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https://github.com/thornAvery/jep-hack.git
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Old City is now Sepia City, two houses
Earl now lives in Sepia City and alludes to White City, family house added too. City renamed Sepia City.
This commit is contained in:
parent
4eb81eec25
commit
e944e11479
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@ -640,6 +640,8 @@ ENDM
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map_const OLD_CITY_POKECENTER_1F, 10, 4 ; 2
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map_const OLD_MART, 8, 4 ; 3
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map_const HONEY_GRANDMAS_HOUSE, 5, 5 ; 4
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map_const OLD_CITY_EARLS_HOUSE, 4, 4 ; 5
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map_const OLD_CITY_FAMILY_HOUSE, 4, 4 ; 6
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endgroup
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newgroup BLUE_FOREST ; 36
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@ -829,6 +829,8 @@ ENDM
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map_attributes OldCityPokecenter1F, OLD_CITY_POKECENTER_1F, $00, 0
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map_attributes OldMart, OLD_MART, $00, 0
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map_attributes HoneyGrandmasHouse, HONEY_GRANDMAS_HOUSE, $00, 0
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map_attributes OldCityEarlsHouse, OLD_CITY_EARLS_HOUSE, $00, 0
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map_attributes OldCityFamilyHouse, OLD_CITY_FAMILY_HOUSE, $00, 0
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map_attributes BlueForest, BLUE_FOREST, $00, 0 ; this is on its own for now. add connections later.
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@ -415,6 +415,8 @@ EcruteakLugiaSpeechHouse_Blocks:
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EcruteakItemfinderHouse_Blocks:
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VioletNicknameSpeechHouse_Blocks:
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VioletKylesHouse_Blocks:
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OldCityEarlsHouse_Blocks:
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OldCityFamilyHouse_Blocks:
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INCBIN "maps/House2.ablk"
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UnionCaveB1F_Blocks:
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@ -249,5 +249,6 @@ UnknownName: db "?????@"
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Route66Name: db "ROUTE 66@"
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Route49Name: db "ROUTE 49@"
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QuietCaveName: db "QUIET¯CAVE@"
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OldCityName: db "OLD CITY@" ; I've considered the name "Archaic City", whereas "High Tech" will be "Vogue City". Thoughts? Archaic is considered a little snarly in modern day, so I haven't put it in yet.
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OldCityName: db "SEPIA¯CITY@"
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; High Tech will be called "Vogue City"
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BlueForestName: db "BLUE¯FOREST@"
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@ -699,6 +699,8 @@ MapGroup_OldCity:
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map OldCityPokecenter1F, TILESET_POKECENTER, INDOOR, LANDMARK_OLD_CITY, MUSIC_POKEMON_CENTER, FALSE, PALETTE_DAY, FISHGROUP_NONE
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map OldMart, TILESET_NIHON_MART, INDOOR, LANDMARK_OLD_CITY, MUSIC_POKEMON_CENTER, FALSE, PALETTE_DAY, FISHGROUP_NONE
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map HoneyGrandmasHouse, TILESET_TRADITIONAL_HOUSE, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE
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map OldCityEarlsHouse, TILESET_TRADITIONAL_HOUSE, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE
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map OldCityFamilyHouse, TILESET_TRADITIONAL_HOUSE, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE
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assert_table_length NUM_OLD_CITY_MAPS
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MapGroup_BlueForest:
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@ -582,6 +582,8 @@ INCLUDE "maps/OldCity.asm"
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INCLUDE "maps/OldCityPokecenter1F.asm"
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INCLUDE "maps/OldMart.asm"
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INCLUDE "maps/HoneyGrandmasHouse.asm"
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INCLUDE "maps/OldCityEarlsHouse.asm"
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INCLUDE "maps/OldCityFamilyHouse.asm"
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SECTION "Map Scripts 30", ROMX ; spillover
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INCLUDE "maps/TanobyRuins.asm"
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@ -87,6 +87,7 @@ SoldierGroup:
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end_list_items
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SportsmanGroup:
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; one should be called Jet, using Dodrio, Electrode, Rapidash, Tauros, and Bellosom. Manga character.
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next_list_item ; SPORTSMAN (1)
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db "JACQUES@", TRAINERTYPE_NORMAL
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db 23
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@ -26,25 +26,56 @@ HoneyGrandmaSignText:
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line "house"
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done
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OldCityEarlsHouseSignScript:
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jumptext OldCityEarlsHouseSignText
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OldCityEarlsHouseSignText:
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text "EARL's house"
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done
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OldCityGymSignScript:
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jumptext OldCityGymSignText
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OldCityGymSignText:
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text "OLD CITY"
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line "#MON GYM"
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para "LEADER: WALKER"
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para "The Cunning" ; Man I snapped here
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line "Corvid of the"
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cont "Skies!"
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done
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OldCitySouthSignScript:
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jumptext OldCitySouthSignText
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OldCitySouthSignText:
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text "SOUTH: ROUTE 50"
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done
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; Gets its name from sepia often being used to show the romantic old days, while doubling as an orangey, autumny colour.
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OldCitySignScript:
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jumptext OldCitySignText
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OldCitySignText:
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text "OLD CITY"
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text "SEPIA CITY"
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para "The city of gold-"
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line "en leaves." ; doubles as a HGSS ref. maybe have a gold/silver leaf maniac somewhere idfk they're in the game and totally useless
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done
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; TODO: What are they doing in the tower? Probably something to do with Shi-Shi, but what?
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; the five-story pagoda has different statues on each floor; growlithe, pikachu, tentacruel, ho-oh(fearow?), and abra. the pikachu floor specifically has mediums, otherwise sages. it's mainly a battle place, like sprout tower.
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; perhaps it's a test, link w/ the museum on having shi-shi's ball? how to integrate?
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GrowlitheTowerSignScript:
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jumptext GrowlitheTowerSignText
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; TODO: What are they doing in the tower? Probably something to do with Shi-Shi, but what?
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GrowlitheTowerSignText:
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text "GROWLITHE TOWER"
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text "GROWLITHE PAGODA"
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line "Comment to be"
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cont "written."
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done
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; museum could possibly be a collector trying to get certain objects. change when you give him certain things?
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OldCityMuseumSignScript:
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jumptext OldCityMuseumSignText
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@ -67,7 +98,7 @@ OldCityOldManScript:
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jumptextfaceplayer OldCityOldManText
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OldCityOldManText:
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text "GROWLITHE TOWER"
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text "GROWLITHE PAGODA"
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line "is only open to"
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cont "citizens."
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@ -154,7 +185,7 @@ OldCity_MapEvents:
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def_warp_events
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warp_event 18, 31, ROUTE_49_OLD_CITY_GATE_1F, 3
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warp_event 19, 31, ROUTE_49_OLD_CITY_GATE_1F, 4
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warp_event 22, 26, DEBUG_ROOM, 1 ; Right-down house
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warp_event 22, 26, DEBUG_ROOM, 1 ; Right-down house (Trainer School)
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warp_event 3, 26, OLD_MART, 1 ; Mart
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warp_event 27, 12, DEBUG_ROOM, 1 ; gym right
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warp_event 26, 12, DEBUG_ROOM, 1 ; gym left
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@ -164,8 +195,8 @@ OldCity_MapEvents:
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warp_event 11, 16, DEBUG_ROOM, 1 ; Growlithe Tower left
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warp_event 3, 31, HONEY_GRANDMAS_HOUSE, 1 ; southwest house (Honey Grandma)
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warp_event 27, 28, OLD_CITY_POKECENTER_1F, 1 ; pokecenter
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warp_event 30, 20, DEBUG_ROOM, 1 ; right-up house
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warp_event 10, 26, DEBUG_ROOM, 1 ; house by mart
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warp_event 30, 20, OLD_CITY_EARLS_HOUSE, 2 ; right-up house (Earl's House)
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warp_event 10, 26, OLD_CITY_FAMILY_HOUSE, 2 ; house by mart (Man with a daughter and son)
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; considering a tearoom where the waiters are passive-aggressive. classic kyoto.
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def_coord_events
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@ -173,11 +204,12 @@ OldCity_MapEvents:
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bg_event 20, 22, BGEVENT_READ, OldCitySignScript
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bg_event 4, 32, BGEVENT_READ, HoneyGrandmaSignScript
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bg_event 8, 14, BGEVENT_READ, GrowlitheTowerSignScript
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bg_event 26, 20, BGEVENT_READ, OldCityMuseumSignScript
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bg_event 28, 14, BGEVENT_READ, OldCityMuseumSignScript
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bg_event 26, 20, BGEVENT_READ, OldCityEarlsHouseSignScript ; Bill's House
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bg_event 28, 14, BGEVENT_READ, OldCityGymSignScript ; Gym Sign
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bg_event 8, 11, BGEVENT_READ, OldCityMuseumSignScript
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bg_event 28, 28, BGEVENT_READ, OldCityPokecenterSign
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bg_event 4, 26, BGEVENT_READ, OldCityMartSign
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bg_event 20, 30, BGEVENT_READ, OldCitySouthSignScript
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def_object_events
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object_event 24, 3, SPRITE_FRUIT_TREE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFruitTree, -1
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84
maps/OldCityEarlsHouse.asm
Normal file
84
maps/OldCityEarlsHouse.asm
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@ -0,0 +1,84 @@
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; In the SW97 demo, Bill's House is in Old City.
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; Fitting this in is a bit hard: The Sea Cottage is Bill's "home", which is housesat by his grandfather while Bill visits his family in Goldenrod.
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; Technically, everything still works, but requires that the Sea Cottage is retconned to being Bill's holiday home or something. In the anime, he is an aristocrat, but isn't it a bit of a reach?
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; So instead, I'm using it for Earl, who doesn't have a certain home and can talk about White City.
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object_const_def
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const OLDCITY_EARL
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OldCityEarlsHouse_MapScripts:
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def_scene_scripts
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def_callbacks
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OldCityEarlScript:
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faceplayer
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applymovement OLDCITY_EARL, OldCityEarlSpin
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faceplayer
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opentext
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writetext OldCityEarlText1
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waitbutton
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closetext
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faceplayer
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applymovement OLDCITY_EARL, OldCityEarlSpin
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faceplayer
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opentext
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writetext OldCityEarlText2
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waitbutton
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closetext
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faceplayer
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applymovement OLDCITY_EARL, OldCityEarlSpin
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end
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OldCityEarlText1:
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text "Oh! You it is!"
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para "Remember me do"
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line "you? My smartest"
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cont "student!"
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para "Live here in SEPIA"
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line "CITY I do, my aca-"
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cont "emy famous world-"
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cont "wide!"
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done
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OldCityEarlText2:
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text "But also! Seminars"
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line "across NIHON, I"
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cont "hold! Many schools"
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cont "my expertise they"
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cont "desire!"
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para "Ooh, la la! Come"
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line "to WHITE CITY,"
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cont "you must!"
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para "Smartest students"
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line "go there!"
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done
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OldCityEarlSpin:
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turn_head DOWN
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turn_head LEFT
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turn_head UP
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turn_head RIGHT
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turn_head DOWN
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turn_head LEFT
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turn_head UP
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turn_head RIGHT
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step_end
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OldCityEarlsHouse_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 4, 7, OLD_CITY, 13
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warp_event 3, 7, OLD_CITY, 13
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def_coord_events
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def_bg_events
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def_object_events
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object_event 2, 3, SPRITE_FISHER, SPRITEMOVEDATA_STANDING_RIGHT, 2, 2, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, OldCityEarlScript, -1
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60
maps/OldCityFamilyHouse.asm
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60
maps/OldCityFamilyHouse.asm
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@ -0,0 +1,60 @@
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object_const_def
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const OLDCITY_FAMILYMAN
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const OLDCITY_FAMILYYOUNGSTER
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const OLDCITY_FAMILYGIRL
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OldCityFamilyHouse_MapScripts:
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def_scene_scripts
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def_callbacks
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OldCityFamilyManScript:
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jumptextfaceplayer OldCityFamilyManText
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OldCityFamilyManText:
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text "SEPIA CITY is"
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line "known for its"
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cont "traditional archi-"
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cont "tecture."
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done
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OldCityFamilyYoungsterScript:
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jumptextfaceplayer OldCityFamilyYoungsterText
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OldCityFamilyYoungsterText:
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text "My sister is"
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line "always telling"
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cont "tall tales!"
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para "A month ago, she"
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line "said she saw a"
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cont "bird with hands!"
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done
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OldCityFamilyLassScript:
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jumptextfaceplayer OldCityFamilyLassText
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OldCityFamilyLassText:
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text "Daddy! I saw a"
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line "huge lion-like"
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cont "#MON!"
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para "It rode on the"
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line "wind!"
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done
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OldCityFamilyHouse_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 4, 7, OLD_CITY, 14
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warp_event 3, 7, OLD_CITY, 14
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def_coord_events
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def_bg_events
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def_object_events
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object_event 2, 3, SPRITE_POKEFAN_M, SPRITEMOVEDATA_STANDING_RIGHT, 2, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFamilyManScript, -1
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object_event 5, 1, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_DOWN, 2, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFamilyYoungsterScript, -1
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object_event 0, 4, SPRITE_LASS, SPRITEMOVEDATA_WALK_UP_DOWN, 2, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFamilyLassScript, -1
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@ -1,8 +1,8 @@
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object_const_def
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const OLDCITYPOKECENTER1F_NURSE
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const OLDCITYPOKECENTER1F_FISHER
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const OLDCITYPOKECENTER1F_COOLTRAINER_M
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const OLDCITYPOKECENTER1F_COOLTRAINER_F
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const OLDCITYPOKECENTER1F_ROCKET
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OldCityPokecenter1F_MapScripts:
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def_scene_scripts
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@ -12,17 +12,17 @@ OldCityPokecenter1F_MapScripts:
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OldCityPokecenter1FNurseScript:
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jumpstd PokecenterNurseScript
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OldCityPokecenter1FCoolTrainerMScript:
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jumptextfaceplayer OldCityPokecenter1FCoolTrainerMText
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; Seen in the SW97 demo. Purpose? No clue.
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; Possibly like the RBY one.
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OldCityPokecenter1FRocketGruntScript:
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jumptextfaceplayer OldCityPokecenter1FRocketGruntText
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OldCityPokecenter1FCoolTrainerMText:
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text "There's a strange"
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line "house full of odd"
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cont "geeks on ROUTE 50."
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OldCityPokecenter1FRocketGruntText:
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text "Kekeke! BOSS, this"
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line "is so great!"
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para "I wonder why? Is"
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line "something going"
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cont "on?"
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para "Hm? I'm on the"
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line "phone, here! Shoo!"
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done
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OldCityPokecenter1FCoolTrainerFScript:
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object_event 5, 1, SPRITE_NURSE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FNurseScript, -1
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object_event 13, 3, SPRITE_FISHER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FFisherScript, -1
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object_event 1, 4, SPRITE_COOLTRAINER_F, SPRITEMOVEDATA_WANDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FCoolTrainerFScript, -1
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object_event 7, 5, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_WANDER, 1, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FCoolTrainerMScript, -1
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object_event 7, 5, SPRITE_ROCKET, SPRITEMOVEDATA_STANDING_DOWN, 1, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FRocketGruntScript, -1
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@ -31,8 +31,8 @@ Route49OldCityGateYoungsterScript:
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jumptextfaceplayer Route49OldCityYoungsterText
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Route49OldCityYoungsterText:
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text "OLD CITY is just"
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line "on the other side"
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text "SEPIA CITY is on"
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line "the other side"
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cont "of this gate!"
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done
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jumptextfaceplayer Route49OldCityCooltrainerFText
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Route49OldCityCooltrainerFText:
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text "OLD CITY has a"
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text "SEPIA CITY has a"
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line "famous 5-STORY"
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cont "PAGODA! We call it"
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cont "GROWLITHE TOWER!"
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cont "PAGODA!"
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para "Have you ever"
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line "been there? You"
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@ -33,7 +33,7 @@ Route49OldCityGate2FTwinText:
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text "You're a tourist?"
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line "That's too bad."
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para "GROWLITHE TOWER"
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para "GROWLITHE PAGODA"
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line "isn't open to just"
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cont "anyone."
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done
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