d0 call SaveScreenTilesToBuffer2 ld hl, wd730 set 6, [hl] xor a ld [wUpdateSpritesEnabled], a callfar Printer_PrepareSurfingMinigameHighScoreTileMap call WaitForTextScrollButtonPress ld hl, wd730 res 6, [hl] call GBPalWhiteOutWithDelay3 call ReloadTilesetTilePatterns call RestoreScreenTilesAndReloadTilePatterns call LoadScreenTilesFromBuffer2 call Delay3 call GBPalNormal ld a, 1 ld [wUpdateSpritesEnabled], a jr .asm_f236f .asm_f2369 ld hl, .BeachHousePrinterText1 call PrintText .asm_f236f jp TextScriptEnd .BeachHousePrinterText1 text_far _BeachHousePrinterText1 text_waitbutton text_end .BeachHousePrinterText2 text_far _BeachHousePrinterText2 text_waitbutton text_end .BeachHousePrinterText3 text_far _BeachHousePrinterText3 text_end .BeachHousePrinterText4 text_far _BeachHousePrinterText4 text_end