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Blue's Lab Groundwork
So the scenes are massively unfinished and need some bug fixes, namely; - Make the Silent Hills scene load properly. - Finish the interior scene; have the player walk into the map. - Make the scene loading in the second Blue's Lab room load properly (same issue as Silent Hills) Main issues come from the events not working like RBY: - You cannot be walked directly into a warp! - Coord events don't seem to trigger scenes on their own and I'm just kind of perplexed by it. If anyone more experienced wants to take a stab at it, by all means! This is looking really good!
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29 changed files with 1075 additions and 72 deletions
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@ -7,6 +7,7 @@ NonTrainerCallerNames:
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dw .bill
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dw .elm
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dw .buena
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dw .blue
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assert_table_length NUM_NONTRAINER_PHONECONTACTS + 1
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.none: db "----------@"
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@ -15,3 +16,4 @@ NonTrainerCallerNames:
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.elm: db "PROF.ELM:@"
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.bikeshop: db "BIKE SHOP:@"
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.buena: db "BUENA:<LF> DISC JOCKEY@"
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.blue: db "BILL:@"
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@ -1,4 +1,5 @@
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PermanentNumbers:
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db PHONECONTACT_MOM
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db PHONECONTACT_ELM
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db PHONECONTACT_BLUE
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db -1 ; end
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@ -19,7 +19,7 @@ PhoneContacts:
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phone SCHOOLBOY, JACK1, NATIONAL_PARK, ANYTIME, JackPhoneCalleeScript, ANYTIME, JackPhoneCallerScript
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phone POKEFANF, BEVERLY1, NATIONAL_PARK, ANYTIME, BeverlyPhoneCalleeScript, ANYTIME, BeverlyPhoneCallerScript
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phone SAILOR, HUEY1, OLIVINE_LIGHTHOUSE_2F, ANYTIME, HueyPhoneCalleeScript, ANYTIME, HueyPhoneCallerScript
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phone TRAINER_NONE, PHONE_00, N_A, 0, UnusedPhoneScript, 0, UnusedPhoneScript
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phone TRAINER_NONE, PHONECONTACT_BLUE, BLUE_LAB, ANYTIME, BluePhoneCalleeScript, 0, UnusedPhoneScript
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phone TRAINER_NONE, PHONE_00, N_A, 0, UnusedPhoneScript, 0, UnusedPhoneScript
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phone TRAINER_NONE, PHONE_00, N_A, 0, UnusedPhoneScript, 0, UnusedPhoneScript
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phone COOLTRAINERM, GAVEN3, ROUTE_26, ANYTIME, GavenPhoneCalleeScript, ANYTIME, GavenPhoneCallerScript
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17
data/phone/text/blue_callee.asm
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17
data/phone/text/blue_callee.asm
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@ -0,0 +1,17 @@
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; This'll serve as a story progression-ator, like Elm in Johto.
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BlueAnswerPhoneRegularText:
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text "Yes? @"
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text_ram wStringBuffer3
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text " here…"
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para "Ah, <PLAYER>."
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para "Nope, no updates"
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line "on gramps yet."
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para "I'll let you know"
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line "if I turn up any"
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cont "clues!"
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done
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