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CinnabarGym.asm
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CinnabarGym_Script:
call CinnabarGymSetMapAndTiles
call EnableAutoTextBoxDrawing
ld hl, CinnabarGym_ScriptPointers
ld a, [wCinnabarGymCurScript]
jp CallFunctionInTable
CinnabarGymSetMapAndTiles:
ld hl, wCurrentMapScriptFlags
res 6, [hl]
bit 5, [hl]
res 5, [hl]
call nz, UpdateCinnabarGymGateTileBlocks
ResetEvent EVENT_2A7
ret
CinnabarGymResetScripts:
xor a ; SCRIPT_CINNABARGYM_DEFAULT
ld [wJoyIgnore], a
ld [wCinnabarGymCurScript], a
ld [wCurMapScript], a
ld [wOpponentAfterWrongAnswer], a
ret
CinnabarGymSetTrainerHeader:
ldh a, [hSpriteIndexOrTextID]
ld [wTrainerHeaderFlagBit], a
ret
CinnabarGym_ScriptPointers:
def_script_pointers
dw_const CinnabarGymDefaultScript, SCRIPT_CINNABARGYM_DEFAULT
dw_const CinnabarGymGetOpponentTextScript, SCRIPT_CINNABARGYM_GET_OPPONENT_TEXT
dw_const CinnabarGymOpenGateScript, SCRIPT_CINNABARGYM_OPEN_GATE
dw_const CinnabarGymBlainePostBattleScript, SCRIPT_CINNABARGYM_BLAINE_POST_BATTLE
CinnabarGymDefaultScript:
ld a, [wOpponentAfterWrongAnswer]
and a
ret z
ldh [hSpriteIndex], a
cp CINNABARGYM_SUPER_NERD2
jr nz, .not_super_nerd3
ld a, PLAYER_DIR_DOWN
ld [wPlayerMovingDirection], a
ld de, MovementNpcToLeftAndUp
jr .MoveSprite
.not_super_nerd3
ld de, MovementNpcToLeft
ld a, PLAYER_DIR_RIGHT
ld [wPlayerMovingDirection], a
.MoveSprite
call MoveSprite
ld a, SCRIPT_CINNABARGYM_GET_OPPONENT_TEXT
ld [wCinnabarGymCurScript], a
ld [wCurMapScript], a
ret
MovementNpcToLeftAndUp:
db NPC_MOVEMENT_LEFT
db NPC_MOVEMENT_UP
db -1 ; end
MovementNpcToLeft:
db NPC_MOVEMENT_LEFT
db -1 ; end
CinnabarGymGetOpponentTextScript:
ld a, [wd730]
bit 0, a
ret nz
xor a
ld [wJoyIgnore], a
ld a, [wOpponentAfterWrongAnswer]
ld [wTrainerHeaderFlagBit], a
ldh [hSpriteIndexOrTextID], a
jp DisplayTextID
CinnabarGymFlagAction:
predef_jump FlagActionPredef
CinnabarGymOpenGateScript:
ld a, [wIsInBattle]
cp $ff
jp z, CinnabarGymResetScripts
ld a, [wTrainerHeaderFlagBit]
ldh [hGymGateIndex], a
AdjustEventBit EVENT_BEAT_CINNABAR_GYM_TRAINER_0, 2
ld c, a
ld b, FLAG_TEST
EventFlagAddress hl, EVENT_BEAT_CINNABAR_GYM_TRAINER_0
call CinnabarGymFlagAction
ld a, c
and a
jr nz, .asm_7581b
call WaitForSoundToFinish
ld a, SFX_GO_INSIDE
rst _PlaySound
call WaitForSoundToFinish
.asm_7581b
ld a, [wTrainerHeaderFlagBit]
ldh [hGymGateIndex], a
AdjustEventBit EVENT_BEAT_CINNABAR_GYM_TRAINER_0, 2
ld c, a
ld b, FLAG_SET
EventFlagAddress hl, EVENT_BEAT_CINNABAR_GYM_TRAINER_0
call CinnabarGymFlagAction
ld a, [wTrainerHeaderFlagBit]
sub $2
AdjustEventBit EVENT_CINNABAR_GYM_GATE0_UNLOCKED, 0
ld c, a
ld b, FLAG_SET
EventFlagAddress hl, EVENT_CINNABAR_GYM_GATE0_UNLOCKED
call CinnabarGymFlagAction
call UpdateCinnabarGymGateTileBlocks
xor a
ld [wJoyIgnore], a
ld [wOpponentAfterWrongAnswer], a
ld a, SCRIPT_CINNABARGYM_DEFAULT
ld [wCinnabarGymCurScript], a
ld [wCurMapScript], a
ret
CinnabarGymBlainePostBattleScript:
call UpdateCinnabarGymGateTileBlocks
ld hl, wCurrentMapScriptFlags
res 3, [hl]
call GBFadeInFromWhite ; PureRGBnote: ADDED: since trainer instantly talks to us after battle we need to fade back in here after battle
ld a, [wIsInBattle]
cp $ff
jp z, CinnabarGymResetScripts
ld a, D_RIGHT | D_LEFT | D_UP | D_DOWN
ld [wJoyIgnore], a
; fallthrough
CinnabarGymReceiveTM38:
ld a, TEXT_CINNABARGYM_BLAINE_VOLCANO_BADGE_INFO
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
SetEvent EVENT_BEAT_BLAINE
lb bc, TM_BLAINE, 1
call GiveItem
jr nc, .BagFull
ld a, TEXT_CINNABARGYM_BLAINE_RECEIVED_TM38
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
SetEvent EVENT_GOT_TM38
jr .gymVictory
.BagFull
ld a, TEXT_CINNABARGYM_BLAINE_TM38_NO_ROOM
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
.gymVictory
ld hl, wObtainedBadges
set BIT_VOLCANOBADGE, [hl]
ld hl, wBeatGymFlags
set BIT_VOLCANOBADGE, [hl]
; deactivate gym trainers
SetEventRange EVENT_BEAT_CINNABAR_GYM_TRAINER_0, EVENT_BEAT_CINNABAR_GYM_TRAINER_6
jp CinnabarGymResetScripts
CinnabarGym_TextPointers:
def_text_pointers
dw_const CinnabarGymBlaineText, TEXT_CINNABARGYM_BLAINE
dw_const CinnabarGymSuperNerd1, TEXT_CINNABARGYM_SUPER_NERD1
dw_const CinnabarGymBurglar1, TEXT_CINNABARGYM_BURGLAR1
dw_const CinnabarGymSuperNerd2, TEXT_CINNABARGYM_SUPER_NERD2
dw_const CinnabarGymBurglar2, TEXT_CINNABARGYM_BURGLAR2
dw_const CinnabarGymFirefighter1, TEXT_CINNERBARGYM_FIREFIGHTER1
dw_const CinnabarGymBurglar3, TEXT_CINNABARGYM_BURGLAR3
dw_const CinnabarGymFirefighter2, TEXT_CINNERBARGYM_FIREFIGHTER2
dw_const CinnabarGymGymGuideText, TEXT_CINNABARGYM_GYM_GUIDE
dw_const CinnabarGymBlaineVolcanoBadgeInfoText, TEXT_CINNABARGYM_BLAINE_VOLCANO_BADGE_INFO
dw_const CinnabarGymBlaineReceivedTM38Text, TEXT_CINNABARGYM_BLAINE_RECEIVED_TM38
dw_const CinnabarGymBlaineTM38NoRoomText, TEXT_CINNABARGYM_BLAINE_TM38_NO_ROOM
CinnabarGymStartBattleScript:
ldh a, [hSpriteIndexOrTextID]
ld [wSpriteIndex], a
call EngageMapTrainer
call InitBattleEnemyParameters
ld hl, wd72d
set 6, [hl]
set 7, [hl]
ld a, [wSpriteIndex]
cp CINNABARGYM_BLAINE
jr z, .blaine
ld a, SCRIPT_CINNABARGYM_OPEN_GATE
jr .not_blaine
.blaine
ld a, SCRIPT_CINNABARGYM_BLAINE_POST_BATTLE
.not_blaine
ld [wCinnabarGymCurScript], a
ld [wCurMapScript], a
rst TextScriptEnd
CinnabarGymBlaineText:
text_asm
CheckEvent EVENT_BEAT_BLAINE
jr z, .beforeBeat
CheckEventReuseA EVENT_GOT_TM38
jr nz, .afterBeat
call z, CinnabarGymReceiveTM38
call DisableWaitingAfterTextDisplay
rst TextScriptEnd
.afterBeat
ld hl, .PostBattleAdviceText
rst _PrintText
rst TextScriptEnd
.beforeBeat
ld hl, .PreBattleText
rst _PrintText
ld hl, .ReceivedVolcanoBadgeText
ld de, .ReceivedVolcanoBadgeText
call SaveEndBattleTextPointers
ld a, $7
ld [wGymLeaderNo], a
jp CinnabarGymStartBattleScript
.PreBattleText:
text_far _CinnabarGymBlainePreBattleText
text_end
.ReceivedVolcanoBadgeText:
text_far _CinnabarGymBlaineReceivedVolcanoBadgeText
sound_get_key_item ; actually plays the second channel of SFX_BALL_POOF due to the wrong music bank being loaded
text_waitbutton
text_end
.PostBattleAdviceText:
text_far _CinnabarGymBlainePostBattleAdviceText
text_end
CinnabarGymBlaineVolcanoBadgeInfoText:
text_far _CinnabarGymBlaineVolcanoBadgeInfoText
text_end
CinnabarGymBlaineReceivedTM38Text:
text_far _CinnabarGymBlaineReceivedTM38Text
sound_get_item_1
text_far _CinnabarGymBlaineTM38ExplanationText
text_end
CinnabarGymBlaineTM38NoRoomText:
text_far _CinnabarGymBlaineTM38NoRoomText
text_end
CinnabarGymSuperNerd1:
text_asm
call CinnabarGymSetTrainerHeader
CheckEvent EVENT_BEAT_CINNABAR_GYM_TRAINER_0
jr nz, .defeated
ld hl, .BattleText
rst _PrintText
ld hl, .EndBattleText
ld de, .EndBattleText
call SaveEndBattleTextPointers
jp CinnabarGymStartBattleScript
.defeated
ld hl, .AfterBattleText
rst _PrintText
rst TextScriptEnd
.BattleText:
text_far _CinnabarGymSuperNerd1BattleText
text_end
.EndBattleText:
text_far _CinnabarGymSuperNerd1EndBattleText
text_end
.AfterBattleText:
text_far _CinnabarGymSuperNerd1AfterBattleText
text_end
CinnabarGymBurglar1:
text_asm
call CinnabarGymSetTrainerHeader
CheckEvent EVENT_BEAT_CINNABAR_GYM_TRAINER_1
jr nz, .defeated
ld hl, .BattleText
rst _PrintText
ld hl, .EndBattleText
ld de, .EndBattleText
call SaveEndBattleTextPointers
jp CinnabarGymStartBattleScript
.defeated
ld hl, .AfterBattleText
rst _PrintText
rst TextScriptEnd
.BattleText:
text_far _CinnabarGymBurglar1BattleText
text_end
.EndBattleText:
text_far _CinnabarGymBurglar1EndBattleText
text_end
.AfterBattleText:
text_far _CinnabarGymBurglar1AfterBattleText
text_end
CinnabarGymSuperNerd2:
text_asm
call CinnabarGymSetTrainerHeader
CheckEvent EVENT_BEAT_CINNABAR_GYM_TRAINER_2
jr nz, .defeated
ld hl, .BattleText
rst _PrintText
ld hl, .EndBattleText
ld de, .EndBattleText
call SaveEndBattleTextPointers
jp CinnabarGymStartBattleScript
.defeated
ld hl, .AfterBattleText
rst _PrintText
rst TextScriptEnd
.BattleText:
text_far _CinnabarGymSuperNerd2BattleText
text_end
.EndBattleText:
text_far _CinnabarGymSuperNerd2EndBattleText
text_end
.AfterBattleText:
text_far _CinnabarGymSuperNerd2AfterBattleText
text_end
CinnabarGymBurglar2:
text_asm
call CinnabarGymSetTrainerHeader
CheckEvent EVENT_BEAT_CINNABAR_GYM_TRAINER_3
jr nz, .defeated
ld hl, .BattleText
rst _PrintText
ld hl, .EndBattleText
ld de, .EndBattleText
call SaveEndBattleTextPointers
jp CinnabarGymStartBattleScript
.defeated
ld hl, .AfterBattleText
rst _PrintText
rst TextScriptEnd
.BattleText:
text_far _CinnabarGymBurglar2BattleText
text_end
.EndBattleText:
text_far _CinnabarGymBurglar2EndBattleText
text_end
.AfterBattleText:
text_far _CinnabarGymBurglar2AfterBattleText
text_end
CinnabarGymFirefighter1:
text_asm
call CinnabarGymSetTrainerHeader
CheckEvent EVENT_BEAT_CINNABAR_GYM_TRAINER_4
jr nz, .defeated
ld hl, .BattleText
rst _PrintText
ld hl, .EndBattleText
ld de, .EndBattleText
call SaveEndBattleTextPointers
jp CinnabarGymStartBattleScript
.defeated
ld hl, .AfterBattleText
rst _PrintText
rst TextScriptEnd
.BattleText:
text_far _CinnabarGymFirefighter1BattleText
text_end
.EndBattleText:
text_far _CinnabarGymFirefighter1EndBattleText
text_end
.AfterBattleText:
text_far _CinnabarGymFirefighter1AfterBattleText
text_end
CinnabarGymBurglar3:
text_asm
call CinnabarGymSetTrainerHeader
CheckEvent EVENT_BEAT_CINNABAR_GYM_TRAINER_5
jr nz, .defeated
ld hl, .BattleText
rst _PrintText
ld hl, .EndBattleText
ld de, .EndBattleText
call SaveEndBattleTextPointers
jp CinnabarGymStartBattleScript
.defeated
ld hl, .AfterBattleText
rst _PrintText
rst TextScriptEnd
.BattleText:
text_far _CinnabarGymBurglar3BattleText
text_end
.EndBattleText:
text_far _CinnabarGymBurglar3EndBattleText
text_end
.AfterBattleText:
text_far _CinnabarGymBurglar3AfterBattleText
text_end
CinnabarGymFirefighter2:
text_asm
call CinnabarGymSetTrainerHeader
CheckEvent EVENT_BEAT_CINNABAR_GYM_TRAINER_6
jr nz, .defeated
ld hl, .BattleText
rst _PrintText
ld hl, .EndBattleText
ld de, .EndBattleText
call SaveEndBattleTextPointers
jp CinnabarGymStartBattleScript
.defeated
ld hl, .AfterBattleText
rst _PrintText
rst TextScriptEnd
.BattleText:
text_far _CinnabarGymFirefighter2BattleText
text_end
.EndBattleText:
text_far _CinnabarGymFirefighter2EndBattleText
text_end
.AfterBattleText:
text_far _CinnabarGymFirefighter2AfterBattleText
text_end
CinnabarGymGymGuideText: ; PureRGBnote: ADDED: gym guide gives you apex chips after beating the leader
text_asm
CheckEvent EVENT_BEAT_BLAINE
jr nz, .afterBeat
ld hl, ChampInMakingText
rst _PrintText
jr .done
.afterBeat
CheckEvent EVENT_GOT_PEWTER_APEX_CHIPS ; have to hear about apex chips to receive them after that
jr z, .donePrompt
ld hl, CinnabarGymGuidePostBattleTextPrompt
rst _PrintText
CheckEvent EVENT_GOT_CINNABAR_APEX_CHIPS
jr nz, .alreadyApexChips
.giveApexChips
ld hl, GymGuideMoreApexChipText7
rst _PrintText
lb bc, APEX_CHIP, 2
call GiveItem
jr nc, .BagFull
ld hl, ReceivedApexChipsText7
rst _PrintText
ld hl, CinnabarGymGuideApexChipFireText
rst _PrintText
SetEvent EVENT_GOT_CINNABAR_APEX_CHIPS
.alreadyApexChips
ld hl, AlreadyReceivedApexChipsText7
rst _PrintText
jr .done
.BagFull
ld hl, ApexNoRoomText7
rst _PrintText
.done
rst TextScriptEnd
.donePrompt
ld hl, CinnabarGymGuidePostBattleText
rst _PrintText
jr .done
ReceivedApexChipsText7:
text_far _ReceivedApexChipsText
sound_get_item_1
text_end
ApexNoRoomText7:
text_far _PewterGymTM34NoRoomText
text_end
GymGuideMoreApexChipText7:
text_far _GymGuideMoreApexChipText
text_end
AlreadyReceivedApexChipsText7:
text_far _AlreadyReceivedApexChipsText
text_end
CinnabarGymGuideApexChipFireText:
text_far _CinnabarGymGuideApexChipFireText
text_end
ChampInMakingText:
text_far _CinnabarGymGymGuideChampInMakingText
text_end
CinnabarGymGuidePostBattleText:
text_far _CinnabarGymGymGuideBeatBlaineText
text_end
CinnabarGymGuidePostBattleTextPrompt:
text_far _CinnabarGymGymGuideBeatBlaineText
text_promptbutton
text_end