mirror of
https://github.com/thornAvery/jep-hack.git
synced 2025-09-16 18:20:50 +12:00

This largely finishes the Blue's Lab commit from last night, adding all the bits and bobs to make the first initial cutscene. This essentially puts all the first plot threads into place: Impostor Oak, the Nihon League, and so on. This stuff is stupid unorthodox, I expect it to be an uphill battle.
285 lines
6.2 KiB
NASM
285 lines
6.2 KiB
NASM
; Text in this area uses translations from Minamitoku.
|
|
; https://www.youtube.com/watch?v=Pe1vsKRl7_M&ab_channel=Minamitoku
|
|
|
|
object_const_def
|
|
const SILENT_HILLS_POKEFAN_F
|
|
const SILENT_HILLS_YOUNGSTER
|
|
const SILENT_HILLS_BLUE
|
|
|
|
SilentHills_MapScripts:
|
|
def_scene_scripts
|
|
scene_script SilentHillsNoopScene, SCENE_SILENT_HILLS_BLUE
|
|
|
|
def_callbacks
|
|
callback MAPCALLBACK_NEWMAP, SilentHillsFlypointCallback
|
|
|
|
SilentHillsNoopScene:
|
|
end
|
|
|
|
SilentHillsBlue1:
|
|
playmusic MUSIC_PROF_OAK
|
|
opentext
|
|
writetext BlueWaitText1
|
|
waitbutton
|
|
closetext
|
|
pause 15
|
|
applymovement PLAYER, KrisWantsLefties
|
|
moveobject SILENT_HILLS_BLUE, 6, 9
|
|
disappear SILENT_HILLS_BLUE
|
|
appear SILENT_HILLS_BLUE
|
|
opentext
|
|
writetext BlueWaitText2
|
|
waitbutton
|
|
closetext
|
|
appear SILENT_HILLS_BLUE
|
|
turnobject PLAYER, RIGHT
|
|
showemote EMOTE_SHOCK, PLAYER, 15
|
|
applymovement SILENT_HILLS_BLUE, BlueStrideMovement
|
|
opentext
|
|
writetext BlueFollowMeText
|
|
waitbutton
|
|
closetext
|
|
follow SILENT_HILLS_BLUE, PLAYER
|
|
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1A
|
|
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1
|
|
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1B
|
|
disappear SILENT_HILLS_BLUE
|
|
playsound SFX_ENTER_DOOR
|
|
stopfollow
|
|
pause 10
|
|
applymovement PLAYER, KrisWantsUppies
|
|
disappear PLAYER
|
|
playsound SFX_ENTER_DOOR
|
|
special FadeOutPalettes
|
|
pause 15
|
|
warpfacing UP, BLUE_LAB, 4, 19
|
|
setevent EVENT_DRAGGED_BY_BLUE
|
|
setevent EVENT_GOT_POKEMON_FROM_BLUE ; It's only for the moment, it gets reset once you're actually picking one. Just handles potentially stupid scenarios.
|
|
end
|
|
|
|
SilentHillsBlue2:
|
|
playmusic MUSIC_PROF_OAK
|
|
opentext
|
|
writetext BlueWaitText1
|
|
waitbutton
|
|
closetext
|
|
pause 15
|
|
applymovement PLAYER, KrisWantsLefties
|
|
moveobject SILENT_HILLS_BLUE, 6, 8
|
|
disappear SILENT_HILLS_BLUE
|
|
appear SILENT_HILLS_BLUE
|
|
opentext
|
|
writetext BlueWaitText2
|
|
waitbutton
|
|
closetext
|
|
turnobject PLAYER, RIGHT
|
|
showemote EMOTE_SHOCK, PLAYER, 15
|
|
applymovement SILENT_HILLS_BLUE, BlueStrideMovement
|
|
opentext
|
|
writetext BlueFollowMeText
|
|
waitbutton
|
|
closetext
|
|
follow SILENT_HILLS_BLUE, PLAYER
|
|
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1A
|
|
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement2 ; don't need 1B as we use a fallthrough instead
|
|
disappear SILENT_HILLS_BLUE
|
|
playsound SFX_ENTER_DOOR
|
|
stopfollow
|
|
pause 10
|
|
applymovement PLAYER, KrisWantsUppies
|
|
disappear PLAYER
|
|
playsound SFX_ENTER_DOOR
|
|
special FadeOutPalettes
|
|
pause 15
|
|
warpfacing UP, BLUE_LAB, 4, 19
|
|
setevent EVENT_DRAGGED_BY_BLUE
|
|
setevent EVENT_GOT_POKEMON_FROM_BLUE ; It's only for the moment, it gets reset once you're actually picking one. Just handles potentially stupid scenarios.
|
|
end
|
|
|
|
SilentHillsFlypointCallback:
|
|
setflag ENGINE_FLYPOINT_SILENT_HILLS
|
|
endcallback
|
|
|
|
SilentHillsSign1:
|
|
jumptext SilentHillsSign1Text
|
|
|
|
SilentHillsSign1Text:
|
|
text "CAL's House"
|
|
done
|
|
|
|
SilentHillsSign2:
|
|
jumptext SilentHillsSign2Text
|
|
|
|
SilentHillsSign2Text:
|
|
text "SILENT HILLS"
|
|
line "Ever peaceful..."
|
|
done
|
|
|
|
SilentHillsSign3:
|
|
jumptext SilentHillsSign3Text
|
|
|
|
SilentHillsSign3Text:
|
|
text "TO LET" ; It technically says "HOUSE TO RENT" but this is more natural.
|
|
done
|
|
|
|
SilentHillsSign4:
|
|
jumptext SilentHillsSign4Text
|
|
|
|
SilentHillsSign4Text:
|
|
text "Huh? The door is"
|
|
line "closed..."
|
|
done
|
|
|
|
SilentHillsSign5:
|
|
jumptext SilentHillsSign5Text
|
|
|
|
SilentHillsSign5Text:
|
|
text "<RIVAL>'s House"
|
|
done
|
|
|
|
SilentHillsPokecenterSign:
|
|
jumpstd PokecenterSignScript
|
|
|
|
SilentHillPokefanF:
|
|
jumptextfaceplayer SilentHillPokefanFText
|
|
|
|
SilentHillPokefanFText:
|
|
text "Your PACK is so"
|
|
line "cool! Where did"
|
|
cont "you get it?"
|
|
done
|
|
|
|
SilentHillYoungster:
|
|
jumptextfaceplayer SilentHillManText
|
|
|
|
SilentHillManText:
|
|
text "Do some people"
|
|
line "hate nocturnal"
|
|
cont "#MON?"
|
|
done
|
|
|
|
BlueWaitText1:
|
|
text "Hey! Hey! Wait!"
|
|
line "Don't go out!"
|
|
done
|
|
|
|
BlueWaitText2:
|
|
text "I said WAIT, bozo!"
|
|
done
|
|
|
|
BlueFollowMeText:
|
|
text "BLUE: Do you not"
|
|
line "know--"
|
|
|
|
para "Huh?! It's you!"
|
|
line "You wiped the flo-"
|
|
cont "or with me before!"
|
|
|
|
para "What are you doing"
|
|
line "in NIHON?!"
|
|
|
|
para "…"
|
|
|
|
para "You may be useful,"
|
|
line "actually. Come on,"
|
|
cont "follow me!"
|
|
done
|
|
|
|
BlueStrideMovement:
|
|
step LEFT
|
|
step LEFT
|
|
step LEFT
|
|
step LEFT
|
|
step LEFT
|
|
step_end
|
|
|
|
; I got really annoyed at the inefficiency and decided to do things like this.
|
|
; There is probably a fallthrough you can use somewhere.
|
|
BlueFollowMeMovement1A:
|
|
step RIGHT
|
|
step RIGHT
|
|
step RIGHT
|
|
step RIGHT
|
|
step RIGHT
|
|
step RIGHT
|
|
step_end
|
|
|
|
BlueFollowMeMovement1:
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
step_end
|
|
|
|
BlueFollowMeMovement2:
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
; fallthrough
|
|
BlueFollowMeMovement1B:
|
|
step RIGHT
|
|
step RIGHT
|
|
step RIGHT
|
|
step RIGHT
|
|
step RIGHT
|
|
step RIGHT
|
|
step RIGHT
|
|
step RIGHT
|
|
step UP
|
|
step_end
|
|
|
|
KrisWantsUppies:
|
|
step UP
|
|
step_end
|
|
|
|
KrisWantsLefties: ; Wasn't funny enough
|
|
step LEFT
|
|
step_end
|
|
|
|
; A little message for the cheaters.
|
|
SilentHillsWhatScript:
|
|
jumptextfaceplayer SilentHillsWhatText
|
|
|
|
SilentHillsWhatText:
|
|
text "How on earth did"
|
|
line "you get here?!"
|
|
|
|
para "You stinker!"
|
|
|
|
para "…"
|
|
|
|
para "Well, you must be"
|
|
line "smart…."
|
|
|
|
para "So, props! Thanks"
|
|
line "for playing!"
|
|
done
|
|
|
|
SilentHills_MapEvents:
|
|
db 0, 0 ; filler
|
|
|
|
def_warp_events
|
|
warp_event 13, 4, SILENT_HILLS_POKECENTER_1F, 1 ; Pokecenter
|
|
warp_event 5, 4, CALS_HOUSE_1F, 1 ; Cal's House
|
|
warp_event 14, 11, BLUE_LAB, 1
|
|
warp_event 15, 11, BLUE_LAB, 2
|
|
warp_event 3, 12, SILVERS_HOUSE, 1
|
|
|
|
def_coord_events
|
|
coord_event 1, 9, SCENE_SILENT_HILLS_BLUE, SilentHillsBlue1
|
|
coord_event 1, 8, SCENE_SILENT_HILLS_BLUE, SilentHillsBlue2
|
|
|
|
def_bg_events
|
|
bg_event 8, 4, BGEVENT_READ, SilentHillsSign1
|
|
bg_event 16, 5, BGEVENT_READ, SilentHillsSign2
|
|
bg_event 10, 11, BGEVENT_READ, SilentHillsSign3
|
|
bg_event 15, 11, BGEVENT_READ, SilentHillsSign4
|
|
bg_event 14, 11, BGEVENT_READ, SilentHillsSign4
|
|
bg_event 6, 12, BGEVENT_READ, SilentHillsSign5
|
|
bg_event 14, 4, BGEVENT_READ, SilentHillsPokecenterSign
|
|
|
|
def_object_events
|
|
object_event 8, 7, SPRITE_POKEFAN_F, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillPokefanF, -1
|
|
object_event 9, 13, SPRITE_YOUNGSTER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillYoungster, -1
|
|
object_event 0, 0, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillsWhatScript, -1
|