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|
OaksLabScript: ; 1cb0e (7:4b0e)
CheckEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS_2
call nz, OaksLabScript_1d076
ld a, $1
ld [wAutoTextBoxDrawingControl], a
xor a
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
ld hl, OaksLabScriptPointers
ld a, [W_OAKSLABCURSCRIPT]
call JumpTable
ret
OaksLabScriptPointers: ; 1cb28 (7:4b28)
dw OaksLabScript0
dw OaksLabScript1
dw OaksLabScript2
dw OaksLabScript3
dw OaksLabScript4
dw OaksLabScript5
dw OaksLabScript6
dw OaksLabScript7
dw OaksLabScript8
dw OaksLabScript9
dw OaksLabScript10
dw OaksLabScript11
dw OaksLabScript12
dw OaksLabScript13
dw OaksLabScript14
dw OaksLabScript15
dw OaksLabScript16
dw OaksLabScript17
dw OaksLabScript18
dw OaksLabScript19
dw OaksLabScript20
dw OaksLabScript21
dw OaksLabScript22
OaksLabScript0: ; 1cb4e (7:4b4e)
CheckEvent EVENT_OAK_APPEARED_IN_PALLET
ret z
ld a, [wNPCMovementScriptFunctionNum]
and a
ret nz
ld a, HS_OAKS_LAB_OAK_2
ld [wMissableObjectIndex], a
predef ShowObject
ld hl, wd72e
res 4, [hl]
ld a, $1
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabScript1: ; 1cb6e (7:4b6e)
ld a, $6
ld [H_SPRITEINDEX], a
ld de, OakEntryMovement
call MoveSprite
ld a, $2
ld [W_OAKSLABCURSCRIPT], a
ret
OakEntryMovement: ; 1cb7e (7:4b7e)
db NPC_MOVEMENT_UP
db NPC_MOVEMENT_UP
db NPC_MOVEMENT_UP
db $FF
OaksLabScript2: ; 1cb82 (7:4b82)
ld a, [wd730]
bit 0, a
ret nz
ld a, HS_OAKS_LAB_OAK_2
ld [wMissableObjectIndex], a
predef HideObject
ld a, HS_OAKS_LAB_OAK_1
ld [wMissableObjectIndex], a
predef ShowObject
ld a, $3
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabScript3: ; 1cba2 (7:4ba2)
call Delay3
ld hl, wSimulatedJoypadStatesEnd
ld de, PlayerEntryMovementRLE
call DecodeRLEList
dec a
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
ld a, $1
ld [H_SPRITEINDEX], a
xor a
ld [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
ld a, $3
ld [H_SPRITEINDEX], a
xor a
ld [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
ld a, $4
ld [W_OAKSLABCURSCRIPT], a
ret
PlayerEntryMovementRLE: ; 1cbcf (7:4bcf)
db D_UP,$8
db $ff
OaksLabScript4: ; 1cbd2 (7:445f)
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
SetEvent EVENT_FOLLOWED_OAK_INTO_LAB
SetEvent EVENT_FOLLOWED_OAK_INTO_LAB_2
ld a, $1
ld [H_SPRITEINDEX], a
ld a, SPRITE_FACING_UP
ld [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
ld hl, wFlags_D733
res 1, [hl]
call PlayDefaultMusic
ld a, $5
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabScript5: ; 1cbfd (7:4bfd)
ld hl, wd74b
set 1, [hl]
ld a, $fc
ld [wJoyIgnore], a
ld a, $d
ld [hSpriteIndexOrTextID], a
call DisplayTextID
call Delay3
ld a, $e
ld [hSpriteIndexOrTextID], a
call DisplayTextID
call Delay3
ld a, $2
ld [wSpriteStateData1 + 1 * $10 + 1], a
ld a, SPRITE_FACING_UP
ld [wSpriteStateData1 + 1 * $10 + 9], a
ld a, $f
ld [hSpriteIndexOrTextID], a
call DisplayTextID
call Delay3
ld a, $10
ld [hSpriteIndexOrTextID], a
call DisplayTextID
xor a
ld [wJoyIgnore], a
ld a, $6
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabScript6: ; 1cc36 (7:4c36)
ld a, [wYCoord]
cp $6
ret nz
ld a, $3
ld [H_SPRITEINDEX], a
xor a ; SPRITE_FACING_DOWN
ld [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
ld a, $1
ld [H_SPRITEINDEX], a
xor a
ld [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
call UpdateSprites
ld a, $a
ld [hSpriteIndexOrTextID], a
call DisplayTextID
ld a, $1
ld [wSimulatedJoypadStatesIndex], a
ld a, D_UP
ld [wSimulatedJoypadStatesEnd], a
call StartSimulatingJoypadStates
ld a, PLAYER_DIR_UP
ld [wPlayerMovingDirection], a
ld a, $7
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabScript7: ; 1cc72 (7:4c72)
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
call Delay3
ld a, $6
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabScript8: ; 1cc80 (7:4c80)
ld a, $1
ld [hSpriteIndexOrTextID], a
ld de, .SonyPushesPlayerAwayFromEeveeBall
call MoveSprite
ld a, $9
ld [W_OAKSLABCURSCRIPT], a
ret
.SonyPushesPlayerAwayFromEeveeBall
db $00
db $07
db $07
db $07
db $FF
OaksLabScript9: ; 1cd00 (7:4d00)
ld a, [wd730]
bit 0, a
jr nz, .asm_1c564
ld a, HS_STARTER_BALL_1
ld [wMissableObjectIndex], a
predef HideObject
ld a, $1
ld [H_SPRITEINDEX], a
ld a, SPRITE_FACING_UP
ld [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
ld a, 1
ld [W_RIVALSTARTER], a
ld a, EEVEE
ld [wd11e], a
call GetMonName
ld a, $FF ^ (A_BUTTON | B_BUTTON)
ld [wJoyIgnore], a
ld a, $11
ld [hSpriteIndexOrTextID], a
call DisplayTextID
ld a, $a
ld [W_OAKSLABCURSCRIPT], a
ret
.asm_1c564
ld a, [wYCoord]
cp $4
ret nz
ld a, [wNPCNumScriptedSteps]
cp 1
ret nz
ld a, PLAYER_DIR_LEFT
ld [wPlayerMovingDirection], a
ld a, $2
ld [wSimulatedJoypadStatesIndex], a
ld a, D_RIGHT
ld [wSimulatedJoypadStatesEnd], a
ld [wSimulatedJoypadStatesEnd + 1], a
call StartSimulatingJoypadStates
ret
OaksLabScript10: ; 1cd6d (7:4d6d)
ld a, [wYCoord]
cp $4
jr z, .asm_1c599
ld a, $1
ld [wSimulatedJoypadStatesIndex], a
ld a, D_LEFT
ld [wSimulatedJoypadStatesEnd], a
jr .asm_1c5a6
.asm_1c599
ld hl, wSimulatedJoypadStatesEnd
ld de, OaksLabRLE_PlayerWalksToOak
call DecodeRLEList
dec a
ld [wSimulatedJoypadStatesIndex], a
.asm_1c5a6
call StartSimulatingJoypadStates
ld a, $b
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabRLE_PlayerWalksToOak:
db D_UP, 2
db D_LEFT, 3
db D_DOWN, 1
db D_LEFT, 1
db $FF
OaksLabScript11:
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
ld a, $12
ld [hSpriteIndexOrTextID], a
call DisplayTextID
xor a
ld [wJoyIgnore], a
ld a, $c
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabScript12:
ld a, [wYCoord]
cp $6
ret nz
ld a, PLAYER_DIR_UP
ld [wPlayerMovingDirection], a
ld a, $1
ld [hSpriteIndexOrTextID], a
xor a
ld [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
ld c, BANK(Music_MeetRival)
ld a, MUSIC_MEET_RIVAL
call PlayMusic
ld a, $b
ld [hSpriteIndexOrTextID], a
call DisplayTextID
ld a, $1
ld [hNPCPlayerRelativePosPerspective], a
ld a, $1
swap a
ld [hNPCPlayerYDistance], a
predef CalcPositionOfPlayerRelativeToNPC
ld a, [hNPCPlayerYDistance]
dec a
ld [hNPCPlayerYDistance], a
predef FindPathToPlayer
ld de, wNPCMovementDirections2
ld a, $1
ld [hSpriteIndexOrTextID], a
call MoveSprite
ld a, $d
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabScript13:
ld a, [wd730]
bit 0, a
ret nz
ld a, $1
ld [wSpriteIndex], a
call GetSpritePosition1
ld a, OPP_SONY1
ld [wCurOpponent], a
ld a, $1
ld [wTrainerNo], a
ld hl, OaksLabRivalDefeatedText
ld de, OaksLabRivalBeatYouText
call SaveEndBattleTextPointers
ld hl, wd72d
set 6, [hl]
set 7, [hl]
xor a
ld [wJoyIgnore], a
ld a, PLAYER_DIR_UP
ld [wPlayerMovingDirection], a
ld a, $e
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabScript14:
ld a, $ff
ld [wJoyIgnore], a
; If you beat your rival here, his Eevee will evolve into
; Jolteon if you beat him on Route 22, or Flareon if you
; skip or lose that battle.
; Otherwise, it will evolve into Vaporeon.
ld a, [wBattleResult]
and a
ld b, $3
jr nz, .asm_1c660
ld b, $2
.asm_1c660
ld a, b
ld [W_RIVALSTARTER], a
ld a, $ff ^ (A_BUTTON | B_BUTTON)
ld [wJoyIgnore], a
ld a, PLAYER_DIR_UP
ld [wPlayerMovingDirection], a
call UpdateSprites
ld a, $1
ld [wSpriteIndex], a
call SetSpritePosition1
ld a, $2
ld [wSpriteStateData1 + 1 * $10 + 1], a
xor a
ld [wSpriteStateData1 + 1 * $10 + 9], a
predef HealParty
ld hl, wd74b
set 3, [hl]
ld a, $f
ld [W_OAKSLABCURSCRIPT], a
ret
OaksLabScript15:
ld c, 20
call DelayFrames
ld a, $c
ld [hSpriteIndexOrTextID], a
call DisplayTextID
callba Music_RivalAlternateStart
ld a, $1
ld [hSpriteIndexOrTextID], a
ld de, .OaksLabMovement_RivalWalksOut1
call MoveSprite
ld a, [wXCoord]
cp $4
jr nz, .asm_1c6bb
ld a, NPC_MOVEMENT_RIGHT
jr .asm_1c6bd
.asm_1c6bb
ld a, NPC_MOVEMENT_LEFT
.asm_1c6bd
ld [wNPCMovementDirections], a
ld a, $10
ld [W_OAKSLABCURSCRIPT], a
ret
.OaksLabMovement_RivalWalksOut1
db $e0
db $00
db $04
db $04
db $04
db $04
db $04
db $ff
OaksLabScript16:
ld a, [wd730]
bit 0, a
jr nz, .asm_1c6ed
ld a, $ff ^ (A_BUTTON | B_BUTTON)
ld [wJoyIgnore], a
ld a, HS_OAKS_LAB_RIVAL
ld [wMissableObjectIndex], a
predef HideObject
call PlayDefaultMusic
ld a, $11
ld [W_OAKSLABCURSCRIPT], a
ret
.asm_1c6ed
ld a, [wNPCNumScriptedSteps]
cp 5
jr nz, .asm_1c703
ld a, [wXCoord]
cp 4
jr nz, .asm_1c6ff
ld a, SPRITE_FACING_RIGHT
jr .asm_1c707
.asm_1c6ff
ld a, SPRITE_FACING_LEFT
jr .asm_1c707
.asm_1c703
cp 4
ret nz
xor a
.asm_1c707
ld [wSpriteStateData1 + 9], a
ret
OaksLabScript17:
dr $1c70b,$1c72d
OaksLabScript18:
dr $1c72d,$1c73e
OaksLabScript19:
dr $1c73e,$1c7a4
OaksLabScript20:
dr $1c7a4,$1c866
OaksLabScript21:
dr $1c866,$1c896
OaksLabScript22:
dr $1c896,$1c904
OaksLabScript_1d076:
dr $1c904,$1c910
OaksLabTextPointers: ; 1d082 (7:5082)
dr $1c910,$1cbae
OaksLabRivalDefeatedText:
dr $1cbae,$1cbb3
OaksLabRivalBeatYouText:
dr $1cbb3,$1cc22
|