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The act of naming your mother was restored by adding a name substitution system to WRAM, thus allowing the Dude to occupy a slot naturally. I believe Red and Blue's names are unused too, but just to be safe, I left them alone. Using this means we can technically have battles that substitute names all the time, so this is really neat. Reworked the first rival encounter scene to have him treat you like an idiot, blurt out what you name your mother, tease you, and piss you off. Arguably flows better than the original and makes more sense. Also, now the mother's name is placed in various spots. Only concern really is seeing the default name in the phone contact. Feel free to change that if you want, but it's hard to place due to situations where the player leaves without talking to her, so take care!
404 lines
7.8 KiB
NASM
404 lines
7.8 KiB
NASM
object_const_def
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const PLAYERSHOUSE1F_MOM1
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const PLAYERSHOUSE1F_MOM2
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const PLAYERSHOUSE1F_MOM3
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const PLAYERSHOUSE1F_MOM4
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const PLAYERSHOUSE1F_POKEFAN_F
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PlayersHouse1F_MapScripts:
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def_scene_scripts
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scene_script PlayersHouse1FNoop1Scene, SCENE_PLAYERSHOUSE1F_MEET_MOM
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scene_script PlayersHouse1FNoop2Scene, SCENE_PLAYERSHOUSE1F_NOOP
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def_callbacks
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PlayersHouse1FNoop1Scene:
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end
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PlayersHouse1FNoop2Scene:
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end
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MeetMomLeftScript:
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setevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1
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MeetMomRightScript:
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playmusic MUSIC_MOM
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showemote EMOTE_SHOCK, PLAYERSHOUSE1F_MOM1, 15
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turnobject PLAYER, LEFT
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checkevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1
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iffalse .OnRight
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applymovement PLAYERSHOUSE1F_MOM1, MomTurnsTowardPlayerMovement
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sjump MeetMomScript
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.OnRight:
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applymovement PLAYERSHOUSE1F_MOM1, MomWalksToPlayerMovement
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MeetMomScript:
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opentext
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writetext ElmsLookingForYouText
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promptbutton
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getstring STRING_BUFFER_4, PokegearName
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scall PlayersHouse1FReceiveItemStd
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setflag ENGINE_POKEGEAR
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setflag ENGINE_PHONE_CARD
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addcellnum PHONE_MOM
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setscene SCENE_PLAYERSHOUSE1F_NOOP
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setevent EVENT_PLAYERS_HOUSE_MOM_1
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clearevent EVENT_PLAYERS_HOUSE_MOM_2
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writetext MomGivesPokegearText
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promptbutton
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special SetDayOfWeek
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.SetDayOfWeek:
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writetext IsItDSTText
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yesorno
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iffalse .WrongDay
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special InitialSetDSTFlag
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yesorno
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iffalse .SetDayOfWeek
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sjump .DayOfWeekDone
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.WrongDay:
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special InitialClearDSTFlag
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yesorno
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iffalse .SetDayOfWeek
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.DayOfWeekDone:
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writetext ComeHomeForDSTText
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yesorno
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iffalse .ExplainPhone
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sjump .FinishPhone
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.ExplainPhone:
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writetext DontKnowTheInstructionsText
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promptbutton
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sjump .FinishPhone
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.FinishPhone:
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writetext InstructionsNextText
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waitbutton
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closetext
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checkevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1
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iftrue .FromRight
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checkevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_2
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iffalse .FromLeft
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sjump .Finish
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.FromRight:
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applymovement PLAYERSHOUSE1F_MOM1, MomTurnsBackMovement
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sjump .Finish
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.FromLeft:
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applymovement PLAYERSHOUSE1F_MOM1, MomWalksBackMovement
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sjump .Finish
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.Finish:
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special RestartMapMusic
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turnobject PLAYERSHOUSE1F_MOM1, LEFT
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end
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MeetMomTalkedScript:
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playmusic MUSIC_MOM
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sjump MeetMomScript
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PokegearName:
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db "#GEAR@"
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PlayersHouse1FReceiveItemStd:
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jumpstd ReceiveItemScript
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end
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MomScript:
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faceplayer
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setevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_2
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checkscene
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iffalse MeetMomTalkedScript ; SCENE_PLAYERSHOUSE1F_MEET_MOM
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opentext
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checkevent EVENT_FIRST_TIME_BANKING_WITH_MOM
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iftrue .FirstTimeBanking
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checkevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST
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iftrue .BankOfMom
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checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
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iftrue .GaveMysteryEgg
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checkevent EVENT_GOT_A_POKEMON_FROM_ELM
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iftrue .GotAPokemon
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writetext HurryUpElmIsWaitingText
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waitbutton
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closetext
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end
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.GotAPokemon:
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writetext SoWhatWasProfElmsErrandText
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waitbutton
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closetext
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end
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.FirstTimeBanking:
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writetext ImBehindYouText
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waitbutton
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closetext
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end
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.GaveMysteryEgg:
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setevent EVENT_FIRST_TIME_BANKING_WITH_MOM
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.BankOfMom:
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setevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST
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special BankOfMom
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waitbutton
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closetext
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end
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NeighborScript:
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faceplayer
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opentext
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checktime MORN
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iftrue .MornScript
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checktime DAY
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iftrue .DayScript
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checktime NITE
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iftrue .NiteScript
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.MornScript:
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writetext NeighborMornIntroText
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promptbutton
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sjump .Main
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.DayScript:
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writetext NeighborDayIntroText
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promptbutton
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sjump .Main
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.NiteScript:
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writetext NeighborNiteIntroText
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promptbutton
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sjump .Main
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.Main:
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writetext NeighborText
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waitbutton
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closetext
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turnobject PLAYERSHOUSE1F_POKEFAN_F, RIGHT
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end
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PlayersHouse1FTVScript:
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jumptext PlayersHouse1FTVText
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PlayersHouse1FStoveScript:
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jumptext PlayersHouse1FStoveText
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PlayersHouse1FSinkScript:
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jumptext PlayersHouse1FSinkText
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PlayersHouse1FFridgeScript:
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jumptext PlayersHouse1FFridgeText
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MomTurnsTowardPlayerMovement:
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turn_head RIGHT
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step_end
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MomWalksToPlayerMovement:
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slow_step RIGHT
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step_end
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MomTurnsBackMovement:
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turn_head LEFT
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step_end
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MomWalksBackMovement:
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slow_step LEFT
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step_end
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ElmsLookingForYouText:
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text "Oh, <PLAYER>…! Our"
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line "neighbor, PROF."
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para "ELM, was looking"
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line "for you."
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para "He said he wanted"
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line "you to do some-"
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cont "thing for him."
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para "Oh! I almost for-"
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line "got! Your #MON"
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para "GEAR is back from"
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line "the repair shop."
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para "Here you go!"
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done
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MomGivesPokegearText:
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text "#MON GEAR, or"
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line "just #GEAR."
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para "It's essential if"
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line "you want to be a"
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cont "good trainer."
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para "Oh, the day of the"
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line "week isn't set."
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para "You mustn't forget"
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line "that!"
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done
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IsItDSTText:
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text "Is it Daylight"
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line "Saving Time now?"
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done
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ComeHomeForDSTText:
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text "Come home to"
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line "adjust your clock"
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para "for Daylight"
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line "Saving Time."
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para "By the way, do you"
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line "know how to use"
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cont "the PHONE?"
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done
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; Shifted these around so the initial tutorial isn't so agonising and...kind of weird.
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DontKnowTheInstructionsText:
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text "I'll read the"
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line "instructions."
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para "Turn the #GEAR"
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line "on and select the"
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cont "PHONE icon."
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para "Phone numbers are"
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line "stored in memory."
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para "Just choose a name"
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line "you want to call."
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done
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InstructionsNextText:
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text "Gee, aren't these"
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line "convenient?"
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para "Have fun, sweetie!"
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done
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HurryUpElmIsWaitingText:
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text "PROF.ELM is wait-"
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line "ing for you."
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para "Hurry up, baby!"
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done
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SoWhatWasProfElmsErrandText:
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text "<MOM>: So, what"
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line "was PROF.ELM's"
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cont "errand?"
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para "…"
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para "That does sound"
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line "challenging."
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para "But, you should be"
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line "proud that people"
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cont "rely on you."
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done
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ImBehindYouText:
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text "<MOM>: <PLAYER>,"
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line "do it!"
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para "I'm behind you all"
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line "the way!"
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done
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NeighborMornIntroText:
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text "Good morning,"
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line "<PLAY_G>!"
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para "I'm visiting!"
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done
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NeighborDayIntroText:
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text "Hello, <PLAY_G>!"
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line "I'm visiting!"
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done
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NeighborNiteIntroText:
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text "Good evening,"
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line "<PLAY_G>!"
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para "I'm visiting!"
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done
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NeighborText:
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text "<PLAY_G>, have you"
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line "heard?"
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para "My daughter is"
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line "adamant about"
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para "becoming PROF."
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line "ELM's assistant."
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para "She really loves"
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line "#MON!"
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done
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PlayersHouse1FStoveText:
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text "<MOM>'s special-"
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line "ty!"
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para "CINNABAR VOLCANO"
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line "BURGER!"
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done
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PlayersHouse1FSinkText:
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text "The sink is spot-"
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line "less. <MOM>"
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cont "likes it clean."
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done
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PlayersHouse1FFridgeText:
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text "Let's see what's"
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line "in the fridge…"
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para "FRESH WATER and"
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line "tasty LEMONADE!"
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done
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PlayersHouse1FTVText:
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text "There's a movie on"
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line "TV: Stars dot the"
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para "sky as two boys"
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line "ride on a train…"
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para "I'd better get"
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line "rolling too!"
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done
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PlayersHouse1F_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 6, 7, NEW_BARK_TOWN, 2
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warp_event 7, 7, NEW_BARK_TOWN, 2
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warp_event 9, 0, PLAYERS_HOUSE_2F, 1
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def_coord_events
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coord_event 8, 4, SCENE_PLAYERSHOUSE1F_MEET_MOM, MeetMomLeftScript
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coord_event 9, 4, SCENE_PLAYERSHOUSE1F_MEET_MOM, MeetMomRightScript
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def_bg_events
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bg_event 0, 1, BGEVENT_READ, PlayersHouse1FStoveScript
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bg_event 1, 1, BGEVENT_READ, PlayersHouse1FSinkScript
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bg_event 2, 1, BGEVENT_READ, PlayersHouse1FFridgeScript
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bg_event 4, 1, BGEVENT_READ, PlayersHouse1FTVScript
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def_object_events
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object_event 7, 4, SPRITE_MOM, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_1
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object_event 2, 2, SPRITE_MOM, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, MORN, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_2
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object_event 7, 4, SPRITE_MOM, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, DAY, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_2
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object_event 0, 2, SPRITE_MOM, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, NITE, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_2
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object_event 4, 4, SPRITE_POKEFAN_F, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, NeighborScript, EVENT_PLAYERS_HOUSE_1F_NEIGHBOR
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